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

GET /v1/monsters/?format=api&ordering=hit_points&page=42
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=hit_points&page=43",
    "previous": "https://api-beta.open5e.com/v1/monsters/?format=api&ordering=hit_points&page=41",
    "results": [
        {
            "slug": "houndofthenight-tob1-2023",
            "desc": "False",
            "name": "Hound of the Night",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 112,
            "hit_dice": "15d10 + 30",
            "speed": {
                "walk": 30
            },
            "strength": 20,
            "dexterity": 16,
            "constitution": 14,
            "intelligence": 7,
            "wisdom": 14,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": 5,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": null,
            "perception": 15,
            "skills": {
                "Intimidation": 3,
                "Perception": 5,
                "Stealth": 6
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "False",
            "damage_immunities": "cold",
            "condition_immunities": "False",
            "senses": "darkvision 60 ft., passive Perception 15",
            "languages": "understands Elvish and Umbral but can’t speak",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The hound of the night makes two Bite attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 4 (1d8) cold damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone."
                },
                {
                    "name": "Frost Breath (Recharge 5-6)",
                    "desc": "The hound exhales frost in a 15-foot cone. Each creature in the area must make a DC 14 Dexterity saving throw, taking 27 (6d8) cold damage on a failed save, or half as much damage on a successful one."
                },
                {
                    "name": "Teleport (Recharge 4-6)",
                    "desc": "The hound magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. Before or after teleporting, the hound can make one Bite attack."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Fey Scent",
                    "desc": "The hound of the night has advantage on Wisdom (Perception) checks that rely on smell. If it is tracking a Fey, Giant, or Humanoid whose scent it knows, the hound can continue tracking that creature if the creature moves into the Border Ethereal or teleports, provided the creature isn't in the Border Ethereal for more than 1 minute or that the creature doesn't teleport more than 100 feet at a time."
                }
            ],
            "spell_list": [],
            "page_no": 235,
            "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_hound-of-the-night/"
        },
        {
            "slug": "mamura-tob1-2023",
            "desc": "False",
            "name": "Mamura",
            "size": "Small",
            "type": "Aberration",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 112,
            "hit_dice": "15d6 + 60",
            "speed": {
                "walk": 30,
                "fly": 20
            },
            "strength": 8,
            "dexterity": 18,
            "constitution": 19,
            "intelligence": 17,
            "wisdom": 11,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 6,
            "perception": 16,
            "skills": {
                "Acrobatics": 7,
                "Perception": 6,
                "Stealth": 7
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "Common, Goblin, Sylvan, Void Speech",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The mamura makes three Claw attacks and one Whiptail Stinger attack."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, range 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage."
                },
                {
                    "name": "Whiptail Stinger",
                    "desc": "Melee Weapon Attack: +7 to hit, range 10 ft., one target. Hit: 8 (1d8 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or take 7 (2d6) poison damage and be poisoned for 1 minute. While poisoned, the creature takes 3 (1d6) poison damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Shadow Stealth",
                    "desc": "While in dim light or darkness, the mamura takes the Hide action."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Distracting Babble",
                    "desc": "When a spellcaster that is concentrating on a spell starts its turn within 20 feet of the mamura, the spellcaster must succeed on a DC 15 Constitution saving throw or lose concentration on the spell. In addition, if a spellcaster within 20 feet of the mamura casts a spell, it must succeed on a DC 15 Constitution saving throw or the spell fails to cast, using the action, bonus action, or reaction to cast the spell but not expending the spell slot."
                },
                {
                    "name": "Flyby",
                    "desc": "The mamura doesn't provoke opportunity attacks when it flies out of an enemy's reach."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The mamura has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Radial Eyes",
                    "desc": "The mamura has advantage on Wisdom (Perception) checks that rely on sight and on saving throws against being blinded. In addition, if the mamura isn't blinded, creatures attacking it can't benefit from traits and features that rely on a creature's allies distracting or surrounding the mamura, such as the Pack Tactics trait or Sneak Attack class feature."
                }
            ],
            "spell_list": [],
            "page_no": 263,
            "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_mamura/"
        },
        {
            "slug": "owlharpy-tob1-2023",
            "desc": "False",
            "name": "Owl Harpy",
            "size": "Medium",
            "type": "monstrosity",
            "subtype": "",
            "group": "null",
            "alignment": "neutral evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 112,
            "hit_dice": "15d8 + 45",
            "speed": {
                "walk": 80,
                "fly": 20
            },
            "strength": 12,
            "dexterity": 17,
            "constitution": 16,
            "intelligence": 11,
            "wisdom": 14,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 12,
            "skills": {
                "Performance": 7,
                "Stealth": 9
            },
            "damage_vulnerabilities": "thunder",
            "damage_resistances": "False",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 12",
            "languages": "Common, Abyssal, Giant",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The owl harpy makes two Claw attacks and two Talon attacks."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage."
                },
                {
                    "name": "Talon",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage."
                },
                {
                    "name": "Sleeping Song",
                    "desc": "The owl harpy sings a magical melody. Every Humanoid and Giant within 300 feet of the harpy that can hear the song must succeed on a DC 15 Wisdom saving throw or fall unconscious until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated. An unconscious target wakes if it takes damage or if another creature uses an action to wake it. A target that successfully saves is immune to this harpy's song for the next 24 hours."
                },
                {
                    "name": "Hovering Darkness (3/Day)",
                    "desc": "While flying, the owl harpy shakes a fine, magical dander from her wings, and a 15-foot radius of magical darkness extends out from her, moves with her, and spreads around corners. The darkness lasts as long as the owl harpy flies and maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can't penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Hypersensitive Hearing",
                    "desc": "The owl harpy has advantage on Wisdom (Perception) checks that rely on hearing, and it can't use its blindsight while deafened."
                },
                {
                    "name": "Quiet Wings",
                    "desc": "The owl harpy has advantage on Dexterity (Stealth) checks made to hide while flying."
                }
            ],
            "spell_list": [],
            "page_no": 230,
            "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_owl-harpy/"
        },
        {
            "slug": "shadowbeast-tob1-2023",
            "desc": "False",
            "name": "Shadow Beast",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Evil",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 112,
            "hit_dice": "15d8 + 45",
            "speed": {
                "walk": 40
            },
            "strength": 6,
            "dexterity": 20,
            "constitution": 17,
            "intelligence": 14,
            "wisdom": 14,
            "charisma": 19,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": null,
            "perception": 12,
            "skills": {
                "Stealth": 8
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "False",
            "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, restrained",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Common, Elvish, Umbral, Void Speech",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The shadow beast makes one Bite attack and two Claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) necrotic damage."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 7 (2d6) necrotic damage."
                },
                {
                    "name": "Frightful Shadows (Recharge 5-6)",
                    "desc": "The shadow beast releases a wave of shadows filled with frightening images of eyes, fangs, and other barely seen and terrifying beasts in a 30-foot cone. Each creature in the area must make a DC 15 Wisdom saving throw. On a failure, a creature takes 42 (12d6) necrotic damage and is frightened for 1 minute. On a success, a creature takes half the damage and isn't frightened. A frightened creature must take the Dash action and move away from the shadow beast by the safest available route on each of its turns, unless there is nowhere to move. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Incorporeal Movement",
                    "desc": "The shadow beast 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": "Magic Resistance",
                    "desc": "The shadow beast has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Shadow Weapons",
                    "desc": "The shadow beast's weapon attacks are magical. When the shadow beast hits with any weapon, the weapon deals an extra 2d6 necrotic damage (included in the attack)."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "While in sunlight, the shadow beast has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
                }
            ],
            "spell_list": [],
            "page_no": 324,
            "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_shadow-beast/"
        },
        {
            "slug": "dissimortuum",
            "desc": "_This twisted humanoid has gray flesh and black claws that drip blood. A bone mask is bound to its head by strips of putrid flesh and a third arm hangs from the right side of the creature’s body, its hand clutching a large sack stained with blood._  \n**Plague Bringers.** Dissimortuum are undead monstrosities constructed by necromancers to spread the undead plague, slowly but surely. These creatures are rare but tenacious. A dissimortuum obeys orders from the necromancer whose magic created it.  \nWhen a dissimortuum kills, it collects body parts from its victims and keeps them in a sack that it carries with its third arm at all times. The monster sets down its sack of trophies only when pressed in combat, to make the most of its extra limb.  \n**Constructing Dissimortuum.** Even when not following instructions, a dissimortuum seeks to create more of its own kind. The creature wanders graveyards, battlefields, and slums, searching for the gruesome components it needs to construct a mask and body for its undead offspring. The process is slow, taking up to a month to make a single mask, but a dissimortuum has nothing but time. The new creation is independent and not under the control of its maker.  \n**Donning the Mask.** The mask of a dissimortuum is nigh indestructible. When the creature is destroyed, its mask usually survives and breaks free. On its own, the object detects as magical with mixed enchantment and necromantic auras. It is a tempting souvenir, but anyone foolish enough to don the mask is immediately wracked by pain and takes 7 (2d6) necrotic damage. The character must make a successful DC 15 Wisdom saving throw or become dominated by the mask. The domination arrives slowly. The character acts normally for a day or two, but then the character notices periods of time that cannot be accounted for. During these times, the character gathers the grisly components needed to build a new body for the dissimortuum. This process takes a week, after which the character is freed from domination as the undead creature is reborn.",
            "name": "Dissimortuum",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 112,
            "hit_dice": "15d8+45",
            "speed": {
                "walk": 30,
                "climb": 30
            },
            "strength": 14,
            "dexterity": 10,
            "constitution": 16,
            "intelligence": 8,
            "wisdom": 11,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 6,
            "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": "necrotic, poison",
            "condition_immunities": "charmed, exhaustion, poisoned",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "Common",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dissimortuum makes three claw attacks."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 15 (3d8 + 2) slashing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "3d8"
                },
                {
                    "name": "Terrifying Mask",
                    "desc": "Each non-undead creature within 60 feet of the dissimortuum that can see it must make a successful DC 15 Wisdom saving throw or be frightened for 1d8 rounds. If a target's saving throw is successful or the effect ends for it, the target becomes immune to all dissimortuum's terrifying masks for the next 24 hours."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Spider Climb",
                    "desc": "The dissimortuum can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
                }
            ],
            "spell_list": [],
            "page_no": 119,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_dissimortuum/"
        },
        {
            "slug": "eleinomae",
            "desc": "_Eleinomae, or marsh nymphs, are beautiful fey who hold sway over many wetlands, from the chill to the tropical. They wear distinctive dresses fashioned from reeds and water lilies._  \n**Nets for Travelers.** Eleinomae are cruel and depraved creatures that seduce travelers with charms and illusions, then lead them to a watery grave. To capture their victims, eleinomae weave a net from swamp reeds and grasses, and decorate it with beautiful blossoms that release an intoxicating, bewitching aroma.  \n**Aquatic Cemeteries.** They are known to keep the most handsome captives as companions—for a time, at least, but they invariably grow weary of their company and drown them. Many eleinomae preserve the bodies of previous mates in aquatic cemeteries where the corpses float among fields of water lilies, and they spend much time singing to the dead. Such watery graveyards are often guarded by charmed allies of the eleinomae or other caretakers.  \n**Vain Singers.** While eleinomae have few weaknesses, their vanity and overconfidence can be exploited to vanquish them. They are proud of their sweet voices and clever creation of songs and harmonies.",
            "name": "Eleinomae",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 18,
            "armor_desc": "",
            "hit_points": 112,
            "hit_dice": "15d8+45",
            "speed": {
                "walk": 30,
                "swim": 30
            },
            "strength": 13,
            "dexterity": 19,
            "constitution": 16,
            "intelligence": 14,
            "wisdom": 14,
            "charisma": 19,
            "strength_save": 4,
            "dexterity_save": 7,
            "constitution_save": 6,
            "intelligence_save": 5,
            "wisdom_save": 5,
            "charisma_save": 7,
            "perception": 5,
            "skills": {
                "deception": 7,
                "insight": 5,
                "perception": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 15",
            "languages": "Aquan, Common, Elvish, Sylvan",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The eleinomae makes three dagger attacks and one reed flower net attack."
                },
                {
                    "name": "Dagger",
                    "desc": "Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) slashing damage plus 3 (1d6) poison damage.",
                    "attack_bonus": 7,
                    "damage_dice": "1d4"
                },
                {
                    "name": "Reed Flower Net",
                    "desc": "Ranged Weapon Attack: +7 to hit, range 5/15 ft., one Large or smaller creature. Hit: The target has disadvantage on Wisdom saving throws for 1 minute, and is restrained. A creature can free itself or another creature within reach from restraint by using an action to make a successful DC 15 Strength check or by doing 5 slashing damage to the net (AC 10).",
                    "attack_bonus": 7,
                    "damage_dice": "0"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Unearthly Grace",
                    "desc": "The eleinomae's Charisma modifier is added to its armor class (included above)."
                },
                {
                    "name": "Reed Walk",
                    "desc": "The eleinomae can move across undergrowth or rivers without making an ability check. Additionally, difficult terrain of this kind doesn't cost it extra moment."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the eleinomae's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:\n\nat will: dancing lights\n\n3/day each: charm person, suggestion\n\n2/day each: hallucinatory terrain, major image"
                }
            ],
            "spell_list": [],
            "page_no": 168,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_eleinomae/"
        },
        {
            "slug": "gilded-devil",
            "desc": "_This tall, bronze-complexioned man is abnormally long-limbed and clad in armor of stained and battered coins. His wiry frame is festooned with mismatched bracelets, rings, and necklaces, each gaudier than the last. The easy smile on his face is cold with envy._  \n**Servants of Mammon.** Rarely seen in their natural form outside of Hell, gilded devils are the servitors of Mammon, archdevil of greed. They tempt and corrupt with promises of wealth, power, and fame, twisting mortal greed into sure damnation.  \n**Impression of Wisdom.** When pursuing a mortal of high standing, gilded devils prefer unassuming appearances, molding their flesh and gaudy trappings to make themselves look the parts of wise advisers, canny merchants, or sly confidants.  \n**Fond of Gold and Jewels.** Even in their humblest form, gilded devils always wear a piece of golden jewelry or a jeweled button or ornament.",
            "name": "Gilded Devil",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "devil",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 16,
            "armor_desc": "coin mail",
            "hit_points": 112,
            "hit_dice": "15d8+45",
            "speed": {
                "walk": 30
            },
            "strength": 17,
            "dexterity": 15,
            "constitution": 17,
            "intelligence": 15,
            "wisdom": 18,
            "charisma": 17,
            "strength_save": 6,
            "dexterity_save": null,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": 6,
            "perception": null,
            "skills": {
                "deception": 9,
                "history": 5,
                "insight": 10,
                "persuasion": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "fire, poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 60ft, passive Perception 14",
            "languages": "Celestial, Common, Draconic, Infernal; telepathy (120 ft.)",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The gilded devil makes two heavy flail attacks."
                },
                {
                    "name": "Heavy Flail (Scourge of Avarice)",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage.",
                    "attack_bonus": 8,
                    "damage_dice": "1d10+5"
                },
                {
                    "name": "Betrayal of Riches (Recharge 5-6)",
                    "desc": "as a bonus action, a gilded devil can turn rings, necklaces, and other jewelry momentarily against their wearer. The devil can affect any visible item of jewelry on up to two creatures within 60 feet, twisting them into cruel barbs and spikes. Each target must succeed on a DC 15 Wisdom saving throw to halve the damage from this effect. If the saving throw fails, the victim takes 13 (3d8) piercing damage and an additional effect based on the item location targeted.\n\nan item is treated as jewelry if it is made of a precious material (such as silver, gold, ivory, or adamantine), adorned with gems, or both, and is worth at least 100 gp.\n\narms: STR Save or Melee Damage halved until a short rest\n\nhand: STR Save or Drop any held item\n\neyes: DEX Save or Permanently blinded\n\nhead: DEX Save Disadvantage on INT checks until long rest\n\nfeet: DEX Save or Speed halved for 24 hours\n\nneck: CON Save or Stunned, unable to breathe for 1 round\n\nother: No additional effects"
                },
                {
                    "name": "Scorn Base Metals",
                    "desc": "A gilded devil's attacks ignore any protection provided by nonmagical armor made of bronze, iron, steel, or similar metals. Protection provided by valuable metals such as adamantine, mithral, and gold apply, as do bonuses provided by non-metallic objects."
                },
                {
                    "name": "Scourge of Avarice",
                    "desc": "As a bonus action, a gilded devil wearing jewelry worth at least 1,000 gp can reshape it into a +2 heavy flail. A creature struck by this jeweled flail suffers disadvantage on all Wisdom saving throws until his or her next short rest, in addition to normal weapon damage. The flail reverts to its base components 1 minute after it leaves the devil's grasp, or upon the gilded devil's death."
                },
                {
                    "name": "Voracious Greed",
                    "desc": "As an action, a gilded devil can consume nonmagical jewelry or coinage worth up to 1,000 gp. For each 200 gp consumed, it heals 5 hp of damage. A gilded devil can use this ability against the worn items of a grappled foe. The target must succeed on a DC 13 Dexterity saving throw to keep an item from being consumed."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Devil's Sight",
                    "desc": "Magical darkness doesn't impede the devil's darkvision."
                },
                {
                    "name": "Liar's Largesse",
                    "desc": "A gilded devil has influence over the recipient of a gift for as long as that creature retains the gift. The recipient receives a -2 penalty on saving throws against the gilded devil's abilities and a further -10 penalty against scrying attempts made by the gilded devil. A remove curse spell removes this effect."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The devil has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The gilded devil's weapon attacks are magical."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the gilded devil's spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The gilded devil can innately cast the following spells, requiring no material components:\n\nat will: detect thoughts, major image, suggestion\n\n3/day each: dominate person, polymorph, scorching ray (4 rays), scrying\n\n1/day: teleport (self plus 50 lb of objects only)"
                }
            ],
            "spell_list": [],
            "page_no": 106,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_gilded-devil/"
        },
        {
            "slug": "hound-of-the-night",
            "desc": "_These enormous black hounds are most commonly seen panting in the moonlight, wisps of steam rising from their muzzles, while they accompany a nocturnal hunting party._  \n**Fey Bloodhounds.** Hounds of the night are bred by the shadow fey for use as hunting companions and guardians, and they excel at both tasks. Far more intelligent than other hounds, they are difficult to evade once they are on a quarry’s trail, because they can think their way past problems that would throw their lesser kin off the trail. Their shadow fey masters claim that hounds of the night can smell a shadow on running water and can sniff out a ghost passing through a wall.  \n**Cousins to Winter.** Somewhere in their early existence as a breed, some enterprising hunter interbred them with winter wolves. Every trace of their white fur is long gone, but the cold breath of those dread canines remains.  \n**Dimensional Stepping.** Hounds of night excel at distracting prey while some of their pack uses dimension door to achieve some larger goal, such as dragging off a treasure or overwhelming a spellcaster in the back ranks.",
            "name": "Hound Of The Night",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 112,
            "hit_dice": "15d10+30",
            "speed": {
                "walk": 30
            },
            "strength": 20,
            "dexterity": 16,
            "constitution": 14,
            "intelligence": 9,
            "wisdom": 14,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": 5,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "intimidation": 3,
                "perception": 5,
                "stealth": 6
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "",
            "damage_immunities": "cold",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 15",
            "languages": "understands Elvish and Umbral but can't speak",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone.",
                    "attack_bonus": 8,
                    "damage_dice": "3d10"
                },
                {
                    "name": "Frost Breath (Recharge 5-6)",
                    "desc": "The hound exhales a 15-foot cone of frost. Those in the area of effect take 44 (8d10) cold damage, or half damage with a successful DC 13 Dexterity saving throw."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Blood Scent",
                    "desc": "A hound of the night can follow a scent through phase shifts, ethereal movement, dimension door, and fey steps of any kind. Teleport and plane shift are beyond their ability to follow."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the hound's innate spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells, requiring no material components:\n\nat will: dimension door"
                }
            ],
            "spell_list": [],
            "page_no": 251,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_hound-of-the-night/"
        },
        {
            "slug": "kongamato",
            "desc": "_The kongamato is an evolutionary holdover, a large pterodactyl with avian traits, such as emergent feathers and long, beaklike jaws._  \n**Boat Breaker.** Its name means \"breaker of boats,\" and as that implies, this creature systematically destroys the small vessels of those who come too close to its perch. No one knows what motivates this form of attack, although some sages suppose that the kongamato mistakes canoes for large prey like hippopotami or crocodiles.  \n**Spoken in Whispers.** For some tribes, kongamatos present a terrible threat, and they speak in whispers about them, fearing that mention of the beasts could attract their wrath. In some cases, evil priests and cultists summon these beasts as their servitors and use them to terrify villagers.  \n**Maneaters.** Kongamatos that have eaten human flesh develop a preference for it. These maneaters perform nightly raids on small towns, snatching children and Small humanoids with their claws and flying away.",
            "name": "Kongamato",
            "size": "Large",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 112,
            "hit_dice": "15d10+30",
            "speed": {
                "walk": 10,
                "fly": 60
            },
            "strength": 19,
            "dexterity": 18,
            "constitution": 14,
            "intelligence": 2,
            "wisdom": 10,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 13",
            "languages": "-",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The kongamato makes one bite attack and two claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained and the kongamato can't bite another target. When the kongamato moves, any target it is grappling moves with it.",
                    "attack_bonus": 7,
                    "damage_dice": "4d6"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "3d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Flyby",
                    "desc": "The kongamato doesn't provoke an opportunity attacks when it flies out of an enemy's reach."
                },
                {
                    "name": "Breaker of Boats",
                    "desc": "The kongamato deals double damage to objects and structures made of wood or lighter materials."
                },
                {
                    "name": "Carry Off",
                    "desc": "A single kongamato can carry away prey up to 50 lbs, or a single rider under that weight. A grouo of them can carry up to 100 lbs."
                }
            ],
            "spell_list": [],
            "page_no": 265,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_kongamato/"
        },
        {
            "slug": "nichny",
            "desc": "_These ancient creatures resemble nothing so much as black cats dressed in sumptuous, if archaic, clothing._  \n**Xenophobic.** The nichny are highly xenophobic and gleefully carnivorous fey who dwell in deep, primeval forests.  \n**True and False Prophets.** They can dispense luck to those they like and they certainly have oracular powers, but they rarely share their prophecies with outsiders. Their prophecies are always delivered in triples, and legend holds that two inevitably prove true and one proves false.  \n**Answer Three Questions.** One final legend claims that if a nichny can be bound with gold or orichalcum chains, it must answer three questions. As with their prophecies, two answers will be true and one will be a lie. All three questions must be posed before any will be answered. When the third answer is given, the nichny and the chains disappear.",
            "name": "Nichny",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 112,
            "hit_dice": "15d8+45",
            "speed": {
                "walk": 30,
                "climb": 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": 7,
            "skills": {
                "acrobatics": 7,
                "insight": 7,
                "perception": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold, fire, lightning; 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 attacks."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d12"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Freedom of Movement",
                    "desc": "A nichny ignores difficult terrain and cannot be entangled, grappled, or otherwise impeded in its movements as if it is under the effect of a constant freedom of movement spell. This ability is negated for grapple attempts if the attacker is wearing gold or orichalcum gauntlets or using a gold or orichalcum chain as part of its attack."
                },
                {
                    "name": "Imbue Luck (1/Day)",
                    "desc": "Nichny can enchant a small gem or stone to bring good luck. If the nichny gives this lucky stone to another creature, the bearer receives a +1 bonus to all saving throws for 24 hours."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the nichny's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat Will: detect magic, invisibility, magic missile, ray of frost\n\n3/day each: blink, dimension door, haste, polymorph (self only)\n\n1/day each: teleport, word of recall"
                },
                {
                    "name": "Luck Aura",
                    "desc": "A nichny is surrounded by an aura of luck. All creatures it considers friends within 10 feet of the nichny gain a +1 bonus to attack rolls, saving throws, and ability checks. Creatures that it considers its enemies take a -1 penalty to attack rolls, saving throws, and ability checks. The nichny can activate or suppress this aura on its turn as a bonus action."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The nichny has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Soothsaying",
                    "desc": "Once per week, a nichny can answer up to three questions about the past, present, or future. All three questions must be asked before the nichny can give its answers, which are short and may be in the form of a paradox or riddle. One answer always is false, and the other two must be true."
                }
            ],
            "spell_list": [],
            "page_no": 303,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_nichny/"
        },
        {
            "slug": "owl-harpy",
            "desc": "_This winged woman’s face is wreathed in a headdress of feathers; her luminous eyes and aquiline nose lend beauty to her feral demeanor. Her sharp, taloned feet seem even more inhuman by comparison._  \n**Harpy Queens.** An owl harpy is a queen among her kind, possessing superior grace and intelligence and an owl's predatory instinct and savage appetite. Owl harpies never grow hair, only feathers, which often wreathe their faces and crown their heads like a headdress. Their taloned feet are strong and razor sharp. They are much stronger fliers than lesser harpies; they swoop and hover in mid-air with ease to tear their prey apart. They are found in temperate climates as well as in deserts and jungles.  \n**Noctural Magic.** Owl harpies practice a rare, potent magic associated with darkness and the night. They can counter most light sources easily. So refined is their hearing that neither darkness nor invisibility detracts from their ability to hunt their quarry. Their acute hearing also means that thunder attacks distress them.  \nOwl harpies are natural (if irredeemably evil) bards thanks to their sharp wits. Less common but not unheard of are owl harpy oracles, scholars, and collectors. These savants are known to exchange their knowledge and insights for companionship or for unusual gifts and treasures.",
            "name": "Owl Harpy",
            "size": "Medium",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 14,
            "armor_desc": "",
            "hit_points": 112,
            "hit_dice": "15d8+45",
            "speed": {
                "walk": 20,
                "fly": 80,
                "hover": true
            },
            "strength": 12,
            "dexterity": 17,
            "constitution": 16,
            "intelligence": 11,
            "wisdom": 14,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "performance": 7,
                "stealth": 6
            },
            "damage_vulnerabilities": "thunder",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "blindsight 60 ft., passive Perception 12",
            "languages": "Common, Abyssal, Giant",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The owl harpy makes two claw attacks and two talon attacks."
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d4"
                },
                {
                    "name": "Talons",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Hovering Darkness",
                    "desc": "An owl harpy that hovers in flight can shake a fine, magical dander from her wings over a creature within 20 feet and directly below her. The creature must succeed on a DC 15 Constitution saving throw or fall unconscious and be poisoned for 10 minutes. It wakes up if it takes damage or if a creature uses an action to shake it awake, but waking up doesn't end the poisoning."
                },
                {
                    "name": "Luring Song",
                    "desc": "The owl harpy sings a magical melody. Every humanoid and giant within 300 feet of the harpy that can hear the song must succeed on a DC 15 Wisdom saving throw or be charmed until the song ends. The harpy must use a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy becomes incapacitated. While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. A charmed target that is more than 5 feet away from the harpy must move at its highest rate (including dashing, if necessary) along the most direct route to get within 5 feet of the harpy. The charmed creature doesn't maneuver to avoid opportunity attacks, but it can repeat the saving throw every time it takes damage from anything other than the harpy. It also repeats the saving throw before entering damaging terrain (lava or a pit, for example), if the most direct route includes a dangerous space. A creature also repeats the saving throw at the end of each of its turns. A successful saving throw ends the effect on that creature and makes the creature immune to this harpy's song for 24 hours."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Quiet Flight",
                    "desc": "The owl harpy gains an additional +3 to Stealth (+9 in total) while flying."
                },
                {
                    "name": "Dissonance",
                    "desc": "The owl harpy can't use its blindsight while deafened."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the owl harpy's innate spellcasting ability is Charisma. The owl harpy can innately cast the following spells, requiring no material components:\n\n3/day: darkness"
                }
            ],
            "spell_list": [],
            "page_no": 246,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_owl-harpy/"
        },
        {
            "slug": "sand-hag",
            "desc": "_This withered crone glares malevolently, her face framed by lank gray hair. Her malicious grin is filled with shark teeth, and drool trickles from her lips._  \n**Hatred of Beauty.** Sand hags are terrifying crones that haunt desert ruins and forgotten oases. Their hatred for things of beauty and peace is terrible to behold. A sand hag uses her illusions and mimicry to lure travelers into an ambush.  \n**False Oasis.** They delight in tricking a caravan into an illusory oasis, killing all the riding animals and pack animals so the travelers can’t flee, and then terrifying and slaughtering them one by one.  \n**Drain Bodies.** For the slaughter of animals or humanoids, a sand hag prefers to rely on her claws, which drain the moisture from their victims. They leave the mummified remnants in postures of life—tied to a saddle, or atop a guard tower—to terrify others.  \nSand hags stand 6 to 7 feet tall, weigh less than 150 lb., and dress in torn and tattered robes. Although skeletally thin, a sand hag’s apparent frailty belies her prodigious strength.",
            "name": "Sand Hag",
            "size": "Medium",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 112,
            "hit_dice": "15d8+45",
            "speed": {
                "walk": 30,
                "burrow": 30
            },
            "strength": 18,
            "dexterity": 15,
            "constitution": 16,
            "intelligence": 16,
            "wisdom": 14,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "deception": 6,
                "perception": 5,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., passive Perception 15",
            "languages": "Common, Dwarvish, Giant, Gnomish",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The sand hag makes two claw attacks."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. If the target is a creature, it must make a successful DC 12 Constitution saving throw or gain one level of exhaustion.",
                    "attack_bonus": 7,
                    "damage_dice": "1d8"
                },
                {
                    "name": "Scouring Sirocco (Recharge 5-6)",
                    "desc": "The sand hag generates a blast of hot wind in a 30-foot line or a 15-foot cone. Creatures inside it take 14 (4d6) slashing damage plus 7 (2d6) fire damage and are blinded for 1 minute; a successful DC 14 Constitution saving throw halves the damage and negates the blindness. A blinded creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. The affected area (line or cone) is heavily obscured until the end of the sand hag's next turn."
                },
                {
                    "name": "Change Shape",
                    "desc": "The hag polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Magic Resistance",
                    "desc": "The sand hag has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the sand hag's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:\n\nat will: invisibility\n\n2/day each: hallucinatory terrain, major image"
                },
                {
                    "name": "Mimicry",
                    "desc": "The sand hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations only with a successful DC 14 Wisdom (Insight) check."
                },
                {
                    "name": "Scorpion Step",
                    "desc": "The sand hag walks lightly across sandy surfaces, never sinking into soft sand or leaving tracks. When in sand terrain, the sand hag ignores difficult terrain, doesn't leave tracks, and gains tremorsense 30 ft."
                }
            ],
            "spell_list": [],
            "page_no": 245,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_sand-hag/"
        },
        {
            "slug": "valkyrie",
            "desc": "_These warrior women, armed with cruel-looking swords, sit astride massive winged wolves. Each of them is as beautiful, graceful, and fierce as a well-honed war ax._  \n**Choosers of the Slain.** Valkyries are sent by Odin to decide the course of battles and harvest the souls of brave fallen warriors. Riding savage winged wolves (winter wolves with a fly speed of 80 feet), they visit battlefields to do their master’s will, surrounded by crows and ravens. Valkyries remain invisible during these missions, dispensing Open Game License",
            "name": "Valkyrie",
            "size": "Medium",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 16,
            "armor_desc": "chain mail) or 18 (chain mail with shield",
            "hit_points": 112,
            "hit_dice": "15d8+45",
            "speed": {
                "walk": 30,
                "fly": 30
            },
            "strength": 18,
            "dexterity": 18,
            "constitution": 16,
            "intelligence": 12,
            "wisdom": 19,
            "charisma": 18,
            "strength_save": 12,
            "dexterity_save": 12,
            "constitution_save": 11,
            "intelligence_save": 5,
            "wisdom_save": 8,
            "charisma_save": 12,
            "perception": 8,
            "skills": {
                "perception": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold, fire, lightning, thunder",
            "damage_immunities": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "condition_immunities": "frightened",
            "senses": "truesight 60 ft., passive Perception 18",
            "languages": "Common, Dwarvish, Giant, and see Gift of Tongues",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Longsword",
                    "desc": "Melee Weapon Attack: +8 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 11 (2d10) radiant damage.",
                    "attack_bonus": 8,
                    "damage_dice": "1d8"
                },
                {
                    "name": "Spear",
                    "desc": "Melee or Ranged Weapon Attack: +8 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack, plus 11 (2d10) radiant damage.",
                    "attack_bonus": 8,
                    "damage_dice": "1d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "A valkyrie can take 3 legendary actions, choosing from the options below. Only one option can be used at a time and only at the end of another creature's turn. A valkyrie regains spent legendary actions at the start of her turn.",
            "legendary_actions": [
                {
                    "name": "Cast a Cantrip",
                    "desc": "The valkyrie casts one spell from her at-will list."
                },
                {
                    "name": "Spear or Longsword Attack",
                    "desc": "The valkyrie makes one longsword or spear attack."
                },
                {
                    "name": "Harvest the Fallen (Costs 2 Actions)",
                    "desc": "A valkyrie can take the soul of a newly dead body and bind it into a weapon or shield. Only one soul can be bound to any object. Individuals whose souls are bound can't be raised by any means short of a wish or comparable magic. A valkyrie can likewise release any soul that has been bound by another valkyrie, or transfer a bound soul from one object to another. Once bound, the soul grants the item a +1 bonus for every 4 character levels of the soul (maximum of +3), and this replaces any other magic on the item. At the DM's discretion, part of this bonus can become an appropriate special quality (a fire giant's soul might create a flaming weapon, for example)."
                }
            ],
            "special_abilities": [
                {
                    "name": "Asgardian Weapons",
                    "desc": "The valkyrie's weapon attacks are magical. When she hits with any weapon, it does an extra 11 (2d10) radiant damage (included in attacks listed below)."
                },
                {
                    "name": "Cloak of Doom",
                    "desc": "Any living creature that starts its turn within 60 feet of a valkyrie senses her unsettling presence and must succeed on a DC 16 Charisma saving throw or be frightened for 1d4 rounds. Those who succeed are immune to the effect for 24 hours. The valkyrie can suppress this aura at will."
                },
                {
                    "name": "Gift of Tongues",
                    "desc": "Valkyries become fluent in any language they hear spoken for at least 1 minute, and they retain this knowledge forever."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the valkyrie's innate spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). She can innately cast the following spells, requiring no material components:\n\nat will: bane, bless, invisibility, sacred flame, spare the dying, speak with animals, thaumaturgy\n\n5/day each: gentle repose, healing word, warding bond\n\n3/day each: beacon of hope, mass healing word, revivify\n\n1/day each: commune, death ward, freedom of movement, geas"
                }
            ],
            "spell_list": [],
            "page_no": 396,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_valkyrie/"
        },
        {
            "slug": "astri",
            "desc": "Human hands sit at the ends of the raccoon-headed creature’s four short legs. It flicks its banded tail as it turns toward cries for help, setting its vivid blue eyes on those in need._  \n**Good Samaritans.** Astri range the badlands and deserts of the Material Plane, seeking opportunities to assist lost and dying travelers. When an astri encounters people in distress, it works to grant them the assistance they need—be it food, healing, or a safe place to rest—and remains until they no longer require its help.  \n**Bringers of Hope.** When they aren’t helping individuals or small groups, astri quietly watch over villages in their territories. They keep the surroundings clear of threats, aerate the soil, and dig out wells in places with limited access to clean water. Astri become quite fond of the settlements under their protection and take pride in the residents’ successes.  \n**Enemies of Greed.** Mercenary behavior offends the sensibilities of astri, but they understand many people have strong selfish streaks. Astri counter this selfishness by magically enforcing the desire to help others. Before an astri assists an intelligent creature, it asks the creature to promise to do good deeds over the next few weeks. If a creature won’t make the promise, the astri still assists, but the creature must contend with the _geas_ that may be attached to the helping hand.",
            "name": "Astri",
            "size": "Small",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "chaotic good",
            "armor_class": 15,
            "armor_desc": null,
            "hit_points": 112,
            "hit_dice": "15d6+60",
            "speed": {
                "burrow": 30,
                "walk": 30
            },
            "strength": 12,
            "dexterity": 21,
            "constitution": 18,
            "intelligence": 15,
            "wisdom": 16,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": 8,
            "perception": 6,
            "skills": {
                "perception": 6,
                "stealth": 8,
                "survival": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "poison; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "charmed, exhaustion",
            "senses": "darkvision 90 ft., passive Perception 16",
            "languages": "Common, telepathy 120 ft.",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The astri makes three bite attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) radiant damage.",
                    "attack_bonus": 8,
                    "damage_dice": "1d8+5"
                },
                {
                    "name": "Healing Touch (3/Day)",
                    "desc": "The astri touches another creature. The target magically regains 14 (3d8 + 1) hit points and is freed from any disease, poison, blindness, or deafness."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Defensive Counter",
                    "desc": "When a creature within 5 feet of the astri makes an attack against a creature other than the astri, the astri can bite the attacker. To do so, the astri must be able to see the attacker."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Enforce Good Deeds",
                    "desc": "A creature that has received assistance, such as food or healing, from the astri must succeed on a DC 16 Wisdom saving throw or be affected by the geas spell for 30 days. While under the geas, the affected creature must assist nonhostile creatures suffering from injury or exhaustion by alleviating the injury or exhaustion."
                },
                {
                    "name": "Helping Hand",
                    "desc": "The astri can take the Help action as a bonus action on each of its turns."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The astri has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The astri's weapon attacks are magical."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The astri's spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The astri can cast the following spells, requiring no material components:\nAt will: create or destroy water, detect poison and disease, produce flame, purify food and drink\n3/day each: bless, create food and water, lesser restoration\n1/day each: remove curse"
                }
            ],
            "spell_list": [],
            "page_no": 31,
            "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_astri/"
        },
        {
            "slug": "clockwork-tiger",
            "desc": "The ticking of metal gears is all that hints at the presence of a pair of feline-shaped metal creatures. They are bronze and steel, with sharp metal teeth and razor claws._  \n**Magical Origin.** Clockwork tigers were invented as guardians in times now long forgotten. In spite of their age, they continue to serve their original purpose as guardians, protecting ancient ruins and new masters alike. The number of clockwork tigers in existence is slowly rising, leading many scholars to speculate on the reason. Some suspect the instructions for creating them were finally found, while others surmise a natural phenomenon unearthed a lost vault of clockwork tigers.  \n**Found in Pairs.** Clockwork tigers are almost always found in pairs and almost always guarding a spellcaster or magical object, which they consider their “ward.” The tigers work in tandem to defeat threats and protect their wards, leaping in and out of combat. Their clockwork brains are capable of thought, but they are less interested in communication and wholly devoted to protecting their wards.  \n**Construct Nature.** A clockwork tiger doesn’t require air, food, drink, or sleep.",
            "name": "Clockwork Tiger",
            "size": "Large",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 112,
            "hit_dice": "15d10+30",
            "speed": {
                "walk": 40
            },
            "strength": 18,
            "dexterity": 16,
            "constitution": 15,
            "intelligence": 7,
            "wisdom": 10,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison, psychic",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "understands Common but can’t speak",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The clockwork tiger makes one bite and two claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) piercing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d8+4"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d6+4"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Deflecting Leap",
                    "desc": "When the clockwork tiger's ward is the target of an attack the tiger can see, the tiger can move up to 10 feet toward its ward without provoking opportunity attacks. If it ends this movement within 5 feet of its ward, the tiger becomes the target of the attack instead."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Immutable Form",
                    "desc": "The tiger is immune to any spell or effect that would alter its form."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The tiger has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Pounce",
                    "desc": "If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action."
                },
                {
                    "name": "Reactive Guardian",
                    "desc": "The clockwork tiger has two reactions that can be used only for Deflecting Leap."
                }
            ],
            "spell_list": [],
            "page_no": 68,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_clockwork-tiger/"
        },
        {
            "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": "mountain-nymph",
            "desc": "The pitiless eyes of this elven creature are black as pitch with neither white nor iris._  \n**Born to Hunt.** Mountain nymphs claim to be the children of gods associated with hunting and the moon. Whether this is true or not is unknown, but they are renowned as being some of the best stalkers and trappers among the fey. Newly created mountain nymphs, wearing leathers and carrying yew bows, form on the mountainside, fully-grown. The nymphs carry no arrows; every time they put a finger to any bowstring, a nocked arrow appears.  \n**Despoilers of Despoilers.** Mountain nymphs despise mortals who disrupt the natural order. Those who take or use more natural resources than they need while in a mountain nymph’s territory risk becoming the target of her wrath. The raising of a settlement in a mountain nymph’s territory will attract her immediate attention. The ruins of a failed mountain settlement may be the work of a mountain nymph that has taken umbrage at the community’s excessive use of the local timber and ore.  \n**Relentless Stalkers.** Little can be done to deter a mountain nymph once it has set its sights on a quarry. They have been known to track their prey far from their native mountains, across continents and into mortal cities. When a nymph catches up to her mark, she harries it without mercy or remorse. A nymph’s mark, assuming it has done nothing to offend or harm the nymph, can throw the nymph off its tail by exiting her territory and leaving tribute of freshly hunted meat and strong drink.",
            "name": "Mountain Nymph",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 15,
            "armor_desc": "leather armor",
            "hit_points": 112,
            "hit_dice": "15d8+45",
            "speed": {
                "walk": 30,
                "climb": 30
            },
            "strength": 12,
            "dexterity": 18,
            "constitution": 16,
            "intelligence": 10,
            "wisdom": 18,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": null,
            "perception": 7,
            "skills": {
                "perception": 7,
                "stealth": 7,
                "survival": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 90 ft., passive Perception 17",
            "languages": "Common, Elvish, Sylvan",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The mountain nymph makes three longbow attacks."
                },
                {
                    "name": "Longbow",
                    "desc": "Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "1d8+4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Hunter's Foresight",
                    "desc": "The mountain nymph can see the immediate future of a creature affected by her hunter's mark spell. While hunter's mark is active on a creature, the mountain nymph has advantage on attack rolls against the creature and on saving throws against the creature's spells and special abilities."
                },
                {
                    "name": "Mountain Walk",
                    "desc": "The mountain nymph can move across and climb rocky surfaces without needing to make an ability check. Additionally, difficult terrain composed of rocks or rocky debris doesn't cost her extra movement."
                },
                {
                    "name": "Point Blank Hunter",
                    "desc": "When the mountain nymph makes a ranged attack with a bow, she doesn't have disadvantage on the attack roll from being within 5 feet of a hostile creature, though she may still have disadvantage from other sources."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The mountain nymph's innate spellcasting ability is Wisdom (spell save DC 15). It can innately cast the following spells, requiring no material components:\nAt will: hunter's mark\n3/day each: misty step, spike growth\n1/day: pass without trace"
                }
            ],
            "spell_list": [],
            "page_no": 261,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_mountain-nymph/"
        },
        {
            "slug": "primal-oozer",
            "desc": "This nightmarish quadruped has many wolf-like features—including its physique, its powerful claws, and its lupine countenance—but its hairless skin is a thick layer of bluish-white slime. Four tentacles ending in barbed tips protrude from its jawline, and its eyes glow red. It makes a sickening gurgling sound when it growls._  \n**Natives of the Swamp.** Primal oozers are amphibious natives to swamps and wetlands. They often make their lairs in the root systems of massive trees where the soil beneath has been washed away. They can also be found in flooded ruins, wet riversides, or in the water itself. They are savage, deadly, and delight in killing.  \n**Kinship with Mydnari.** Primal oozers have a natural kinship with Open Game License",
            "name": "Primal Oozer",
            "size": "Medium",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 112,
            "hit_dice": "15d8+45",
            "speed": {
                "walk": 30,
                "climb": 10,
                "swim": 20
            },
            "strength": 18,
            "dexterity": 13,
            "constitution": 16,
            "intelligence": 6,
            "wisdom": 15,
            "charisma": 5,
            "strength_save": null,
            "dexterity_save": 4,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "piercing",
            "damage_immunities": "acid",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "understands Common but can’t speak",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The primal oozer makes two bite attacks. If both attacks hit the same target, the target must make a DC 15 Constitution saving throw. On a failure, the target takes 7 (2d6) acid damage and contracts a disease (see the Ooze Plague trait). On a success, the target takes half the damage and doesn't contract a disease."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.",
                    "attack_bonus": 7,
                    "damage_dice": "2d6+4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Acidic Slime",
                    "desc": "A creature that touches the primal oozer or hits it with a melee attack while within 5 feet of it takes 3 (1d6) acid damage."
                },
                {
                    "name": "Ooze Plague",
                    "desc": "The primal oozer's barbed tentacles inject the ooze plague disease into a creature if the creature fails its saving throw after being bitten twice in a row by the oozer. Until the disease is cured, the infected creature's skin slowly becomes more ooze-like, and its hp maximum decreases by 5 (2d4) for every 24 hours that elapse. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hp maximum to 0. A humanoid slain by this disease rises 24 hours later as an ochre jelly. The jelly isn't under the primal oozer's control, but it views the primal oozer as an ally."
                },
                {
                    "name": "Pack Tactics",
                    "desc": "The primal oozer has advantage on attack rolls against a creature if at least one of the primal oozer's allies is within 5 feet of the creature and the ally isn't incapacitated."
                },
                {
                    "name": "Slimy Body",
                    "desc": "The primal oozer has advantage on ability checks and saving throws made to escape a grapple."
                }
            ],
            "spell_list": [],
            "page_no": 297,
            "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_primal-oozer/"
        },
        {
            "slug": "spawn-of-rhopalocerex",
            "desc": "This large demon is bright orange and yellow, with black markings on its face and wiry body. Its wings are rounded, and its face is insectoid, with large, glowing, red eyes. Black liquid drips from its sharp mandibles. Its long arms end in sharp claws._  \n_**Everywhere Rhopalocerex Needs to Be.**_ The spawn of Rhopalocerex can be found near Rhopalocerex or in areas where the demon lord has some sort of vested interest. They serve as his direct agents, whether he is trying to establish alliances or going to war against some individual or group.  \n_**Lords of Butterflies and Moths.**_ Like the demon lord himself, the spawn of Rhopalocerex enjoy a special kinship with moths and butterflies. Moths and butterflies regularly accompany the spawn, aiding them whenever possible.  \n**Wardens of the Abyss.** The spawn of Rhopalocerex are the wardens of the deadly wild areas of the Abyss under Rhopalocerex’s control, defending it against all who would come to defile it. They originate at the demon lord’s lair in the great tree and fly beneath its wide boughs, looking for threats or awaiting missions to other planes.",
            "name": "Spawn of Rhopalocerex",
            "size": "Large",
            "type": "Fiend",
            "subtype": "demon",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 112,
            "hit_dice": "15d10+30",
            "speed": {
                "hover": true,
                "walk": 30,
                "fly": 30
            },
            "strength": 14,
            "dexterity": 18,
            "constitution": 15,
            "intelligence": 10,
            "wisdom": 13,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 5,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, fire, lightning",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned, prone",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Infernal, telepathy 60 ft.",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The spawn of Rhopalocerex makes one bite attack and two claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.",
                    "attack_bonus": 7,
                    "damage_dice": "2d8+4"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft. or range 5 ft., one creature. Hit: 7 (1d6 + 4) slashing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "1d6+4"
                },
                {
                    "name": "Enchanting Display (Recharge 5-6)",
                    "desc": "The spawn of Rhopalocerex flutters its wings, and its large eyes briefly shine. Each creature within 30 feet of the spawn and that can see it must make a DC 15 Charisma saving throw. On a failure, a creature is charmed for 1 minute. On a success, a creature takes 14 (4d6) psychic damage."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Magic Resistance",
                    "desc": "The spawn has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 92,
            "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_spawn-of-rhopalocerex/"
        },
        {
            "slug": "voidpool",
            "desc": "An impossibly black pool of goo undulates forward seeming to pull everything around it into its endless depths._  \n**Aspect of the Void.** Some speculate that voidpools are intrusions of the Void itself into the Material Plane. These blots on the surface of the world mindlessly seek to draw everything into the Void through the portal they carry at their cores.  \n**Willing Travelers.** The most daring, and prepared, of adventurers actually seek out voidpools to facilitate passage to the Void. Not resisting the voidpool’s influence allows these brave or foolhardy individuals to minimize the damage they incur enroute to the outer plane.  \n**Ooze Nature.** The voidpool doesn’t require sleep.",
            "name": "Voidpool",
            "size": "Large",
            "type": "Ooze",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 8,
            "armor_desc": null,
            "hit_points": 112,
            "hit_dice": "15d10+30",
            "speed": {
                "walk": 15,
                "climb": 15
            },
            "strength": 15,
            "dexterity": 6,
            "constitution": 14,
            "intelligence": 2,
            "wisdom": 6,
            "charisma": 1,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "radiant",
            "damage_resistances": "",
            "damage_immunities": "force, necrotic",
            "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, prone",
            "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 8",
            "languages": "—",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The voidpool makes two pseudopod attacks."
                },
                {
                    "name": "Pseudopod",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 7 (2d6) necrotic damage. The target is grappled (escape DC 13) if it is a Medium or smaller creature and the voidpool doesn't have two other creatures grappled. Until this grapple ends, the target is restrained, and it risks being pulled into the Void (see the Planar Portal trait).",
                    "attack_bonus": 5,
                    "damage_dice": "1d6+2"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amorphous",
                    "desc": "The voidpool can move through a space as narrow as 1 inch wide without squeezing."
                },
                {
                    "name": "Grappler",
                    "desc": "The voidpool has advantage on attack rolls against any creature grappled by it."
                },
                {
                    "name": "Planar Portal",
                    "desc": "The voidpool has a portal to the Void at its core. A creature that starts its turn grappled by the voidpool must make a DC 13 Strength saving throw. On a success, the creature takes 7 (2d6) force damage but isn't pulled toward the portal. On a failure, the creature takes no damage but is pulled closer to the portal. A creature that fails three saving throws before escaping the grapple enters the portal and is transported to the Void. This transportation works like the banishing an unwilling creature aspect of the plane shift spell."
                },
                {
                    "name": "Spider Climb",
                    "desc": "The voidpool can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
                }
            ],
            "spell_list": [],
            "page_no": 362,
            "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_voidpool/"
        },
        {
            "slug": "warmth-thief",
            "desc": "A diminutive blue humanoid with sharp black claws and exaggeratedly pointed ears floats in the air, emanating a palpable sensation of cold._  \n**Cursed Fairy.** Warmth thieves were fey in the court of the Queen who had the peculiar ability to rob living creatures of their body heat. They attempted to use this power to overthrow the Queen… and failed. The Queen, amused, allowed them to live, but with a nasty curse: warmth thieves must steal body heat to live, perishing if they don’t regularly take heat from living creatures. Warmth thieves can’t tolerate temperatures much above freezing, preventing them from subverting the curse by moving to warmer climates. Their desire for warmth is so powerful they sometimes throw themselves at creatures that can magically create fire to enjoy a brief, though painful, respite from their suffering.  \n**Unintended Side Effects.** Unknown to the Queen, her curse transfers in an odd way to mortal beings who die at the warmth thieves’ bone-chilling touch. When warmth thieves’ victims die, their spirits return as Open Game License",
            "name": "Warmth Thief",
            "size": "Tiny",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 112,
            "hit_dice": "15d4+75",
            "speed": {
                "fly": 40,
                "walk": 10,
                "hover": true
            },
            "strength": 11,
            "dexterity": 18,
            "constitution": 20,
            "intelligence": 17,
            "wisdom": 15,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": 8,
            "perception": null,
            "skills": {
                "deception": 8,
                "stealth": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with cold iron weapons",
            "damage_immunities": "cold",
            "condition_immunities": "paralyzed, prone",
            "senses": "truesight 60 ft., passive Perception 12",
            "languages": "Common, Sylvan, Umbral",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The warmth thief makes two freezing claw attacks."
                },
                {
                    "name": "Freezing Claw",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) slashing damage plus 14 (4d6) cold damage. The warmth thief regains hp equal to half the cold damage dealt. The target must succeed on a DC 16 Constitution saving throw or be chilled for 1 minute. A chilled creature takes 7 (2d6) cold damage at the start of each of its turns. A chilled creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A humanoid slain while chilled rises 24 hours later as a chill haunt, unless the humanoid is restored to life or its body is destroyed.",
                    "attack_bonus": 8,
                    "damage_dice": "1d6+4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Aura of Warmth Stealing",
                    "desc": "At the start of each of the warmth thief's turns, each creature within 5 feet of the warmth thief must succeed on a DC 16 Constitution saving throw or take 7 (2d6) cold damage. The warmth thief regains hp equal to the single highest amount of cold damage dealt."
                },
                {
                    "name": "Cold Physiology",
                    "desc": "A warmth thief can't abide constant warmth. Each hour it spends in an area with a temperature above 40 degrees Fahrenheit, the warmth thief must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion that can't be removed until it finishes a long rest in an area with a temperature below 40 degrees."
                }
            ],
            "spell_list": [],
            "page_no": 366,
            "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_warmth-thief/"
        },
        {
            "slug": "gladiator",
            "desc": "**Gladiators** battle for the entertainment of raucous crowds. Some gladiators are brutal pit fighters who treat each match as a life-or-death struggle, while others are professional duelists who command huge fees but rarely fight to the death.",
            "name": "Gladiator",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "any race",
            "group": "NPCs",
            "alignment": "any alignment",
            "armor_class": 16,
            "armor_desc": "studded leather, shield",
            "hit_points": 112,
            "hit_dice": "15d8+45",
            "speed": {
                "walk": 30
            },
            "strength": 18,
            "dexterity": 15,
            "constitution": 16,
            "intelligence": 10,
            "wisdom": 12,
            "charisma": 15,
            "strength_save": 7,
            "dexterity_save": 5,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "athletics": 10,
                "intimidation": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 11",
            "languages": "any one language (usually Common)",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The gladiator makes three melee attacks or two ranged attacks."
                },
                {
                    "name": "Spear",
                    "desc": "Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack.",
                    "attack_bonus": 7,
                    "damage_dice": "2d6",
                    "damage_bonus": 4
                },
                {
                    "name": "Shield Bash",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.",
                    "attack_bonus": 7,
                    "damage_dice": "2d4",
                    "damage_bonus": 4
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Parry",
                    "desc": "The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Brave",
                    "desc": "The gladiator has advantage on saving throws against being frightened."
                },
                {
                    "name": "Brute",
                    "desc": "A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack)."
                }
            ],
            "spell_list": [],
            "page_no": 399,
            "environments": [
                "Urban",
                "Settlement"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_gladiator/"
        },
        {
            "slug": "night-hag",
            "desc": "",
            "name": "Night Hag",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "",
            "group": "Hags",
            "alignment": "neutral evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 112,
            "hit_dice": "15d8+45",
            "speed": {
                "walk": 30
            },
            "strength": 18,
            "dexterity": 15,
            "constitution": 16,
            "intelligence": 16,
            "wisdom": 14,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "deception": 7,
                "insight": 6,
                "perception": 6,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "",
            "condition_immunities": "charmed",
            "senses": "darkvision 120 ft., passive Perception 16",
            "languages": "Abyssal, Common, Infernal, Primordial",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Claws (Hag Form Only)",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d8",
                    "damage_bonus": 4
                },
                {
                    "name": "Change Shape",
                    "desc": "The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies."
                },
                {
                    "name": "Etherealness",
                    "desc": "The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession."
                },
                {
                    "name": "Nightmare Haunting (1/Day)",
                    "desc": "While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Innate Spellcasting",
                    "desc": "The hag's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components:\n\nAt will: detect magic, magic missile\n2/day each: plane shift (self only), ray of enfeeblement, sleep"
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The hag has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Night Hag Items",
                    "desc": "A night hag carries two very rare magic items that she must craft for herself If either object is lost, the night hag will go to great lengths to retrieve it, as creating a new tool takes time and effort.\nHeartstone: This lustrous black gem allows a night hag to become ethereal while it is in her possession. The touch of a heartstone also cures any disease. Crafting a heartstone takes 30 days.\nSoul Bag: When an evil humanoid dies as a result of a night hag's Nightmare Haunting, the hag catches the soul in this black sack made of stitched flesh. A soul bag can hold only one evil soul at a time, and only the night hag who crafted the bag can catch a soul with it. Crafting a soul bag takes 7 days and a humanoid sacrifice (whose flesh is used to make the bag)."
                },
                {
                    "name": "Hag Coven",
                    "desc": "When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power.\nA coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos."
                },
                {
                    "name": "Shared Spellcasting (Coven Only)",
                    "desc": "While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:\n\n* 1st level (4 slots): identify, ray of sickness\n* 2nd level (3 slots): hold person, locate object\n* 3rd level (3 slots): bestow curse, counterspell, lightning bolt\n* 4th level (3 slots): phantasmal killer, polymorph\n* 5th level (2 slots): contact other plane, scrying\n* 6th level (1 slot): eye bite\n\nFor casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag's Intelligence modifier, and the spell attack bonus is 4+the hag's Intelligence modifier."
                },
                {
                    "name": "Hag Eye (Coven Only)",
                    "desc": "A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours.\nA hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over."
                }
            ],
            "spell_list": [
                "https://api-beta.open5e.com/v2/spells/detect-magic/?format=api",
                "https://api-beta.open5e.com/v2/spells/magic-missile/?format=api",
                "https://api-beta.open5e.com/v2/spells/plane-shift/?format=api",
                "https://api-beta.open5e.com/v2/spells/ray-of-enfeeblement/?format=api",
                "https://api-beta.open5e.com/v2/spells/sleep/?format=api",
                "https://api-beta.open5e.com/v2/spells/identify/?format=api",
                "https://api-beta.open5e.com/v2/spells/ray-of-sickness/?format=api",
                "https://api-beta.open5e.com/v2/spells/hold-person/?format=api",
                "https://api-beta.open5e.com/v2/spells/locate-object/?format=api",
                "https://api-beta.open5e.com/v2/spells/bestow-curse/?format=api",
                "https://api-beta.open5e.com/v2/spells/counterspell/?format=api",
                "https://api-beta.open5e.com/v2/spells/lightning-bolt/?format=api",
                "https://api-beta.open5e.com/v2/spells/phantasmal-killer/?format=api",
                "https://api-beta.open5e.com/v2/spells/polymorph/?format=api",
                "https://api-beta.open5e.com/v2/spells/contact-other-plane/?format=api",
                "https://api-beta.open5e.com/v2/spells/scrying/?format=api",
                "https://api-beta.open5e.com/v2/spells/eye-bite/?format=api"
            ],
            "page_no": 319,
            "environments": [
                "Forest",
                "Ruin",
                "Jungle",
                "Feywild",
                "Shadowfell",
                "Caverns",
                "Swamp",
                "Settlement",
                "Hell"
            ],
            "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_night-hag/"
        },
        {
            "slug": "derro-abysswalker",
            "desc": "",
            "name": "Derro, Abysswalker",
            "size": "Small",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 16,
            "armor_desc": "breastplate",
            "hit_points": 112,
            "hit_dice": "15d6+60",
            "speed": {
                "walk": 25
            },
            "strength": 11,
            "dexterity": 18,
            "constitution": 18,
            "intelligence": 10,
            "wisdom": 7,
            "charisma": 17,
            "strength_save": 3,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 1,
            "charisma_save": 6,
            "perception": -2,
            "skills": {
                "perception": -2
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, fire, lightning",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 120', passive Perception 11",
            "languages": "Abyssal, Common, Dwarvish, Undercommon",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "One Bite one Claw and one Scimitar or it makes one Bite and two Scimitar attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, 5 ft., one target, 6 (1d4+4) piercing damage and 5 (2d4) poison."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, 5 ft., one target, 11 (2d6+4) bludgeoning damage and target is grappled (escape DC 15) if it is a Med or smaller creature. Until this grapple ends target is restrained and abysswalker can't make Claw attacks vs. other targets."
                },
                {
                    "name": "Scimitar",
                    "desc": "Melee Weapon Attack: +7 to hit, 5 ft., one target, 7 (1d6+4) slashing damage."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Insanity",
                    "desc": "Advantage on saves vs. being charmed or frightened."
                },
                {
                    "name": "Poisonous Vapors",
                    "desc": "When a creature enters a space within 5 ft. of abysswalker or starts its turn there that creature: 13 (2d12) poison and is poisoned until the start of its next turn (DC 15 Con half damage and isn't poisoned.)"
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "In sunlight disadvantage on attacks and Wis (Perception) checks that use sight."
                }
            ],
            "spell_list": [],
            "page_no": 113,
            "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_derro-abysswalker/"
        },
        {
            "slug": "derro-hellforged",
            "desc": "",
            "name": "Derro, Hellforged",
            "size": "Small",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 16,
            "armor_desc": "breastplate",
            "hit_points": 112,
            "hit_dice": "15d6+60",
            "speed": {
                "walk": 25
            },
            "strength": 16,
            "dexterity": 14,
            "constitution": 18,
            "intelligence": 11,
            "wisdom": 7,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": 5,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 5,
            "perception": -2,
            "skills": {
                "perception": -2
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold; nonmagic B/P/S attacks not made w/silvered weapons",
            "damage_immunities": "fire, poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 120', passive Perception 11",
            "languages": "Common, Dwarvish, Infernal, Undercommon",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Three Battleaxe or Hurl Hellfire attacks."
                },
                {
                    "name": "Battleaxe",
                    "desc": "Melee Weapon Attack: +6 to hit, 5 ft., one target, 7 (1d8+3) slashing damage or 8 (1d10+3) slashing damage if used with two hands + 7 (2d6) fire."
                },
                {
                    "name": "Hurl Hellfire",
                    "desc": "Ranged Spell Attack: +5 to hit, 120 ft., one target, 12 (3d6+2) fire. If target is a creature or flammable object it ignites. Until a creature takes an action to douse the fire target takes 5 (1d10) fire at start of each of its turns."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Voice of Authority (Recharge 5-6)",
                    "desc": "When a creature hits hellforged with an attack hellforged shrieks a one-word command. Attacker must make DC 15 Wis save or carry out this command on its next turn. This reaction works like the command spell except the attacker doesn't have to understand the hellforged's language. Hellforged must see the attacker and be able to speak to use this reaction."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Insanity",
                    "desc": "Advantage on saves vs. being charmed or frightened."
                },
                {
                    "name": "Hellfire Weapons",
                    "desc": "Its weapon attacks are magical. When it hits with any weapon deals extra 2d6 fire (included below)."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "In sunlight disadvantage on attacks and Wis (Perception) checks that use sight."
                }
            ],
            "spell_list": [],
            "page_no": 113,
            "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_derro-hellforged/"
        },
        {
            "slug": "ion-slime",
            "desc": "",
            "name": "Ion Slime",
            "size": "Small",
            "type": "Ooze",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 112,
            "hit_dice": "15d6+60",
            "speed": {
                "walk": 20,
                "swim": 20
            },
            "strength": 10,
            "dexterity": 17,
            "constitution": 18,
            "intelligence": 2,
            "wisdom": 4,
            "charisma": 1,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": -3,
            "skills": {
                "perception": -3
            },
            "damage_vulnerabilities": "cold",
            "damage_resistances": "thunder",
            "damage_immunities": "",
            "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, prone",
            "senses": "blindsight 60' (blind beyond), passive Perception 7",
            "languages": "—",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Two Pseudopod attacks."
                },
                {
                    "name": "Pseudopod",
                    "desc": "Melee Weapon Attack: +6 to hit, 5 ft., one target, 6 (1d6+3) bludgeoning damage + 9 (2d8) lightning."
                },
                {
                    "name": "Discharge (Supercharged Only)",
                    "desc": "Sends shock of lightning through its supercharged pseudopod at onecreature it can see within 5 ft. of it ending supercharged state. Target: 27 (6d8) lightning (DC 15 Con half). Three bolts of lightning then leap to as many as three targets each must be within 20' of first target. Target can be creature or object and each can be targeted by only one bolt. Each target: 13 (3d8) lightning (DC 15 Con half)."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Charged Motion (Supercharged Only)",
                    "desc": "Dash or Dodge action."
                },
                {
                    "name": "Supercharge (Recharge 5-6)",
                    "desc": "Gathers ambient electricity to supercharge itself for 3 rounds. While supercharged slime gains +2 bonus to its AC and it gains an additional action on each of its turns. At end of the third round if the slime hasn't used the Discharge action it suffers feedback taking 18 (4d8) force. Its supercharged state then ends."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amorphous",
                    "desc": "Move through space 1ft.+ wide with o squeezing."
                },
                {
                    "name": "Ionic Form",
                    "desc": "Whenever subjected to lightning it takes no damage and instead regains hp equal to lightning dealt. Its Supercharge then recharges. If it takes cold while supercharged it must roll a d6. On a 1 or 2 it loses the supercharged state."
                },
                {
                    "name": "Ooze Nature",
                    "desc": "Doesn't require sleep."
                },
                {
                    "name": "Spider Climb",
                    "desc": "Difficult surfaces even ceilings no ability check."
                }
            ],
            "spell_list": [],
            "page_no": 245,
            "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_ion-slime/"
        },
        {
            "slug": "trollkin-ragecaster",
            "desc": "",
            "name": "Trollkin Ragecaster",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 15,
            "armor_desc": "leather armor",
            "hit_points": 112,
            "hit_dice": "15d8+45",
            "speed": {
                "walk": 30
            },
            "strength": 14,
            "dexterity": 17,
            "constitution": 16,
            "intelligence": 9,
            "wisdom": 14,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "perception": 2
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60', passive Perception 15",
            "languages": "Common, Trollkin",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Two Claws or two Elemental Blast attacks."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +6 to hit, 5 ft., one target, 16 (3d8+3) slashing damage when not ragecasting or 12 (2d8+3) slashing damage while ragecasting."
                },
                {
                    "name": "Elemental Blast (Ragecasting Only)",
                    "desc": "Ranged Spell Attack: +7 to hit, 120 ft., one target, 14 (3d6+4) cold fire lightning or thunder (trollkin's choice)."
                },
                {
                    "name": "Spellcasting (Ragecasting Only)",
                    "desc": "Cha (DC 15) no material components: At will: thunderwave3/day ea: call lightning firebal1/day: fire shield"
                }
            ],
            "bonus_actions": [
                {
                    "name": "Ragecasting (3/Day)",
                    "desc": "Enters special rage that lets it channel elemental power for 1 min. While ragecasting: disadvantage on Wis saves and gains fly speed of 60'. It can end ragecasting as a bonus action. When ragecasting ends it descends 60'/round until it lands on a solid surface and can continue concentrating on spell it cast while ragecasting."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Brutal Claws",
                    "desc": "Its claw deals one extra die of its damage when trollkin isn't ragecasting (included in the attack)."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "Advantage: spell/magic effect saves."
                },
                {
                    "name": "Regeneration",
                    "desc": "Regains 10 hp at the start of its turn. If it takes acid or fire this trait doesn't function at start of its next turn. Dies only if it starts turn with 0 hp and doesn't regenerate."
                },
                {
                    "name": "Thick Hide",
                    "desc": "Its skin is thick and tough granting it a +1 bonus to Armor Class (already factored into its AC)."
                }
            ],
            "spell_list": [],
            "page_no": 377,
            "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_trollkin-ragecaster/"
        },
        {
            "slug": "child-of-yggdrasil",
            "desc": "",
            "name": "Child of Yggdrasil",
            "size": "Large",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 112,
            "hit_dice": "15d10+30",
            "speed": {
                "climb": 20,
                "walk": 20
            },
            "strength": 16,
            "dexterity": 10,
            "constitution": 14,
            "intelligence": 10,
            "wisdom": 18,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 7,
            "skills": {
                "perception": 7,
                "stealth": 3
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "",
            "damage_immunities": "acid, cold; bludgeoning from nonmagical attacks",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 17",
            "languages": "Common, Giant",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "desc": "The child of Yggdrasil makes three claw attacks.",
                    "name": "Multiattack"
                },
                {
                    "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) slashing damage plus 7 (2d6) acid damage.",
                    "name": "Claw"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "As an action, the child of Yggdrasil destroys one nonmagical object that isn't being worn or carried, such as a rope, plank, candlestick, or even an entire bronze cauldron.",
                    "name": "Acid Touch"
                },
                {
                    "desc": "The child of Yggdrasil has advantage on Dexterity (Stealth) checks made to hide in forest terrain.",
                    "name": "Forest Camouflage"
                },
                {
                    "desc": "The child of Yggdrasil has advantage on Wisdom (Perception) checks that rely on smell.",
                    "name": "Keen Smell"
                }
            ],
            "spell_list": [],
            "page_no": 61,
            "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_child-of-yggdrasil/"
        },
        {
            "slug": "darakhul-high-priestess",
            "desc": "",
            "name": "Darakhul High Priestess",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 17,
            "armor_desc": "half plate",
            "hit_points": 112,
            "hit_dice": "15d8+45",
            "speed": {
                "walk": 30
            },
            "strength": 16,
            "dexterity": 14,
            "constitution": 16,
            "intelligence": 12,
            "wisdom": 18,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 8,
            "charisma_save": 6,
            "perception": null,
            "skills": {
                "deception": 6,
                "insight": 8,
                "religion": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, exhaustion, poisoned",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "Common, Darakhul",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "desc": "The darakhul high priestess makes two claw attacks and one bite attack.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 7,
                    "damage_dice": "1d6+3",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage plus 9 (2d8) necrotic damage and, if the target is a humanoid, it must succeed on a DC 16 Constitution saving throw or contract darakhul fever.",
                    "name": "Bite"
                },
                {
                    "attack_bonus": 7,
                    "damage_dice": "2d6+3",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a humanoid is paralyzed for more than 2 rounds, it contracts darakhul fever.",
                    "name": "Claw"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The darakhul high priestess can make three extra bite attacks on her turn as a bonus action. If any of these attacks miss, all attacks against her have advantage until the end of her next turn.",
                    "name": "Frenzy"
                },
                {
                    "desc": "A darakhul in a prepared disguise has advantage on Charisma (Deception) checks made to pass as a living creature. While using this ability, the darakhul loses her stench.",
                    "name": "Master of Disguise"
                },
                {
                    "desc": "Any creature that starts its turn within 5 feet of the darakhul must succeed on a DC 15 Constitution saving throw or be poisoned until the start of its next turn. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the darakhul's Stench for the next 24 hours. A darakhul high priestess using this ability can't also benefit from Master of Disguise.",
                    "name": "Stench"
                },
                {
                    "desc": "While in sunlight, the darakhul has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.",
                    "name": "Sunlight Sensitivity"
                },
                {
                    "desc": "The darakhul high priestess and any ghouls within 30 feet of her have advantage on saving throws against effects that turn undead.",
                    "name": "Turning Defiance"
                },
                {
                    "desc": "The darakhul high priestess is a 15th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). She has the following cleric spells prepared: \nCantrips (at will): guidance, mending, resistance, sacred flame, spare the dying, thaumaturgy\n1st level (4 slots): bane, command, inflict wounds, protection from evil and good, shield of faith\n2nd level (3 slots): blindness/deafness, hold person, spiritual weapon\n3rd level (3 slots): animate dead, bestow curse, protection from energy, spirit guardians\n4th level (3 slots): banishment, stone shape\n5th level (2 slot): contagion, insect plague\n6th level (1 slot): create undead\n7th level (1 slot): regenerate\n8th level (1 slot): antimagic field",
                    "name": "Spellcasting"
                }
            ],
            "spell_list": [],
            "page_no": 172,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_darakhul-high-priestess/"
        },
        {
            "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,
            "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_fulminar/"
        },
        {
            "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": "pixiu",
            "desc": "",
            "name": "Pixiu",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 112,
            "hit_dice": "15d10+30",
            "speed": {
                "fly": 60,
                "walk": 30
            },
            "strength": 18,
            "dexterity": 15,
            "constitution": 14,
            "intelligence": 5,
            "wisdom": 12,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "perception": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "understands all, but can't speak",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "desc": "The pixiu makes three attacks: one with its bite and two with its claws.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 7,
                    "damage_dice": "3d8+4",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage.",
                    "name": "Bite"
                },
                {
                    "attack_bonus": 7,
                    "damage_dice": "3d6+4",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage.",
                    "name": "Claws"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The pixiu has an appetite for gold, silver, and jewels and consumes them whenever possible. If the pixiu attempts to eat a magical coin, gemstone, or piece of jewelry, the object has a 25% chance of breaking, dispelling its magic and rendering it useless. If the object doesn't break, the pixiu gives up trying to eat it.",
                    "name": "Consume Treasure"
                },
                {
                    "desc": "The pixiu is immune to disease and to effects that would lower its maximum hp. In addition, each ally within 10 feet of the pixiu has advantage on saving throws against disease and is immune to effects that would lower its maximum hp.",
                    "name": "Protector of Qi"
                },
                {
                    "desc": "A pixiu can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it.",
                    "name": "Treasure Sense"
                }
            ],
            "spell_list": [],
            "page_no": 300,
            "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_pixiu/"
        },
        {
            "slug": "razorleaf",
            "desc": "",
            "name": "Razorleaf",
            "size": "Medium",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 112,
            "hit_dice": "15d8+45",
            "speed": {
                "walk": 30
            },
            "strength": 14,
            "dexterity": 12,
            "constitution": 16,
            "intelligence": 7,
            "wisdom": 12,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "perception": 4
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "cold, necrotic",
            "damage_immunities": "",
            "condition_immunities": "blinded, deafened, exhaustion",
            "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 14",
            "languages": "-",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "desc": "The razorleaf makes two lacerating leaves attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 5,
                    "damage_dice": "3d6+2",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 12 (3d6 + 2) slashing damage.",
                    "name": "Lacerating Leaves"
                },
                {
                    "desc": "The razorleaf shakes loose a deadly shower of slicing leaves. Each creature within 10 feet of the razorleaf must make a DC 14 Dexterity saving throw, taking 21 (6d6) slashing damage on a failed save, or half as much damage on a successful one.",
                    "name": "Shower of Razors (Recharge 5-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "As an action, the razorleaf can dig its roots into the ground, securing itself in place and causing the area in a 20-foot radius around it to be shrouded in shadow. While rooted in this way, the razorleaf's speed becomes 0, it can't be knocked prone, and its attacks deal an extra 3 (1d6) necrotic damage. This area is difficult terrain and nonmagical sources of light are only half as effective while within it. Small and smaller beasts with Intelligence 3 or lower in the area lose their natural coloration and turn pale grey. These creatures are charmed by the razorleaf while within the area. Plants and trees inside the area turn an ashen color. The razorleaf can recall its roots and end this effect as a bonus action.",
                    "name": "Dark Ground"
                },
                {
                    "desc": "A creature that touches the razorleaf or hits it with a melee attack while within 5 feet of it takes 3 (1d6) slashing damage.",
                    "name": "Do Not Touch"
                },
                {
                    "desc": "While in bright light, the razorleaf has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.",
                    "name": "Light Sensitivity"
                }
            ],
            "spell_list": [],
            "page_no": 317,
            "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_razorleaf/"
        },
        {
            "slug": "shadow-fey-poisoner",
            "desc": "",
            "name": "Shadow Fey Poisoner",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "elf",
            "group": null,
            "alignment": "neutral",
            "armor_class": 16,
            "armor_desc": "studded leather",
            "hit_points": 112,
            "hit_dice": "15d8+45",
            "speed": {
                "walk": 30
            },
            "strength": 11,
            "dexterity": 18,
            "constitution": 16,
            "intelligence": 13,
            "wisdom": 11,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": 5,
            "wisdom_save": null,
            "charisma_save": 6,
            "perception": 4,
            "skills": {
                "acrobatics": 8,
                "deception": 6,
                "perception": 4,
                "persuasion": 6,
                "stealth": 12
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 120 ft., passive Perception 14",
            "languages": "Common, Elvish",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "desc": "The shadow fey poisoner makes two shortsword attacks or two longbow attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "1d6+4",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 28 (8d6) poison damage on a failed save, or half as much damage on a successful one.",
                    "name": "Shortsword"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "1d8+4",
                    "desc": "Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 28 (8d6) poison damage on a failed save, or half as much damage on a successful one.",
                    "name": "Longbow"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "During its first turn, the shadow fey has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the poisoner scores against a surprised creature is a critical hit.",
                    "name": "Assassinate"
                },
                {
                    "desc": "When in dim light or darkness, the shadow fey poisoner is invisible.",
                    "name": "Born of Shadows"
                },
                {
                    "desc": "If the shadow fey poisoner is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the poisoner instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.",
                    "name": "Evasion"
                },
                {
                    "desc": "The shadow fey has advantage on saving throws against being charmed, and magic can't put it to sleep.",
                    "name": "Fey Ancestry"
                },
                {
                    "desc": "As a bonus action while in shadows, dim light, or darkness, the shadow fey disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this trait.",
                    "name": "Shadow Traveler (4/Day)"
                },
                {
                    "desc": "The shadow fey poisoner deals an extra 21 (6d6) 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 poisoner, that ally isn't incapacitated, and the poisoner doesn't have disadvantage on the attack roll.",
                    "name": "Sneak Attack (1/Turn)"
                },
                {
                    "desc": "While in sunlight, the shadow fey has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.",
                    "name": "Sunlight Sensitivity"
                },
                {
                    "desc": "The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items.",
                    "name": "Traveler in Darkness"
                }
            ],
            "spell_list": [],
            "page_no": 148,
            "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_shadow-fey-poisoner/"
        },
        {
            "slug": "balara_bf",
            "desc": "",
            "name": "Balara",
            "size": "large",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 114,
            "hit_dice": "",
            "speed": {
                "walk": 30
            },
            "strength": 16,
            "dexterity": 14,
            "constitution": 14,
            "intelligence": 6,
            "wisdom": 14,
            "charisma": 8,
            "strength_save": 3,
            "dexterity_save": 2,
            "constitution_save": 2,
            "intelligence_save": -2,
            "wisdom_save": 2,
            "charisma_save": -1,
            "perception": 14,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic",
            "damage_immunities": "charmed,frightened,Undead Resilience",
            "condition_immunities": "",
            "senses": "darkvision 60 ft.",
            "languages": "understands the languages of its creator but can't speak",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The balara makes one Bite attack and two Claw attacks, or it makes three Necrotic Bolt attacks."
                },
                {
                    "name": "Bite",
                    "desc": "_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 16 (3d8+3) piercing damage plus 4 (1d8) necrotic damage, and the target can't regain HP until the start of the balara's next turn."
                },
                {
                    "name": "Claw",
                    "desc": "_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 13 (3d6+3) slashing damage."
                },
                {
                    "name": "Necrotic Bolt",
                    "desc": "_Ranged Spell Attack:_ +5 to hit, range 60 ft., one target. _Hit:_ 15 (3d8+2) necrotic damage, and the target can't regain HP until the start of the balara's next turn."
                }
            ],
            "bonus_actions": [],
            "reactions": [
                {
                    "name": "Relentless Pursuit",
                    "desc": "When a creature the balara can see moves away from it, the balara can move up to half its speed toward that creature. This movement doesn't provoke opportunity attacks."
                }
            ],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Terrifying Luminance",
                    "desc": "When a creature that can see the balara's glowing ribcage starts its turn within 30 feet of the balara, the balara can force it to make a DC 14 WIS save if the balara isn't incapacitated and can see the creature. On a failure, the creature is frightened until the start of its next turn, as the visions, fear, and pain of the last moments of several animals flash through its mind. While frightened, the creature's speed is reduced to 0, and it can't use reactions. Unless surprised, a creature can avert its eyes to avoid the save at the start of its turn. If the creature does so, it can't see the balara until the start of its next turn, when it can avert its eyes again. If the creature looks at the balara in the meantime, it must immediately make the save."
                },
                {
                    "name": "Undead Nature",
                    "desc": "The balara doesn't require air, food, drink, or sleep."
                },
                {
                    "name": "Undead Resilience",
                    "desc": "The balara is immune to poison damage, to exhaustion, and to the poisoned condition."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_balara/"
        },
        {
            "slug": "bard_bf",
            "desc": "",
            "name": "Bard",
            "size": "medium",
            "type": "Humanoid",
            "subtype": "Any Lineage",
            "group": "NPCs",
            "alignment": "",
            "armor_class": 15,
            "armor_desc": "studded leather",
            "hit_points": 114,
            "hit_dice": "",
            "speed": {
                "walk": 30
            },
            "strength": 10,
            "dexterity": 22,
            "constitution": 12,
            "intelligence": 14,
            "wisdom": 12,
            "charisma": 24,
            "strength_save": 0,
            "dexterity_save": 6,
            "constitution_save": 1,
            "intelligence_save": 2,
            "wisdom_save": 1,
            "charisma_save": 7,
            "perception": 14,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "Artistic Expression",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "-",
            "languages": "Common plus any two languages",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The bard makes two Rapier or Hand Crossbow attacks. It can replace one attack with a use of Spellcasting."
                },
                {
                    "name": "Rapier",
                    "desc": "_Melee Weapon Attack:_ +6 to hit, reach 5. ft., one target. _Hit:_ 7 (1d8+3) piercing damage plus 13 (3d8) damage of the type determined by Artistic Expression."
                },
                {
                    "name": "Hand Crossbow",
                    "desc": "_Ranged Weapon Attack:_+6 to hit, range 30/120 ft., one target. _Hit:_ 6 (1d6+3) piercing damage plus 13 (3d8) damage of the type determined by Artistic Expression."
                },
                {
                    "name": "Dissonant Outburst (Recharge 4-6)",
                    "desc": "Each creature within 30 feet of the bard and that can see or hear it must make a DC 15 WIS save. On a failure, a creature takes 14 (4d6) thunder damage and 7 (2d6) psychic damage and has disadvantage on attack rolls and ability checks until the end of its next turn. On a success, a creature takes half the damage and doesn't have disadvantage on attack rolls and ability checks."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The bard casts one of the following spells, using CHA as the spellcasting ability (spell save DC 15).<br>At will: dancing lights, mage hand, message<br>3/day each: _faerie fire_, _hold_, _suggestion_<br>1/day each: _confusion_, _greater invisibility_"
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Artistic Expression",
                    "desc": "The bard has one primary form of artistic expression, such as song, poetry, dance, fashion, paint, or similar. It is resistant to one type of damage associated with that artistic expression. For example, a bard expressing art through song or oration is resistant to thunder damage, a bard expressing art through paint is resistant to acid or poison damage (the bard's choice), and a bard expressing art through witty discourse or clever quips is resistant to psychic damage. This trait can't make the bard resistant to force, necrotic, or radiant damage."
                },
                {
                    "name": "Expressive Weapons",
                    "desc": "When the bard hits with any weapon, the weapon deals an extra 3d8 damage of the type determined by Artistic Expression."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_bard/"
        },
        {
            "slug": "earth_elemental_bf",
            "desc": "",
            "name": "Earth Elemental",
            "size": "large",
            "type": "Elemental",
            "subtype": "",
            "group": "Elementals",
            "alignment": "",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 114,
            "hit_dice": "",
            "speed": {
                "walk": 30,
                "burrow": 30
            },
            "strength": 20,
            "dexterity": 8,
            "constitution": 20,
            "intelligence": 6,
            "wisdom": 10,
            "charisma": 4,
            "strength_save": 5,
            "dexterity_save": -1,
            "constitution_save": 5,
            "intelligence_save": -2,
            "wisdom_save": 0,
            "charisma_save": -3,
            "perception": 13,
            "skills": {},
            "damage_vulnerabilities": "thunder",
            "damage_resistances": "Elemental Resilience",
            "damage_immunities": "lightning,Elemental Resilience",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., tremorsense 60 ft.",
            "languages": "Terran",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The elemental makes three Slam attacks, or it makes two Lob Stone attacks. If two Slam or Lob Stone attacks hit one creature, the target must succeed on a DC 16 STR save or be knocked prone."
                },
                {
                    "name": "Slam",
                    "desc": "_Melee Weapon Attack:_ +8 to hit, reach 10 ft., one target. _Hit:_ 14 (2d8+5) bludgeoning damage."
                },
                {
                    "name": "Lob Stone",
                    "desc": "_Ranged Weapon Attack:_ +8 to hit, range 20/60 ft., one target. _Hit:_ 21 (3d10+5) bludgeoning damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Earth Tremor (Recharge 4-6)",
                    "desc": "The earth elemental causes the ground on a point it can see within 30 feet of it to rumble and shake violently. Each creature within 10 feet of that point must succeed on a DC 16 DEX save or be knocked prone."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Earth Glide",
                    "desc": "The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material through which it moves."
                },
                {
                    "name": "Earthen Camouflage",
                    "desc": "The elemental's Stealth is 14 while in muddy, rocky, sandy, or stony terrain."
                },
                {
                    "name": "Elemental Nature",
                    "desc": "The elemental doesn't require air, food, drink, or sleep."
                },
                {
                    "name": "Elemental Resilience",
                    "desc": "The elemental is resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to poison damage, to exhaustion, and to the paralyzed, petrified, poisoned, and unconscious conditions."
                },
                {
                    "name": "Siege Monster",
                    "desc": "The elemental deals double damage to objects and structures."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_earth-elemental/"
        },
        {
            "slug": "salamander_bf",
            "desc": "",
            "name": "Salamander",
            "size": "large",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 114,
            "hit_dice": "",
            "speed": {
                "walk": 30
            },
            "strength": 16,
            "dexterity": 14,
            "constitution": 14,
            "intelligence": 10,
            "wisdom": 10,
            "charisma": 14,
            "strength_save": 3,
            "dexterity_save": 2,
            "constitution_save": 2,
            "intelligence_save": 0,
            "wisdom_save": 0,
            "charisma_save": 2,
            "perception": 10,
            "skills": {},
            "damage_vulnerabilities": "cold",
            "damage_resistances": "bludgeoning,piercing,and slashing damage from nonmagical attacks",
            "damage_immunities": "fire",
            "condition_immunities": "",
            "senses": "darkvision 60 ft.",
            "languages": "Ignan",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The salamander makes one Trident attack and one Tail attack, or it makes three Fire Bolt attacks. It can replace one Trident attack with a Tail attack."
                },
                {
                    "name": "Trident",
                    "desc": "_Melee or Ranged Weapon Attack:_ +6 to hit, reach 5 ft. or range 20/60 ft., one target. _Hit:_ 10 (2d6+3) piercing damage, or 12 (2d8+3) piercing damage if used with two hands to make a melee attack, plus 7 (2d6) fire damage. If the target is wielding a weapon or shield, it must succeed on a DC 14 DEX save or drop the weapon or shield (the salamander's choice if the target is wielding both)."
                },
                {
                    "name": "Tail",
                    "desc": "_Melee Weapon Attack:_ +6 to hit, reach 10 ft., one target. _Hit:_ 10 (2d6+3) bludgeoning damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, the salamander can automatically hit the target with its tail, and the salamander can't make tail attacks against other targets."
                },
                {
                    "name": "Fire Bolt",
                    "desc": "_Ranged Spell Attack:_ +5 to hit, ranged 60 ft., one target. _Hit:_ 12 (3d6+2) fire damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Tighten Grip",
                    "desc": "The salamander tightens its grip around one creature it is grappling. Until the start of the salamander's next turn, the target has disadvantage on any check made to escape the grapple, and other than a successful check to escape the grapple, the target can't be moved, knocked prone, or otherwise removed from the salamander's grasp without the salamander's permission."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Heated Body",
                    "desc": "A creature that touches the salamander or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage."
                },
                {
                    "name": "Heated Weapons",
                    "desc": "When the salamander hits with a metal melee weapon, the weapon deals an extra 7 (2d6) fire damage (included in the attack)."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_salamander/"
        },
        {
            "slug": "eaterofdust-tob1-2023",
            "desc": "False",
            "name": "Eater of Dust",
            "size": "Medium",
            "type": "Aberration",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 114,
            "hit_dice": "12d8 + 60",
            "speed": {
                "walk": 30
            },
            "strength": 20,
            "dexterity": 14,
            "constitution": 20,
            "intelligence": 10,
            "wisdom": 15,
            "charisma": 17,
            "strength_save": 9,
            "dexterity_save": null,
            "constitution_save": 9,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 7,
            "perception": 16,
            "skills": {
                "Athletics": 9,
                "Intimidation": 7,
                "Perception": 6
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "lightning, poison",
            "condition_immunities": "blinded, poisoned",
            "senses": "blindsight 120 ft. (blind beyond this radius), passive Perception 16",
            "languages": "understands Abyssal, Common, Infernal, and Void Speech but can’t speak, telepathy 120 ft.",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The eater of dust makes one Maw-Arm attack and two Necrotic Blast attacks, or it makes three Necrotic Blast attacks."
                },
                {
                    "name": "Maw-Arm",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 13 (3d8) necrotic damage, and the target must succeed on a DC 17 Constitution saving throw or its hp maximum is reduced by amount equal to the necrotic damage taken, and the eater regains hp equal to that amount. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0."
                },
                {
                    "name": "Necrotic Burst",
                    "desc": "Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 60 ft., one target. Hit: 16 (3d8 + 3) necrotic damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Hungry Step",
                    "desc": "The eater of dust magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space within 10 feet of a creature that isn't a Construct or Undead."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Magic Maw",
                    "desc": "The eater of dust's Maw-Arm attacks are magical. When the eater hits with its Maw-Arm, the weapon deals an extra 3d8 necrotic damage (included in the attack)."
                },
                {
                    "name": "Regeneration",
                    "desc": "The eater of dust regains 5 hp at the start of its turn. If it takes fire damage, this trait doesn't function at the start of eater's next turn. The eater dies only if it starts its turn with 0 hp and doesn't regenerate."
                }
            ],
            "spell_list": [],
            "page_no": 153,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_eater-of-dust/"
        },
        {
            "slug": "eldershadowdrake-tob1-2023",
            "desc": "False",
            "name": "Elder Shadow Drake",
            "size": "Large",
            "type": "Dragon",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 114,
            "hit_dice": "12d10 + 48",
            "speed": {
                "walk": 60,
                "fly": 20
            },
            "strength": 22,
            "dexterity": 13,
            "constitution": 18,
            "intelligence": 8,
            "wisdom": 9,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": 4,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 4,
            "perception": 15,
            "skills": {
                "Perception": 5,
                "Stealth": 7
            },
            "damage_vulnerabilities": "radiant",
            "damage_resistances": "False",
            "damage_immunities": "cold",
            "condition_immunities": "False",
            "senses": "darkvision 120 ft., passive Perception 15",
            "languages": "Common, Draconic, Umbral",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The elder shadow drake makes one Bite attack and two Tail Slap attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage."
                },
                {
                    "name": "Tail Slap",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage."
                },
                {
                    "name": "Invisibility",
                    "desc": "The drake magically turns invisible until it attacks, uses Shadow Step, or starts its turn in sunlight, or until its concentration ends (as if concentrating on a spell). Any equipment the drake wears or carries is invisible with it. The drake must be in dim light or darkness to use this action."
                },
                {
                    "name": "Stygian Breath (Recharge 5-6)",
                    "desc": "The elder shadow drake spits a ball of black liquid on a point the dragon can see within 60 feet of it. The ball bursts into a 20-foot-radius sphere of black mist centered on that point for 1 minute. Each creature in the mist when it appears must make a DC 15 Constitution saving throw, taking 42 (12d6) cold damage on a failed save, or half as much damage on a successful one. The mist spreads around corners, and its area is magical darkness. No natural light can illuminate the mist. If any of the mist overlaps with an area of light created by a spell of 1st level or lower, the spell creating the light is dispelled."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Shadow Step",
                    "desc": "The drake teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. The origin and destination spaces must be in dim light or darkness."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Shadow Sight",
                    "desc": "The drake has advantage on Wisdom (Perception) checks made while in dim light or darkness, and magical darkness doesn't impede the drake's darkvision."
                }
            ],
            "spell_list": [],
            "page_no": 143,
            "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_elder-shadow-drake/"
        },
        {
            "slug": "forestmarauder-tob1-2023",
            "desc": "False",
            "name": "Forest Marauder",
            "size": "Large",
            "type": "Giant",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 114,
            "hit_dice": "12d10 + 48",
            "speed": {
                "walk": 20
            },
            "strength": 21,
            "dexterity": 10,
            "constitution": 18,
            "intelligence": 6,
            "wisdom": 10,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 10,
            "skills": {
                "Stealth": 4
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "darkvision 120 ft., passive Perception 10",
            "languages": "Giant, Orc, Sylvan",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The forest marauder makes two Boar Spear attacks. If both attacks hit one creature, the target must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away from the marauder. The marauder can choose not to push a creature."
                },
                {
                    "name": "Boar Spear",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage."
                },
                {
                    "name": "Rock",
                    "desc": "Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Forest Ambusher",
                    "desc": "While in a forest, the forest marauder can take the Hide action."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Forest Camouflage",
                    "desc": "The giant has advantage on Dexterity (Stealth) checks made to hide in forested terrain."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "While in sunlight, the forest marauder has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
                }
            ],
            "spell_list": [],
            "page_no": 191,
            "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_forest-marauder/"
        },
        {
            "slug": "rimeworm-tob1-2023",
            "desc": "False",
            "name": "Rime Worm",
            "size": "Large",
            "type": "Elemental",
            "subtype": "",
            "group": "null",
            "alignment": "Unaligned",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 114,
            "hit_dice": "12d10 + 48",
            "speed": {
                "walk": 30,
                "burrow": 30
            },
            "strength": 20,
            "dexterity": 14,
            "constitution": 19,
            "intelligence": 6,
            "wisdom": 14,
            "charisma": 3,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 12,
            "skills": {
                "Stealth": 5
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "cold",
            "condition_immunities": "False",
            "senses": "darkvision 120 ft., passive Perception 12",
            "languages": "—",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The rime worm makes two Rime Tendril attacks. It can replace one attack with a use of Freeze Prey."
                },
                {
                    "name": "Rime Tendril",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 9 (2d8) cold damage. The target is grappled (escape DC 15) if it is a Medium or smaller creature and the rime worm doesn't have another creature grappled."
                },
                {
                    "name": "Freeze Prey",
                    "desc": "One creature grappled by the rime worm must succeed on a DC 15 Constitution saving throw or be petrified in ice for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A petrified creature that takes fire damage has advantage on the saving throw."
                },
                {
                    "name": "Black Ice Spray (Recharge 5-6)",
                    "desc": "The rime worm sprays slivers of ice in a 30-foot cone. Each creature in the area must make a DC 15 Constitution saving throw, taking 36 (8d8) cold damage on a failed save, or half as much damage on a successful one. The area then becomes icy, difficult terrain for 1 minute."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The rime worm can breathe air and water."
                },
                {
                    "name": "Icy Body",
                    "desc": "A creature that touches the rime worm or hits it with a melee attack while within 5 feet of it takes 4 (1d8) cold damage."
                },
                {
                    "name": "Snow Camouflage",
                    "desc": "The rime worm has advantage on Dexterity (Stealth) checks made to hide in snowy terrain."
                },
                {
                    "name": "Snow Stride",
                    "desc": "The rime worm can burrow through nonmagical snow and ice in addition to sand, earth, and mud. In addition, difficult terrain composed of snow or ice doesn't cost it extra movement."
                }
            ],
            "spell_list": [],
            "page_no": 308,
            "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_rime-worm/"
        },
        {
            "slug": "subek-tob1-2023",
            "desc": "False",
            "name": "Subek",
            "size": "Large",
            "type": "Humanoid",
            "subtype": "",
            "group": "null",
            "alignment": "Lawful Neutral",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 114,
            "hit_dice": "12d10 + 48",
            "speed": {
                "walk": 20
            },
            "strength": 19,
            "dexterity": 10,
            "constitution": 18,
            "intelligence": 14,
            "wisdom": 13,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 11,
            "skills": {
                "History": 5,
                "Investigation": 5
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Common",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The subek makes one Bite attack and two Claw attacks. If both Claw attacks hit one creature, the target must succeed on a DC 15 Strength saving throw or take 7 (2d6) slashing damage as the subek tears into the target."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Flood Fever",
                    "desc": "During flood season, the subek is overcome with bloodthirsty malice, becoming more aggressive and losing its proficiency in Intelligence (History) and Intelligence (Investigation) checks. If it hasn't fed within the past 8 hours, it enters a frenzy, spending each turn attacking the nearest creature it can see. If no creature is near enough to move to and attack, the subek attacks an object, with preference for an object smaller than itself. During the frenzy, it has advantage on melee attack rolls against any creature that doesn't have all its hp."
                },
                {
                    "name": "Hold Breath",
                    "desc": "The subek can hold its breath for 15 minutes."
                }
            ],
            "spell_list": [],
            "page_no": 352,
            "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_subek/"
        },
        {
            "slug": "thursir-tob1-2023",
            "desc": "False",
            "name": "Thursir",
            "size": "Large",
            "type": "Giant",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil (50%) or Lawful Evil (50%)",
            "armor_class": 13,
            "armor_desc": "chain shirt",
            "hit_points": 114,
            "hit_dice": "12d10 + 48",
            "speed": {
                "walk": 40
            },
            "strength": 19,
            "dexterity": 10,
            "constitution": 18,
            "intelligence": 13,
            "wisdom": 15,
            "charisma": 11,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 14,
            "skills": {
                "Athletics": 6,
                "Perception": 4
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "Common, Dwarvish, Giant",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Warhammer",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, or 15 (2d10 + 4) bludgeoning damage if used with two hands to make a melee attack."
                },
                {
                    "name": "Rock",
                    "desc": "Ranged Weapon Attack: +6 to hit, range 60/240 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Runic Blood (3/Day)",
                    "desc": "The thursir touches a weapon, painting the thurs rune on the weapon in the thursir's blood. When the thursir hits with the weapon while the rune is active, the weapon deals an extra 9 (2d8) lightning damage, and the target can't take reactions until the start of its next turn. The rune lasts for 1 minute."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Cast Iron Stomach",
                    "desc": "The thursir has advantage on saving throws against being poisoned."
                }
            ],
            "spell_list": [],
            "page_no": 210,
            "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_thursir/"
        },
        {
            "slug": "whiteape-tob1-2023",
            "desc": "False",
            "name": "White Ape",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 114,
            "hit_dice": "12d10 + 48",
            "speed": {
                "walk": 40
            },
            "strength": 18,
            "dexterity": 16,
            "constitution": 18,
            "intelligence": 8,
            "wisdom": 14,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 15,
            "skills": {
                "Athletics": 7,
                "Intimidation": 5,
                "Perception": 5
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "darkvision 60 ft., passive Perception 15",
            "languages": "Common",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The white ape makes one Bite attack and two Fist attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or contract the arcane wasting disease (see the Arcane Wasting trait)."
                },
                {
                    "name": "Fist",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage."
                },
                {
                    "name": "Frenzy (Recharge 5-6)",
                    "desc": "The white ape lashes out wildly at nearby creatures, flailing and biting. Each creature within 10 feet of the white ape must make a DC 15 Dexterity saving throw. On a failure, a creature takes 35 (10d6) bludgeoning damage and is pushed up to 10 feet away from the ape. On a success, a creature takes half the damage and isn't pushed. A creature that succeeds on this saving throw also has advantage on attack rolls against the white ape until the end of its next turn."
                },
                {
                    "name": "Familiar",
                    "desc": "The witchlight can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the witchlight senses as long as they are within 1 mile of each other. While the witchlight is within 10 feet of its companion, the companion can't be blinded. At any time and for any reason, the witchlight can end its service as a familiar, ending the telepathic bond."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Arcane Wasting",
                    "desc": "Characterized by the slow mental deterioration it causes, arcane wasting is a disease that infects Humanoids and spreads through spellcasting. A creature infected with this disease manifests symptoms 1d4 days after infection, which include brain fog and difficulty recalling memories. Until the disease is cured, at the end of each long rest, the infected creature must succeed on a DC 15 Constitution saving throw or its Intelligence and Wisdom scores are each reduced by 1d2. This reduction lasts until the creature finishes a long rest after the disease is cured. If the disease reduces a creature's Intelligence or Wisdom to 0, the creature dies. If the infected creature casts a spell on a Humanoid before the disease is cured, and the Humanoid is hit by the spell or fails the saving throw, that Humanoid must succeed on a DC 15 Constitution saving throw or also become infected with the arcane wasting disease."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The white ape has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Spellcasting Animosity",
                    "desc": "If the white ape sees a creature cast a spell, the ape has advantage on attack rolls against that creature on the ape's next turn."
                }
            ],
            "spell_list": [],
            "page_no": 396,
            "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_white-ape/"
        },
        {
            "slug": "eater-of-dust-yakat-shi",
            "desc": "",
            "name": "Eater Of Dust (Yakat-Shi)",
            "size": "Medium",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 114,
            "hit_dice": "12d8+60",
            "speed": {
                "walk": 30
            },
            "strength": 20,
            "dexterity": 14,
            "constitution": 20,
            "intelligence": 10,
            "wisdom": 15,
            "charisma": 17,
            "strength_save": 9,
            "dexterity_save": null,
            "constitution_save": 9,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 7,
            "perception": 6,
            "skills": {
                "athletics": 9,
                "perception": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold",
            "damage_immunities": "bludgeoning, piercing, poison and slashing from nonmagical attacks",
            "condition_immunities": "blindness, lightning, poisoned",
            "senses": "blindsight 60 ft., passive Perception 16",
            "languages": "understands Abyssal, Common, Infernal, Void Speech, but cannot speak; telepathy 100 ft.",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The eater of dust makes two mawblade attacks, or makes one mawblade attack and casts inflict wounds."
                },
                {
                    "name": "Mawblade",
                    "desc": "Melee Weapon Attack: +9 to hit, one target. Hit: 19 (4d6 + 5) piercing damage, and the target must make a successful DC 17 Constitution saving throw or gain one level of exhaustion.",
                    "attack_bonus": 9,
                    "damage_dice": "4d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Innate Spellcasting",
                    "desc": "the eater of dust's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\n3/day each: freedom of movement, inflict wounds, true strike\n\n1/day each: cure wounds (as 3rd level), magic weapon (as 6th level), misty step"
                },
                {
                    "name": "Regeneration",
                    "desc": "The eater of dust regains 5 hit points at the start of its turn. If it takes fire damage, this trait does not function at the start of its next turn. The eater of dust dies only if it starts its turn with 0 hit points and does not regenerate."
                },
                {
                    "name": "Unending Hunger",
                    "desc": "An eater of dust can devour any substance with its mawblade, regardless of composition, and never get full. It can even gain nourishment from eating dust or soil (hence the name given to the race by various fiends). If an eater of dust's mawblade is ever stolen, lost, or destroyed, it slowly starves to death."
                },
                {
                    "name": "Weapon Bond",
                    "desc": "A mawblade is part of the eater of dust. It can strike any creature as if it were magically enchanted and made of silver, iron, or other materials required to overcome immunities or resistances. An eater of dust always knows the location of its mawblade as if using the locate creature spell."
                }
            ],
            "spell_list": [],
            "page_no": 164,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_eater-of-dust-yakat-shi/"
        },
        {
            "slug": "elder-shadow-drake",
            "desc": "_A large dragon-like creature with black scales and shadowy wings emerges suddenly from the darkness. Its red eyes glare bright as coals, and it speaks in a deep monotone._  \n**Strange Humor.** Elder shadow drakes are mischievous and greedy. They devour entire goats and sheep and sometimes spell out messages with their bones. They make surprisingly good bandits, and sometimes ally themselves with bands of humanoids—their own share of plunder must always be clearly the largest share of any such arrangement.  \n**Solitary Lairs.** They haunt dark and lonely places, such as deep caves, dense forests, and shadowy ruins. They are longlived for drakes, often reaching 250 years of age, and mate rarely, abandoning their eggs shortly before hatching.  \n**Fade Into Shadows.** An elder shadow drake naturally fades from view in areas of dim light or darkness. Darkvision doesn’t overcome this, because the shadow drake doesn’t simply blend into shadows; it magically becomes invisible in them.",
            "name": "Elder Shadow Drake",
            "size": "Large",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 114,
            "hit_dice": "12d10+48",
            "speed": {
                "walk": 20,
                "fly": 60
            },
            "strength": 22,
            "dexterity": 13,
            "constitution": 18,
            "intelligence": 8,
            "wisdom": 9,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": 4,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 4,
            "perception": 5,
            "skills": {
                "perception": 5,
                "stealth": 7
            },
            "damage_vulnerabilities": "radiant",
            "damage_resistances": "",
            "damage_immunities": "cold",
            "condition_immunities": "paralyzed, unconscious",
            "senses": "darkvision 120 ft., passive Perception 15",
            "languages": "Common, Draconic, Umbral",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The drake makes one bite attack and one tail slap attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage.",
                    "attack_bonus": 9,
                    "damage_dice": "3d10"
                },
                {
                    "name": "Tail Slap",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.",
                    "attack_bonus": 9,
                    "damage_dice": "3d8"
                },
                {
                    "name": "Stygian Breath (Recharge 5-6)",
                    "desc": "The elder shadow drake exhales a ball of black liquid that travels up to 60 feet before exploding into a cloud of frigid black mist with a 20-foot radius. Each creature in that sphere takes 42 (12d6) cold damage, or half damage with a successful DC 15 Constitution saving throw. Within the area of effect, the mist snuffs out nonmagical light sources and dispels magical light of 1st level or lower."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Shadow Blend",
                    "desc": "In areas of dim light or darkness, an elder shadow drake is treated as invisible. Artificial illumination, such as a lantern or a light or continual flame spell, does not negate this ability; nothing less than true sunlight or a daylight spell does. The drake cannot use its Speed Surge or its Stygian Breath while invisible. An elder shadow drake can suspend or resume this ability at will, so long as the drake is in dim light or darkness."
                },
                {
                    "name": "Shadow Jump (3/Day)",
                    "desc": "An elder shadow drake can travel between shadows as if by means of a dimension door spell. This magical transport must begin and end in an area of dim light or darkness, and the distance must be no more than 60 feet."
                },
                {
                    "name": "Speed Surge (3/Day)",
                    "desc": "The elder shadow drake takes one additional move action on its turn. It can use only one speed surge per round."
                }
            ],
            "spell_list": [],
            "page_no": 153,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_elder-shadow-drake/"
        },
        {
            "slug": "forest-marauder",
            "desc": "_A primitive and relatively diminutive form of giant, forest marauders claim the wilderness areas farthest from civilization when they can._  \n**Painted Skin.** Roughly the size and shape of an ogre, this brutish thing is covered in paint or colored mud. An exaggerated brow ridge juts out over piggish, close-set eyes, and corded muscle stands out all over the creature.  \n**Keep to the Wilderness.** Cruel and savage when encountered, their demeanor has worked against them and they have nearly been driven to extinction in places where they can be easily tracked. They have since learned to raid far from their hidden homes, leading to sightings in unexpected places.  \n**Orc Friends.** Forest marauders get along well with orcs and goblins, who appreciate their brute strength and their skill at night raids.",
            "name": "Forest Marauder",
            "size": "Large",
            "type": "Giant",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 114,
            "hit_dice": "12d10+48",
            "speed": {
                "walk": 40
            },
            "strength": 21,
            "dexterity": 10,
            "constitution": 18,
            "intelligence": 6,
            "wisdom": 10,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., passive Perception 10",
            "languages": "Giant, Orc, Sylvan",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The forest marauder makes two boar spear attacks."
                },
                {
                    "name": "Boar Spear",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit:16 (2d10 + 5) piercing damage, and the forest marauder can choose to push the target 10 feet away if it fails a DC 16 Strength saving throw.",
                    "attack_bonus": 7,
                    "damage_dice": "2d10"
                },
                {
                    "name": "Rock",
                    "desc": "Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 19 (3d8 + 5) bludgeoning damage.",
                    "attack_bonus": 5,
                    "damage_dice": "3d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "While in sunlight, the forest marauder has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
                }
            ],
            "spell_list": [],
            "page_no": 205,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_forest-marauder/"
        },
        {
            "slug": "nightgarm",
            "desc": "_These humanoid creatures work with their lupine mother and their worg and winter wolf brothers and sisters to destroy human and dwarvish settlements. Their howls are songs of vengeance, and their fangs and jaws seem ready to swallow the world._  \n**Champions of the Northern Packs.** Created in a magical ritual performed over a pregnant worg by her packmates, nightgarms are always female and are always loyal followers of Fenris. They are dedicated to harassing servants of the gods, especially the northern gods of the sky, thunder, or wisdom. Their spawn infiltrate settlements to bring them down—treachery that always ends with a massed attack by wolves.  \n**Carry Off Plunder.** Nightgarms resemble enormous wolves, but up close their wide mouths, hate-filled eyes, and half-formed fingers give them away as something different from—and much worse than— worgs. They can wield items in their front paws and can walk on their hind limbs when necessary, though they are far swifter on four legs.  \n**Impossibly Wide Jaws.** A nightgarm’s jaws can open to swallow corpses, living creatures, and items larger than themselves, a magical trick that happens in a matter of seconds.",
            "name": "Nightgarm",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 114,
            "hit_dice": "12d10+48",
            "speed": {
                "walk": 20
            },
            "strength": 20,
            "dexterity": 14,
            "constitution": 18,
            "intelligence": 10,
            "wisdom": 15,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "perception": 5,
                "stealth": 5
            },
            "damage_vulnerabilities": "radiant; silvered weapons",
            "damage_resistances": "lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 15",
            "languages": "Common, Giant, Goblin, telepathy 200 ft. (with falsemen only)",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 27 (4d10 + 5) piercing damage, and a Medium or smaller target must succeed on a DC 15 Strength saving throw or be swallowed whole. A swallowed creature is blinded and restrained and has total cover against attacks and other effects outside the nightgarm. It takes 21 (6d6) acid damage at the start of each of the nightgarm's turns. A nightgarm can have only one creature swallowed at a time. If the nightgarm takes 25 damage or more on a single turn from the swallowed creature, the nightgarm must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone within 5 feet of the nightgarm. If the nightgarm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.",
                    "attack_bonus": 8,
                    "damage_dice": "4d10+5"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Spawn Falseman",
                    "desc": "If a nightgarm spends an entire round consuming a humanoid corpse, it immediately becomes pregnant. Nine hours later, it gives birth to a duplicate of the devoured creature. Known as a \"falseman,\"this duplicate has all the memories and characteristics of the original but serves its mother loyally, somewhat similar to a familiar's relationship to a wizard. A nightgarm can have up to 14 falsemen under her control at a time. A nightgarm can communicate telepathically with its falsemen at ranges up to 200 feet."
                },
                {
                    "name": "Quadruped",
                    "desc": "The nightgarm can drop any objects it is holding to run on all fours. When it does so, its speed increases to 40ft."
                },
                {
                    "name": "Distending Maw",
                    "desc": "Like snakes, nightgarms can open their mouths far wider than other creatures of similar size. This ability grants it a formidable bite and allows it to swallow creatures up to Medium size."
                },
                {
                    "name": "Superstitious",
                    "desc": "A nightgarm must stay at least 5 feet away from a brandished holy symbol or a burning sprig of wolf's bane, and it cannot touch or make melee attacks against a creature holding one of these items. After 1 round, the nightgarm can make a DC 15 Charisma saving throw at the start of each of its turns; if the save succeeds, the nightgarm temporarily overcomes its superstition and these restrictions are lifted until the start of the nightgarm's next turn."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the nightgarm's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:\n\n3/day each: darkness, dissonant whispers, hold person\n\n1/day each: conjure woodland beings (wolves only), dimension door, scrying (targets falsemen only)"
                }
            ],
            "spell_list": [],
            "page_no": 304,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_nightgarm/"
        },
        {
            "slug": "thursir-giant",
            "desc": "_Heavily armored and carrying two rune-marked hammers, a thursir giant’s reddish hair and beard are often plaited in the style of an enormous dwarf._  \n**Forge Masters.** Greedy and aggressively competitive, thursir dwell in vast caverns under frozen mountains where they labor to forge chains, armor, and massive engines of war. Thursir giants have a natural affinity for metalworking. Any armor or weapons forged by a thursir giant are of the highest quality and can fetch double the usual price for such an item.  \n**Enormous Appetites.** When not toiling at the forge, these giants entertain themselves with gluttonous feasts and boisterous wrestling competitions, or raid human settlements for food and valuables.  \n**Hearth Rune Priestesses.** Female priestesses have a much higher standing in their society than other female thursir giants, who are treated shabbily. Most female thursir giants are drudges, considered fit only for child-bearing and menial labor. However, male thursir are makers, warrior, and metalworkers, while women make up the bulk of their priesthood and spellcasters. As priests and casters, they are valued advisors and held in high regard—or at least very valuable property.  \nThursir stand nine feet tall and weigh 600 lb.",
            "name": "Thursir Giant",
            "size": "Large",
            "type": "Giant",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil (50%) lawful evil (50%)",
            "armor_class": 13,
            "armor_desc": "chain shirt",
            "hit_points": 114,
            "hit_dice": "12d10+48",
            "speed": {
                "walk": 40
            },
            "strength": 19,
            "dexterity": 10,
            "constitution": 18,
            "intelligence": 13,
            "wisdom": 15,
            "charisma": 11,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "athletics": 6,
                "perception": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "Common, Dwarven, Giant",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The giant makes two warhammer attacks."
                },
                {
                    "name": "Warhammer",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d8"
                },
                {
                    "name": "Rock",
                    "desc": "Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d10"
                },
                {
                    "name": "Runic Blood (3/day)",
                    "desc": "Thursir giants can inscribe the thurs rune on a weapon. A creature hit by the weapon takes an additional 1d8 lightning damage, and the target can't take reactions until the start of its next turn. The thurs rune lasts for one hour, or for three hits, whichever comes first."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Cast Iron Stomach",
                    "desc": "The giant can consume half of its weight in food without ill effect, and it has advantage against anything that would give it the poisoned condition. Poisonous and spoiled foodstuffs are common in a thursir lair."
                }
            ],
            "spell_list": [],
            "page_no": 227,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_thursir-giant/"
        }
    ]
}