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

GET /v1/monsters/?format=api&ordering=intelligence&page=37
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=intelligence&page=38",
    "previous": "https://api-beta.open5e.com/v1/monsters/?format=api&ordering=intelligence&page=36",
    "results": [
        {
            "slug": "merfolk_bf",
            "desc": "",
            "name": "Merfolk",
            "size": "medium",
            "type": "Humanoid",
            "subtype": "",
            "group": "Merfolk",
            "alignment": "",
            "armor_class": 12,
            "armor_desc": "coral armor",
            "hit_points": 9,
            "hit_dice": "",
            "speed": {
                "walk": 10,
                "swim": 40
            },
            "strength": 12,
            "dexterity": 10,
            "constitution": 12,
            "intelligence": 10,
            "wisdom": 10,
            "charisma": 12,
            "strength_save": 1,
            "dexterity_save": 0,
            "constitution_save": 1,
            "intelligence_save": 0,
            "wisdom_save": 0,
            "charisma_save": 1,
            "perception": 12,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft.",
            "languages": "Aquan,Common",
            "challenge_rating": "1/8",
            "cr": 0.125,
            "actions": [
                {
                    "name": "Coral Spear",
                    "desc": "_Melee Weapon Attack:_ +3 to hit, reach 5 ft., one target. _Hit:_ 4 (1d6+1) piercing damage."
                },
                {
                    "name": "Sharpened Shell",
                    "desc": "_Ranged Weapon Attack:_ +3 to hit, range 20/60 ft., one target. _Hit:_ 3 (1d4+1) slashing damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Nimble Rush",
                    "desc": "The merfolk takes the Dash or Disengage action."
                }
            ],
            "reactions": [
                {
                    "name": "Coral Scrape",
                    "desc": "When a creature the merfolk can see hits it with a melee attack while within 5 feet of it, the merfolk can twist its body to scrape the attacker's arm or similar attacking appendage across the rough coral of its armor. The attacker must succeed on a DC 11 DEX save or have disadvantage on the next attack roll it makes before the end of its next turn, as its attacking appendage hurts from the abrasion."
                }
            ],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The merfolk can breathe air and water."
                }
            ],
            "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_merfolk/"
        },
        {
            "slug": "nightmare_bf",
            "desc": "",
            "name": "Nightmare",
            "size": "large",
            "type": "Fiend",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 76,
            "hit_dice": "",
            "speed": {
                "walk": 60,
                "fly": 90
            },
            "strength": 18,
            "dexterity": 14,
            "constitution": 16,
            "intelligence": 10,
            "wisdom": 12,
            "charisma": 14,
            "strength_save": 4,
            "dexterity_save": 2,
            "constitution_save": 3,
            "intelligence_save": 0,
            "wisdom_save": 1,
            "charisma_save": 2,
            "perception": 11,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "fire",
            "condition_immunities": "",
            "senses": "-",
            "languages": "understands Abyssal,Common,and Infernal but can't speak",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The nightmare makes two Flaming Hoof attacks."
                },
                {
                    "name": "Flaming Hoof",
                    "desc": "_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 7 (1d6+4) bludgeoning damage plus 7 (2d6) fire damage."
                },
                {
                    "name": "Ethereal Stride",
                    "desc": "The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Burning Hoofprints",
                    "desc": "The nightmare increases the intensity of the heat on its hooves. Until the start of its next turn, it leaves burning hoofprints in any surface through which it walks, creating a trail of fire in its wake. A creature that enters a space with burning hoofprints for the first time on a turn or starts its turn there must succeed on a DC 13 DEX save or take 3 (1d6) fire damage. The hoofprints stop burning at the start of the nightmare's next turn."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Illumination",
                    "desc": "The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet."
                },
                {
                    "name": "Riding Flames",
                    "desc": "Any creature riding a willing nightmare is resistant to fire damage. A creature riding the nightmare without the nightmare's permission takes 3 (1d6) fire damage at the start of each of the nightmare's turns."
                }
            ],
            "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_nightmare/"
        },
        {
            "slug": "pegasus_bf",
            "desc": "",
            "name": "Pegasus",
            "size": "large",
            "type": "Celestial",
            "subtype": "Animal",
            "group": null,
            "alignment": "",
            "armor_class": 12,
            "armor_desc": null,
            "hit_points": 57,
            "hit_dice": "",
            "speed": {
                "walk": 60,
                "fly": 90
            },
            "strength": 18,
            "dexterity": 14,
            "constitution": 16,
            "intelligence": 10,
            "wisdom": 14,
            "charisma": 12,
            "strength_save": 4,
            "dexterity_save": 2,
            "constitution_save": 3,
            "intelligence_save": 0,
            "wisdom_save": 2,
            "charisma_save": 1,
            "perception": 12,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "Celestial Resilience",
            "damage_immunities": "charmed",
            "condition_immunities": "",
            "senses": "-",
            "languages": "understands Celestial,Common,Elvish,and Sylvan but can't speak",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The pegasus makes two Hooves attacks."
                },
                {
                    "name": "Hooves",
                    "desc": "_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6+4) bludgeoning damage."
                }
            ],
            "bonus_actions": [],
            "reactions": [
                {
                    "name": "Catch Rider",
                    "desc": "If the pegasus's rider fails a check or save to remain in the saddle or is subjected to an effect that would dismount it, the pegasus can shift to catch the falling rider, preventing the rider from being dismounted."
                }
            ],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Celestial Resilience",
                    "desc": "The pegasus is resistant to radiant damage."
                },
                {
                    "name": "Diving Pounce",
                    "desc": "If the pegasus is flying and moves at least 20 feet straight toward a creature and then hits it with a Hooves attack on the same turn, that target must succeed on a DC 14 STR save or be knocked prone. If the target is prone, the pegasus can make one Hooves attack against it as a bonus action."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The pegasus has advantage on saves against spells and other magical effects."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The pegasus's weapon attacks are magical."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_pegasus/"
        },
        {
            "slug": "pseudodragon_bf",
            "desc": "",
            "name": "Pseudodragon",
            "size": "tiny",
            "type": "Dragon",
            "subtype": "",
            "group": "Dragons",
            "alignment": "",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 12,
            "hit_dice": "",
            "speed": {
                "walk": 15,
                "fly": 60
            },
            "strength": 6,
            "dexterity": 14,
            "constitution": 12,
            "intelligence": 10,
            "wisdom": 16,
            "charisma": 10,
            "strength_save": -2,
            "dexterity_save": 2,
            "constitution_save": 1,
            "intelligence_save": 0,
            "wisdom_save": 3,
            "charisma_save": 0,
            "perception": 13,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "poison,poisoned",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., keensense 10 ft.",
            "languages": "understands Common and Draconic but can't speak",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "_Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 4 (1d4+2) piercing damage."
                },
                {
                    "name": "Sting",
                    "desc": "_Melee Weapon Attack:_ +4 to hit, reach 5 ft., one creature. _Hit:_ 4 (1d4+2) piercing damage plus 2 (1d4) poison damage, and the target must succeed on a DC 11 CON save or be poisoned for 1 hour. If the creature fails the save by 5 or more, it falls unconscious while poisoned in this way, or until it takes damage or another creature uses an action to shake it awake."
                },
                {
                    "name": "Puff of Smoke (1/Day)",
                    "desc": "The pseudodragon exhales a cloud of smoke in a 10-foot-radius sphere centered on itself. The sphere spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Heightened Senses",
                    "desc": "The pseudodragon's Perception is 18 when perceiving by sight, hearing, or smell."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The pseudodragon has advantage on saves against spells and other magical effects."
                },
                {
                    "name": "Limited Telepathy",
                    "desc": "The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_pseudodragon/"
        },
        {
            "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": "satarre_bf",
            "desc": "",
            "name": "Satarre",
            "size": "medium",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 12,
            "armor_desc": "leather armor",
            "hit_points": 40,
            "hit_dice": "",
            "speed": {
                "walk": 30
            },
            "strength": 14,
            "dexterity": 12,
            "constitution": 12,
            "intelligence": 10,
            "wisdom": 10,
            "charisma": 12,
            "strength_save": 2,
            "dexterity_save": 1,
            "constitution_save": 1,
            "intelligence_save": 0,
            "wisdom_save": 0,
            "charisma_save": 1,
            "perception": 12,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic,Void Strength",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft.",
            "languages": "Common,Void Speech",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The satarre makes two Claw or Spear attacks."
                },
                {
                    "name": "Claw",
                    "desc": "_Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 5 (1d6+2) piercing damage plus 3 (1d6) necrotic damage."
                },
                {
                    "name": "Spear",
                    "desc": "_Melee or Ranged Weapon Attack:_ +4 to hit, reach 5 ft. or range 20/60 ft., one target. _Hit:_ 5 (1d6+2) piercing damage plus 3 (1d6) necrotic damage."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Void Strength",
                    "desc": "The satarre is resistant to the blinded, charmed, deafened, frightened, stunned, and unconscious conditions."
                },
                {
                    "name": "Void Weapons",
                    "desc": "The satarre's weapon attacks are magical. When the satarre hits with any weapon, the weapon deals an extra 1d6 necrotic 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_satarre/"
        },
        {
            "slug": "scout_bf",
            "desc": "",
            "name": "Scout",
            "size": "medium",
            "type": "Humanoid",
            "subtype": "Any Lineage",
            "group": "NPCs",
            "alignment": "",
            "armor_class": 13,
            "armor_desc": "leather armor",
            "hit_points": 25,
            "hit_dice": "",
            "speed": {
                "walk": 30
            },
            "strength": 10,
            "dexterity": 14,
            "constitution": 12,
            "intelligence": 10,
            "wisdom": 16,
            "charisma": 10,
            "strength_save": 0,
            "dexterity_save": 2,
            "constitution_save": 1,
            "intelligence_save": 0,
            "wisdom_save": 3,
            "charisma_save": 0,
            "perception": 13,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "-",
            "languages": "any one language (usually Common)",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The scout makes two Shortsword or Shortbow attacks."
                },
                {
                    "name": "Shortsword",
                    "desc": "_Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 5 (1d6+2) piercing damage."
                },
                {
                    "name": "Shortbow",
                    "desc": "_Ranged Weapon Attack:_ +4 to hit, ranged 80/320 ft., one target. _Hit:_ 5 (1d6+2) piercing damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Escape to Report",
                    "desc": "The scout takes the Dash or Disengage action."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Heightened Hearing and Sight",
                    "desc": "The scout's Perception is 18 when perceiving by hearing or sight."
                }
            ],
            "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_scout/"
        },
        {
            "slug": "specter_bf",
            "desc": "",
            "name": "Specter",
            "size": "medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 12,
            "armor_desc": null,
            "hit_points": 27,
            "hit_dice": "",
            "speed": {
                "walk": 0,
                "fly": 50,
                "hover": true
            },
            "strength": 1,
            "dexterity": 14,
            "constitution": 10,
            "intelligence": 10,
            "wisdom": 10,
            "charisma": 14,
            "strength_save": -5,
            "dexterity_save": 2,
            "constitution_save": 0,
            "intelligence_save": 0,
            "wisdom_save": 0,
            "charisma_save": 2,
            "perception": 10,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "acid,cold,fire,lightning,thunder; bludgeoning,piercing,and slashing damage from nonmagical attacks",
            "damage_immunities": "necrotic,charmed,grappled,paralyzed,petrified,prone,restrained,unconscious,Undead Resilience",
            "condition_immunities": "",
            "senses": "darkvision 60 ft.",
            "languages": "understands the languages it knew in life but can't speak",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Life Drain",
                    "desc": "Melee Spell Attack: +4 to hit, reach 5 ft., one creature. _Hit:_ 12 (3d6+2) necrotic damage. The target must succeed on a DC 12 CON save or its HP maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its HP maximum to 0."
                }
            ],
            "bonus_actions": [],
            "reactions": [
                {
                    "name": "Retributive Shriek",
                    "desc": "When the specter takes damage from a creature it can see within 30 feet of it, the specter can shriek with the fury of its tormented existence. That creature must succeed on a DC 12 WIS save or be frightened until the end of its next turn."
                }
            ],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Incorporeal Movement",
                    "desc": "The specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "While in sunlight, the specter has disadvantage on attack rolls, and its Perception is 5 when perceiving by sight."
                },
                {
                    "name": "Undead Nature",
                    "desc": "The specter doesn't require air, food, drink, or sleep."
                },
                {
                    "name": "Undead Resilience",
                    "desc": "The specter 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_specter/"
        },
        {
            "slug": "stone_giant_bf",
            "desc": "",
            "name": "Stone Giant",
            "size": "huge",
            "type": "Giant",
            "subtype": "",
            "group": "Giants",
            "alignment": "",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 156,
            "hit_dice": "",
            "speed": {
                "walk": 40
            },
            "strength": 22,
            "dexterity": 20,
            "constitution": 26,
            "intelligence": 10,
            "wisdom": 18,
            "charisma": 8,
            "strength_save": 6,
            "dexterity_save": 5,
            "constitution_save": 8,
            "intelligence_save": 0,
            "wisdom_save": 4,
            "charisma_save": -1,
            "perception": 14,
            "skills": {},
            "damage_vulnerabilities": "thunder,Giant Attributes",
            "damage_resistances": "lightning,petrified,Giant Attributes",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft.",
            "languages": "Giant",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The giant makes two Stony Fist or Rock attacks."
                },
                {
                    "name": "Stony Fist",
                    "desc": "_Melee Weapon Attack:_ +9 to hit, reach 10 ft., one target. _Hit:_ 24 (4d8+6) bludgeoning damage. The target is grappled (escape DC 17) if it is a Large or smaller creature and the stone giant isn't already grappling a creature."
                },
                {
                    "name": "Rock",
                    "desc": "_Ranged Weapon Attack:_ +9 to hit, range 60/240 ft., one target. _Hit:_ 28 (4d10+6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 STR save or be knocked prone."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Wrestle",
                    "desc": "The stone giant performs one of the following wrestling maneuvers against one creature it is grappling. The target must succeed on a DC 17 STR save or suffer the listed effect until the stone giant uses this bonus action again or until the grapple ends.\n- **Armbar.** The target has disadvantage on attack rolls and on checks made to escape the grapple.\n- **Chinlock.** The target can't speak and can't cast spells with verbal components.\n- **Takedown.** The target is knocked prone and restrained.\n- **Throw.** The target is thrown up to 30 feet in a random direction and knocked prone, ending the grapple. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 17 DEX save or take the same damage and be knocked prone."
                }
            ],
            "reactions": [
                {
                    "name": "Missile Deflection",
                    "desc": "If a creature the giant can see makes a ranged weapon attack against the giant, the giant can add 3 to its AC. If the attack misses, the giant can catch the missile, provided the attack included a projectile, and throw it back at the attacker, using the giant's normal ranged weapon attack bonus and the weapon's normal damage."
                }
            ],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Giant Attributes",
                    "desc": "The stone giant is resistant to the stunned condition, and it is vulnerable to the prone condition."
                },
                {
                    "name": "Stone Camouflage",
                    "desc": "The giant's Stealth is 20 while in rocky terrain."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_stone-giant/"
        },
        {
            "slug": "thug_bf",
            "desc": "",
            "name": "Thug",
            "size": "medium",
            "type": "Humanoid",
            "subtype": "Any Lineage",
            "group": "NPCs",
            "alignment": "",
            "armor_class": 11,
            "armor_desc": "leather armor",
            "hit_points": 25,
            "hit_dice": "",
            "speed": {
                "walk": 30
            },
            "strength": 14,
            "dexterity": 10,
            "constitution": 14,
            "intelligence": 10,
            "wisdom": 10,
            "charisma": 10,
            "strength_save": 2,
            "dexterity_save": 0,
            "constitution_save": 2,
            "intelligence_save": 0,
            "wisdom_save": 0,
            "charisma_save": 0,
            "perception": 10,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "-",
            "languages": "any one language (usually Common)",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Club",
                    "desc": "_Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 7 (2d4+2) bludgeoning damage."
                },
                {
                    "name": "Heavy Crossbow",
                    "desc": "_Ranged Weapon Attack:_ +2 to hit, range 100/400 ft., one target. _Hit:_ 5 (1d10) piercing damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Sucker Punch",
                    "desc": "The thug employs unscrupulous tactics to hit its opponent in a vulnerable spot. One creature the thug can see within 5 feet of it must make a DC 12 DEX save. On a failure, the target takes 2 (1d4) bludgeoning damage."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Brutal",
                    "desc": "A melee weapon deals one extra die of its damage when the thug hits with it (included in the attack)."
                },
                {
                    "name": "Pack Tactics",
                    "desc": "The thug has advantage on attack rolls against a creature if at least one of the thug's allies is within 5 feet of the creature and the ally isn't incapacitated."
                }
            ],
            "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_thug/"
        },
        {
            "slug": "unicorn_bf",
            "desc": "",
            "name": "Unicorn",
            "size": "large",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 12,
            "armor_desc": null,
            "hit_points": 92,
            "hit_dice": "",
            "speed": {
                "walk": 50
            },
            "strength": 18,
            "dexterity": 14,
            "constitution": 14,
            "intelligence": 10,
            "wisdom": 22,
            "charisma": 22,
            "strength_save": 4,
            "dexterity_save": 2,
            "constitution_save": 2,
            "intelligence_save": 0,
            "wisdom_save": 6,
            "charisma_save": 6,
            "perception": 16,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "Celestial Resilience",
            "damage_immunities": "poison,charmed,frightened,paralyzed,poisoned",
            "condition_immunities": "",
            "senses": "darkvision 60 ft.",
            "languages": "Celestial,Elvish,Sylvan,telepathy 60 ft.",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The unicorn makes one Hooves attack and one Horn attack, or it makes two Horn Bolt attacks."
                },
                {
                    "name": "Hooves",
                    "desc": "_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6+4) bludgeoning damage."
                },
                {
                    "name": "Horn",
                    "desc": "_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 8 (1d8+4) piercing damage plus 10 (3d6) radiant damage."
                },
                {
                    "name": "Horn Bolt",
                    "desc": "_Ranged Spell Attack:_ +6 to hit, range 60 ft., one target. _Hit:_ 13 (3d6+3) radiant damage."
                },
                {
                    "name": "Unicorn Magic",
                    "desc": "The unicorn can cast the dancing lights and druidcraft cantrips at will, requiring no material components and using WIS as the spellcasting ability."
                },
                {
                    "name": "Healing Touch (3/Day)",
                    "desc": "The unicorn touches another creature with its horn. The target magically regains 11 (2d8+2) HP and is freed from all curses, diseases, and poisons afflicting it."
                }
            ],
            "bonus_actions": [],
            "reactions": [
                {
                    "name": "Shimmering Shield",
                    "desc": "When a creature the unicorn can see within 30 feet of it, including the unicorn, is attacked, the unicorn can surround it with a shimmering shield of radiant light. The target adds 3 to its AC against the attack."
                }
            ],
            "legendary_desc": "The unicorn can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The unicorn regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "name": "Canter",
                    "desc": "The unicorn moves up to half is speed without provoking opportunity attacks."
                },
                {
                    "name": "Radiant Stomp (Costs 2 Actions)",
                    "desc": "The unicorn raises its hooves glowing with golden light and brings them down with a reverberating stomp. Each hostile creature within 10 feet of the unicorn must make a DC 14 STR save. On a failure, a creature takes 10 (3d6) radiant damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone."
                },
                {
                    "name": "Heal Self (Costs 3 Actions)",
                    "desc": "The unicorn magically regains 11 (2d8+2) HP."
                }
            ],
            "special_abilities": [
                {
                    "name": "Celestial Resilience",
                    "desc": "The unicorn is resistant to radiant damage."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The unicorn has advantage on saves against spells and other magical effects."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The unicorn's weapon attacks are magical."
                },
                {
                    "name": "Sense the Unnatural",
                    "desc": "The unicorn can pinpoint the location of Aberrations and Undead within 60 feet of it."
                },
                {
                    "name": "Speak with Beasts and Plants",
                    "desc": "The unicorn can communicate with Beasts and Plants as if they shared a language."
                },
                {
                    "name": "Woodland Walk",
                    "desc": "Difficult terrain composed of nonmagical plants doesn't cost the unicorn extra movement. In addition, the unicorn can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard."
                }
            ],
            "spell_list": [],
            "page_no": 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_unicorn/"
        },
        {
            "slug": "vampire_spawn_bf",
            "desc": "",
            "name": "Vampire Spawn",
            "size": "medium",
            "type": "Undead",
            "subtype": "",
            "group": "Vampires",
            "alignment": "",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 91,
            "hit_dice": "",
            "speed": {
                "walk": 30,
                "climb": 30
            },
            "strength": 16,
            "dexterity": 22,
            "constitution": 16,
            "intelligence": 10,
            "wisdom": 16,
            "charisma": 12,
            "strength_save": 3,
            "dexterity_save": 6,
            "constitution_save": 3,
            "intelligence_save": 0,
            "wisdom_save": 3,
            "charisma_save": 1,
            "perception": 13,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic; bludgeoning,piercing,and slashing damage from nonmagical attacks",
            "damage_immunities": "Vampiric Resilience",
            "condition_immunities": "",
            "senses": "darkvision 60 ft.",
            "languages": "the languages it knew in life",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The vampire spawn makes two Claw attacks. It can replace one attack with a Draining Bite attack. If both Claw attacks hit one Large or smaller creature, the target is grappled (escape DC 14)."
                },
                {
                    "name": "Claw",
                    "desc": "_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one creature. _Hit:_ 8 (2d4+3) slashing damage plus 10 (3d6) necrotic damage."
                },
                {
                    "name": "Draining Bite",
                    "desc": "_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. _Hit:_ 8 (2d4+3) piercing damage plus 10 (3d6) necrotic damage. The target's HP maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains HP equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its HP maximum to 0."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Call Blood",
                    "desc": "The vampire calls to the blood within one injured creature it can see within 10 feet of it, causing blood to pour from the creature's wounds. If the target doesn't have all its HP, it must make a DC 14 CON save, losing 7 (2d6) HP on a failed save, or losing half as much HP on a successful one. Before the end of its next turn, the vampire has advantage on the next attack roll it makes against a creature that failed the save."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Hungry Dead Nature",
                    "desc": "As the **vampire**."
                },
                {
                    "name": "Regeneration",
                    "desc": "The vampire spawn regains 10 HP at the start of its turn if it has at least 1 HP and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn."
                },
                {
                    "name": "Resting Place",
                    "desc": "As the **vampire**."
                },
                {
                    "name": "Spider Climb",
                    "desc": "As the **vampire**."
                },
                {
                    "name": "Vampire Weaknesses",
                    "desc": "As the **vampire**."
                },
                {
                    "name": "Vampiric Resilience",
                    "desc": "The vampire is immune to exhaustion."
                }
            ],
            "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_vampire-spawn/"
        },
        {
            "slug": "vampire_thrall_bf",
            "desc": "",
            "name": "Vampire Thrall",
            "size": "medium",
            "type": "Humanoid",
            "subtype": "Any Lineage",
            "group": "Vampires",
            "alignment": "",
            "armor_class": 13,
            "armor_desc": null,
            "hit_points": 40,
            "hit_dice": "",
            "speed": {
                "walk": 30,
                "climb": 10
            },
            "strength": 14,
            "dexterity": 20,
            "constitution": 18,
            "intelligence": 10,
            "wisdom": 12,
            "charisma": 14,
            "strength_save": 2,
            "dexterity_save": 5,
            "constitution_save": 4,
            "intelligence_save": 0,
            "wisdom_save": 1,
            "charisma_save": 2,
            "perception": 13,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "exhaustion",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 30 ft.",
            "languages": "any one language (usually Common)",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The vampire thrall makes two Rapier attacks."
                },
                {
                    "name": "Rapier",
                    "desc": "_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 7 (1d8+3) piercing damage."
                }
            ],
            "bonus_actions": [],
            "reactions": [
                {
                    "name": "Repay the Gift",
                    "desc": "When a friendly vampire the thrall can see within 5 feet of it is hit by an attack that would reduce the vampire to 0 HP, the thrall can give some of its life force to save the vampire. The thrall loses 10 (3d6) HP, and the vampire regains HP equal to that amount."
                }
            ],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Blood-Bound",
                    "desc": "If the thrall has not consumed 1 ounce of blood from a vampire within the past week, it is poisoned for 1 week, and it loses darkvision and its Limited Regeneration, Spider Climb, and Sunlight Sensitivity traits until it consumes 1 ounce of vampire blood."
                },
                {
                    "name": "Limited Regeneration",
                    "desc": "The thrall regains 2 HP at the start of its turn if it has at least 1 HP and isn't in sunlight. If the thrall takes radiant damage, this trait doesn't function at the start of the thrall's next turn."
                },
                {
                    "name": "Spider Climb",
                    "desc": "The thrall can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "While in sunlight, the thrall has disadvantage on attack rolls, and its Perception is 8 when perceiving by sight."
                }
            ],
            "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_vampire-thrall/"
        },
        {
            "slug": "veteran_bf",
            "desc": "",
            "name": "Veteran",
            "size": "medium",
            "type": "Humanoid",
            "subtype": "Any Lineage",
            "group": "NPCs",
            "alignment": "",
            "armor_class": 16,
            "armor_desc": "breastplate",
            "hit_points": 68,
            "hit_dice": "",
            "speed": {
                "walk": 30
            },
            "strength": 20,
            "dexterity": 14,
            "constitution": 14,
            "intelligence": 10,
            "wisdom": 10,
            "charisma": 10,
            "strength_save": 5,
            "dexterity_save": 2,
            "constitution_save": 2,
            "intelligence_save": 0,
            "wisdom_save": 0,
            "charisma_save": 0,
            "perception": 12,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "-",
            "languages": "Common plus any one language",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The veteran makes two Longsword attacks and two Shortsword attacks, or it makes three Longsword attacks."
                },
                {
                    "name": "Longsword",
                    "desc": "_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage if used with two hands."
                },
                {
                    "name": "Shortsword",
                    "desc": "_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 6 (1d6+3) piercing damage."
                },
                {
                    "name": "Heavy Crossbow",
                    "desc": "_Ranged Weapon Attack:_ +4 to hit, range 100/400 ft., one target. _Hit:_ 7 (1d10+2) piercing damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Shoulder",
                    "desc": "The veteran shoves a creature it can see within 5 feet of it. The target must succeed on a DC 13 STR save or be knocked prone."
                }
            ],
            "reactions": [
                {
                    "name": "Parry",
                    "desc": "The veteran adds 2 to its AC against one melee attack that would hit it. To do so, the veteran must see the attacker and be wielding a melee weapon."
                }
            ],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [],
            "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_veteran/"
        },
        {
            "slug": "werebear_bf",
            "desc": "",
            "name": "Werebear",
            "size": "medium",
            "type": "Humanoid",
            "subtype": "Lycanthrope",
            "group": "Lycanthropes",
            "alignment": "",
            "armor_class": 10,
            "armor_desc": "n humanoid form, 11 (natural armor) in bear and hybrid for",
            "hit_points": 126,
            "hit_dice": "",
            "speed": {
                "walk": 30,
                "climb": 30
            },
            "strength": 20,
            "dexterity": 10,
            "constitution": 16,
            "intelligence": 10,
            "wisdom": 18,
            "charisma": 12,
            "strength_save": 5,
            "dexterity_save": 0,
            "constitution_save": 3,
            "intelligence_save": 0,
            "wisdom_save": 4,
            "charisma_save": 1,
            "perception": 14,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning,piercing,and slashing damage from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "-",
            "languages": "Common (can't speak in bear form)",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The werebear makes three Claw or Greataxe attacks. It can replace one attack with a Bite attack, provided it is in the appropriate form. If two Claw attacks hit one creature, the target is grappled (escape DC 15). The werebear can grapple only one creature at a time."
                },
                {
                    "name": "Bite (Bear or Hybrid Form Only)",
                    "desc": "_Melee Weapon Attack:_ +8 to hit, reach 5 ft., one target. _Hit:_ 16 (2d10+5) piercing damage. If the target is a Humanoid, it must succeed on a DC 14 CON save or be cursed with the werebear lycanthropy curse (see Curse of Lycanthropy sidebar)."
                },
                {
                    "name": "Claw (Bear or Hybrid Form Only)",
                    "desc": "_Melee Weapon Attack:_ +8 to hit, reach 5 ft., one target. _Hit:_ 14 (2d8+5) slashing damage."
                },
                {
                    "name": "Greataxe (Humanoid or Hybrid Form Only)",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. _Hit:_ 11 (1d12+5) slashing damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Change Shape",
                    "desc": "The werebear transforms into a Medum or Large bear, a Large bear-humanoid hybrid, or back into its true form, which is Humanoid. Its statistics, other than its size, speed, and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."
                },
                {
                    "name": "Pin",
                    "desc": "One creature grappled by the werebear is knocked prone, and it is restrained until the grapple ends."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Heightened Smell",
                    "desc": "The werebear's Perception is 19 when perceiving by smell."
                }
            ],
            "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_werebear/"
        },
        {
            "slug": "wereboar_bf",
            "desc": "",
            "name": "Wereboar",
            "size": "medium",
            "type": "Humanoid",
            "subtype": "Lycanthrope",
            "group": "Lycanthropes",
            "alignment": "",
            "armor_class": 10,
            "armor_desc": "n humanoid form, 11 (natural armor) in boar or hybrid for",
            "hit_points": 100,
            "hit_dice": "",
            "speed": {
                "walk": 30
            },
            "strength": 20,
            "dexterity": 10,
            "constitution": 14,
            "intelligence": 10,
            "wisdom": 10,
            "charisma": 8,
            "strength_save": 5,
            "dexterity_save": 0,
            "constitution_save": 2,
            "intelligence_save": 0,
            "wisdom_save": 0,
            "charisma_save": -1,
            "perception": 12,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning,piercing,and slashing damage from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "-",
            "languages": "Common (can't speak in boar form)",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack (Humanoid or Hybrid Form Only)",
                    "desc": "The wereboar makes three Maul or Slam attacks. It can replace one attack with a Tusks attack, provided it is in the appropriate form. If two Maul or Slam attacks hit one creature, the target must succeed on a DC 13 STR save or be knocked prone."
                },
                {
                    "name": "Maul (Humanoid or Hybrid Form Only)",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. _Hit:_ 10 (2d6+3) bludgeoning damage."
                },
                {
                    "name": "Slam (Boar or Hybrid Form Only)",
                    "desc": "_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 10 (2d6+3) bludgeoning damage."
                },
                {
                    "name": "Tusks (Boar or Hybrid Form Only)",
                    "desc": "_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 10 (2d6+3) slashing damage. If the target is a Humanoid, it must succeed on a DC 12 CON save or be cursed with the wereboar lycanthropy curse (see Curse of Lycanthropy sidebar)."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Challenging Snort (Boar or Hybrid Form Only)",
                    "desc": "The wereboar snorts and stomps its feet at a creature it can see within 30 feet of it. The target must succeed on a DC 13 WIS save or be frightened until the end of its next turn and have disadvantage on the next save it makes against being knocked prone by the wereboar."
                },
                {
                    "name": "Change Shape",
                    "desc": "The wereboar transforms into a Medum or Large boar, a Medium boar-humanoid hybrid, or back into its true form, which is Humanoid. Its statistics, other than its size, speed, and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Charge (Boar or Hybrid Form Only)",
                    "desc": "If the wereboar moves at least 15 feet straight toward a target and then hits it with a Slam or Tusks attack on the same turn, the target takes an extra 7 (2d6) damage of the weapon's type. If the target is a creature, it must succeed on a DC 13 STR save or be knocked prone."
                },
                {
                    "name": "Relentless (Recharges after a Short or Long Rest)",
                    "desc": "If the wereboar takes 14 damage or less that would reduce it to 0 HP, it is reduced to 1 HP instead."
                }
            ],
            "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_wereboar/"
        },
        {
            "slug": "wererat_bf",
            "desc": "",
            "name": "Wererat",
            "size": "medium",
            "type": "Humanoid",
            "subtype": "Lycanthrope",
            "group": "Lycanthropes",
            "alignment": "",
            "armor_class": 12,
            "armor_desc": null,
            "hit_points": 57,
            "hit_dice": "",
            "speed": {
                "walk": 30
            },
            "strength": 10,
            "dexterity": 18,
            "constitution": 12,
            "intelligence": 10,
            "wisdom": 10,
            "charisma": 8,
            "strength_save": 0,
            "dexterity_save": 4,
            "constitution_save": 1,
            "intelligence_save": 0,
            "wisdom_save": 0,
            "charisma_save": -1,
            "perception": 12,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning,piercing,and slashing damage from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft.",
            "languages": "Common (can't speak in rat form)",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack (Humanoid or Hybrid Form Only)",
                    "desc": "The wererat makes three Claw or Shortsword attacks, or it makes three Hand Crossbow attacks. It can replace one attack with a Bite attack, provided it is in the appropriate form."
                },
                {
                    "name": "Bite (Rat or Hybrid Form Only)",
                    "desc": "_Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 7 (2d4+2) piercing damage. If the target is a Humanoid, it must succeed on a DC 11 CON save or be cursed with the wererat lycanthropy curse (see Curse of Lycanthropy sidebar)."
                },
                {
                    "name": "Claw (Rat or Hybrid Form Only)",
                    "desc": "_Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 7 (2d4+2) slashing damage."
                },
                {
                    "name": "Shortsword (Humanoid or Hybrid Form Only)",
                    "desc": "_Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 5 (1d6+2) piercing damage."
                },
                {
                    "name": "Hand Crossbow (Humanoid or Hybrid Form Only)",
                    "desc": "_Ranged Weapon Attack:_ +4 to hit, range 30/120 ft., one target. _Hit:_ 5 (1d6+2) piercing damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Change Shape",
                    "desc": "The wererat transforms into a Tiny or Small rat, a Medium rat-humanoid hybrid, or back into its true form, which is Humanoid. Its statistics, other than its size and speed, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Heightened Smell",
                    "desc": "The wererat's Perception is 17 when perceiving by smell."
                },
                {
                    "name": "Pack Tactics",
                    "desc": "The wererat has advantage on attack rolls against a creature if at least one of the wererat's allies is within 5 feet of the creature and the ally isn't incapacitated."
                }
            ],
            "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_wererat/"
        },
        {
            "slug": "weretiger_bf",
            "desc": "",
            "name": "Weretiger",
            "size": "medium",
            "type": "Humanoid",
            "subtype": "Lycanthrope",
            "group": "Lycanthropes",
            "alignment": "",
            "armor_class": 12,
            "armor_desc": null,
            "hit_points": 95,
            "hit_dice": "",
            "speed": {
                "walk": 30
            },
            "strength": 16,
            "dexterity": 18,
            "constitution": 16,
            "intelligence": 10,
            "wisdom": 12,
            "charisma": 10,
            "strength_save": 3,
            "dexterity_save": 4,
            "constitution_save": 3,
            "intelligence_save": 0,
            "wisdom_save": 1,
            "charisma_save": 0,
            "perception": 13,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning,piercing,and slashing damage from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft.",
            "languages": "Common (can't speak in tiger form)",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack (Humanoid or Hybrid Form Only)",
                    "desc": "The weretiger makes four Claw or Scimitar attacks, or it makes four Longbow attacks. It can replace one attack with a Bite attack, provided it is in the appropriate form."
                },
                {
                    "name": "Bite (Tiger or Hybrid Form Only)",
                    "desc": "_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 8 (1d10+3) piercing damage. If the target is a Humanoid, it must succeed on a DC 13 CON save or be cursed with the weretiger lycanthropy curse (see Curse of Lycanthropy sidebar)."
                },
                {
                    "name": "Claw (Tiger or Hybrid Form Only)",
                    "desc": "_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 7 (1d8+3) slashing damage."
                },
                {
                    "name": "Scimitar (Humanoid or Hybrid Form Only)",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. _Hit:_ 6 (1d6+3) slashing damage."
                },
                {
                    "name": "Longbow (Humanoid or Hybrid Form Only)",
                    "desc": "Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. _Hit:_ 6 (1d8+2) piercing damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Bleed Prey",
                    "desc": "The weretiger chooses a creature it can see within 30 feet of it to be its prey until the prey dies, until the weretiger dies, or until the weretiger uses this bonus action on another creature. While within 60 feet of its prey, the weretiger can pinpoint its prey's location. In addition, if the weretiger hits the prey with at least two melee weapon attacks, the weretiger rends the prey's flesh, and the prey must succeed on a DC 13 CON save or lose 7 (2d6) HP at the start of its next turn, as the wound bleeds excessively."
                },
                {
                    "name": "Change Shape",
                    "desc": "The weretiger transforms into a Large tiger, a Medium tiger-humanoid hybrid, or back into its true form, which is Humanoid. Its statistics, other than its size and speed, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Heightened Hearing and Smell",
                    "desc": "The weretiger's Perception is 18 when perceiving by hearing or smell."
                },
                {
                    "name": "Pounce (Tiger or Hybrid Form Only)",
                    "desc": "If the weretiger moves at least 15 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a DC 14 STR save or be knocked prone. If the target is prone, the weretiger can make one Bite or Claw attack against it as a bonus action."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_weretiger/"
        },
        {
            "slug": "werewolf_bf",
            "desc": "",
            "name": "Werewolf",
            "size": "medium",
            "type": "Humanoid",
            "subtype": "Lycanthrope",
            "group": "Lycanthropes",
            "alignment": "",
            "armor_class": 11,
            "armor_desc": "n humanoid form, 12 (natural armor) in wolf or hybrid for",
            "hit_points": 76,
            "hit_dice": "",
            "speed": {
                "walk": 30
            },
            "strength": 18,
            "dexterity": 12,
            "constitution": 16,
            "intelligence": 10,
            "wisdom": 10,
            "charisma": 10,
            "strength_save": 4,
            "dexterity_save": 1,
            "constitution_save": 3,
            "intelligence_save": 0,
            "wisdom_save": 0,
            "charisma_save": 0,
            "perception": 12,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning,piercing,and slashing damage from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "-",
            "languages": "Common (can't speak in wolf form)",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack (Humanoid or Hybrid Form Only)",
                    "desc": "The werewolf makes three Claws or Spear attacks. It can replace one attack with a Bite attack, provided it is in the appropriate form."
                },
                {
                    "name": "Bite (Wolf or Hybrid Form Only)",
                    "desc": "_Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 11 (2d8+2) piercing damage. If the target is a Humanoid, it must succeed on a DC 13 CON save or be cursed with the werewolf lycanthropy curse (see Curse of Lycanthropy sidebar)."
                },
                {
                    "name": "Claws (Hybrid Form Only)",
                    "desc": "_Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 9 (2d6+2) slashing damage."
                },
                {
                    "name": "Spear (Humanoid Form Only)",
                    "desc": "_Melee or Ranged Weapon Attack:_ +4 to hit, reach 5 ft. or range 20/60 ft., one target. _Hit:_ 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage if used with two hands to make a melee attack."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Change Shape",
                    "desc": "The werewolf transforms into a Medum or Large wolf, a Medium wolf-humanoid hybrid, or back into its true form, which is Humanoid. Its statistics, other than its size, speed, and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."
                },
                {
                    "name": "Hungry Growl (Wolf and Hybrid Form Only)",
                    "desc": "The werewolf stares down and growls at one creature it can see within 30 feet of it. The target must succeed on a DC 13 WIS save or be frightened until the end of its next turn. The werewolf has advantage on the next attack roll it makes against the frightened creature."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Heightened Hearing and Smell",
                    "desc": "The werewolf's Perception is 17 while perceiving by hearing or smell."
                },
                {
                    "name": "Pack Tactics",
                    "desc": "The werewolf has advantage on attack rolls against a creature if at least one of the werewolf's allies is within 5 feet of the creature and the ally isn't incapacitated."
                }
            ],
            "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_werewolf/"
        },
        {
            "slug": "wight_bf",
            "desc": "",
            "name": "Wight",
            "size": "medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 14,
            "armor_desc": "studded leather",
            "hit_points": 69,
            "hit_dice": "",
            "speed": {
                "walk": 30
            },
            "strength": 16,
            "dexterity": 14,
            "constitution": 16,
            "intelligence": 10,
            "wisdom": 12,
            "charisma": 14,
            "strength_save": 3,
            "dexterity_save": 2,
            "constitution_save": 3,
            "intelligence_save": 0,
            "wisdom_save": 1,
            "charisma_save": 2,
            "perception": 13,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic; bludgeoning,piercing,and slashing damage from nonmagical attacks",
            "damage_immunities": "Undead Resilience,frightened",
            "condition_immunities": "",
            "senses": "darkvision 60 ft.",
            "languages": "the languages it knew in life",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The wight makes two Longsword or Longbow attacks. It can replace one attack with a Life Drain attack."
                },
                {
                    "name": "Life Drain",
                    "desc": "Melee Spell Attack: +5 to hit, reach 5 ft., one creature. _Hit:_ 10 (2d6+3) necrotic damage. The target must succeed on a DC 13 CON save or its HP maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its HP maximum to 0.<br>A Humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the Humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time."
                },
                {
                    "name": "Longsword",
                    "desc": "_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 12 (2d8+3) slashing damage, or 14 (2d10+3) slashing damage if used with two hands."
                },
                {
                    "name": "Longbow",
                    "desc": "_Ranged Weapon Attack:_ +4 to hit, range 150/600 ft., one target. _Hit:_ 11 (2d8+2) piercing damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Command Horde",
                    "desc": "The wight commands up to five friendly skeletons or zombies to do one of the following:\n- **Protect.** Until the start of the wight's next turn, each time a friendly creature within 5 feet of a target is attacked, the target can use its reaction to intercept the attack, becoming the target instead.\n- **Overwhelm.** Until the start of the wight's next turn, each target has advantage on attack rolls against a creature on its turn if at least one other target is within 5 feet of the creature and the allied target isn't incapacitated.\n- **Shamble.** Each target uses its reaction to move up to its speed in a direction chosen by the wight. If this movement provokes an opportunity attack, that attack is made with disadvantage."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Martial Adept",
                    "desc": "A manufactured weapon, such as a sword or bow, deals one extra die of its damage when the wight hits with it (included in the attack)."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "While in sunlight, the wight has disadvantage on attack rolls, and its Perception is 8 when perceiving by sight."
                },
                {
                    "name": "Undead Nature",
                    "desc": "The wight doesn't require air, food, drink, or sleep."
                },
                {
                    "name": "Undead Resilience",
                    "desc": "The wight 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_wight/"
        },
        {
            "slug": "wood_herald_bf",
            "desc": "",
            "name": "Wood Herald",
            "size": "small",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 27,
            "hit_dice": "",
            "speed": {
                "walk": 20,
                "climb": 20
            },
            "strength": 14,
            "dexterity": 12,
            "constitution": 12,
            "intelligence": 10,
            "wisdom": 12,
            "charisma": 10,
            "strength_save": 2,
            "dexterity_save": 1,
            "constitution_save": 1,
            "intelligence_save": 0,
            "wisdom_save": 1,
            "charisma_save": 0,
            "perception": 11,
            "skills": {},
            "damage_vulnerabilities": "fire",
            "damage_resistances": "Plant Resilience",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft.",
            "languages": "Common,Sylvan",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Slam",
                    "desc": "_Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 7 (2d4+2) bludgeoning damage."
                },
                {
                    "name": "Wooden Greataxe",
                    "desc": "_Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 8 (1d12+2) slashing damage."
                },
                {
                    "name": "Hurl Thorn",
                    "desc": "_Ranged Weapon Attack:_ +3 to hit, range 30/120 ft., one target. _Hit:_ 6 (2d4+1) piercing damage."
                }
            ],
            "bonus_actions": [],
            "reactions": [
                {
                    "name": "Brambly Bark",
                    "desc": "When a creature the wood herald can see hits it with a melee attack while within 5 feet of it, the herald can extend sharp brambles along its body, dealing 2 (1d4) piercing damage to the attacker."
                }
            ],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Plant Camouflage",
                    "desc": "The wood herald's Stealth is 18 while in any terrain with ample, obscuring plant life."
                },
                {
                    "name": "Plant Resilience",
                    "desc": "The wood herald is resistant to exhaustion and to the paralyzed, petrified, and unconscious conditions."
                },
                {
                    "name": "Woodland Walk",
                    "desc": "Difficult terrain composed of nonmagical plants doesn't cost the wood herald extra movement. In addition, the herald can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard."
                }
            ],
            "spell_list": [],
            "page_no": 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_wood-herald/"
        },
        {
            "slug": "xorn_bf",
            "desc": "",
            "name": "Xorn",
            "size": "medium",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 19,
            "armor_desc": "natural armor",
            "hit_points": 111,
            "hit_dice": "",
            "speed": {
                "walk": 20,
                "burrow": 20
            },
            "strength": 16,
            "dexterity": 10,
            "constitution": 22,
            "intelligence": 10,
            "wisdom": 10,
            "charisma": 10,
            "strength_save": 3,
            "dexterity_save": 0,
            "constitution_save": 6,
            "intelligence_save": 0,
            "wisdom_save": 0,
            "charisma_save": 0,
            "perception": 16,
            "skills": {},
            "damage_vulnerabilities": "thunder",
            "damage_resistances": "piercing and slashing damage from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., tremorsense 60 ft.",
            "languages": "Terran",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The xorn makes one Bite attack and three Claw attacks, or it makes three Lob Stone attacks."
                },
                {
                    "name": "Bite",
                    "desc": "_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 13 (3d6+3) piercing damage."
                },
                {
                    "name": "Claw",
                    "desc": "_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 8 (2d4+3) slashing damage."
                },
                {
                    "name": "Lob Stone",
                    "desc": "_Ranged Weapon Attack:_ +6 to hit, range 20/60 ft., one target. _Hit:_ 12 (2d8+3) bludgeoning damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Shard Belch",
                    "desc": "The xorn belches a mixture of stomach gas and crystalline shards in a 15-foot cone. Each creature in the area must succeed on a DC 14 DEX save or be coated in miniscule, crystalline shards until the end of its next turn. A creature coated in shards suffers bouts of pain each time it moves, reducing its speed by 10 feet and imposing disadvantage on all weapon attack rolls."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Earth Glide",
                    "desc": "The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn't disturb the material through which it moves."
                },
                {
                    "name": "Stone Camouflage",
                    "desc": "The xorn's Stealth is 18 while in rocky terrain."
                },
                {
                    "name": "Treasure Sense",
                    "desc": "The xorn can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it."
                }
            ],
            "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_xorn/"
        },
        {
            "slug": "abbanith-giant",
            "desc": "This giant has a bulky, muscular body and small eyes in its broad, flat face. The giant’s thumbs end in large, black claws._  \n**Ancient Giants of the Deep.** Abbanith giants are among the oldest races of giants known to exist and are said to have been around since the world was first formed. Many scholars turn to the giants’ deep connection with the earth as evidence of this fact, and the giants themselves make no efforts to deny it. Indeed, the oral tradition of the abbanith giants dates back millennia, to a time when gods walked the land, elves were first learning the secrets of magic, and humans were still living in caves. Most abbanith giants wear simple tunics or shorts woven of a strange subterranean fungus, though leaders occasionally wear armor.  \n**Consummate Diggers.** Abbanith giants dwell almost exclusively underground and are adept at using their incredibly hard thumb claws to dig massive tunnels through the earth. Druids and wizards studying the giants’ unique biology have deduced that mineral-based materials actually soften when struck by their claws. This feature has also made them the target of derro and duergar slavers wishing to use their skills to mine precious gems or build their fortifications, something the giants violently oppose despite their normally peaceable nature.  \n**Allies of the Earth.** For as long as either race can remember, abbanith giants have been allies of the Open Game License",
            "name": "Abbanith Giant",
            "size": "Large",
            "type": "Giant",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 76,
            "hit_dice": "9d10+27",
            "speed": {
                "burrow": 30,
                "walk": 40
            },
            "strength": 20,
            "dexterity": 9,
            "constitution": 17,
            "intelligence": 10,
            "wisdom": 13,
            "charisma": 11,
            "strength_save": 7,
            "dexterity_save": null,
            "constitution_save": 5,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "tremorsense 120 ft., passive Perception 11",
            "languages": "Giant, Terran",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The abbanith giant makes two thumb claw attacks."
                },
                {
                    "name": "Thumb Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d6+5"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Earth Counter (Recharge 6)",
                    "desc": "When a creature the abbanith can see within 30 feet of it casts a spell, the abbanith counters it. This reaction works like the counterspell spell, except the abbanith can only counter spells that directly affect or create earth or stone, such as stone shape, wall of stone, or move earth, and it doesn't need to make a spellcasting ability check, regardless of the spell's level."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "One with the Earth",
                    "desc": "The abbanith giant can detect the flows and rhythms of the earth—including things that interfere with these rhythms, such as earthquakes and magical anomalies. As a result, the abbanith giant can't be surprised by an opponent that is touching the ground. In addition, the giant has advantage on attack rolls against constructs and elementals made of earth or stone."
                },
                {
                    "name": "Siege Monster",
                    "desc": "The giant deals double damage to objects and structures and triple damage to objects and structures made of earth or stone."
                }
            ],
            "spell_list": [],
            "page_no": 170,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_abbanith-giant/"
        },
        {
            "slug": "aviere",
            "desc": "A small bird with a fiery belly perches on the shoulder of the temple’s acolyte, singing a divine song._  \nAvieres are fiery songbirds created by good deities and sent to holy sites on the Material Plane as protectors and teachers. They innately know the tenets of their deities and encourage those around them to uphold the tenets. They dislike leaving the area they were sent to tend, but they sometimes venture out to heal or evangelize passersby.  \n**Songbirds.** Locations containing avieres are always filled with beautiful music, as they sing the hymns of their deities at all hours of the day. In doing so, they heal and uplift their surroundings, leading to healthier flora and fauna and calmer weather in the area.  \n**Temple Assistants.** Avieres in temples spend most days aiding the temple’s priests and priestesses, especially in coaching acolytes or those new to the faith. They take great pleasure in assisting scribes who are writing their deity’s teachings, acting as a light source while singing the teachings to the scribes.",
            "name": "Aviere",
            "size": "Tiny",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "any good",
            "armor_class": 12,
            "armor_desc": null,
            "hit_points": 17,
            "hit_dice": "5d4+5",
            "speed": {
                "fly": 30,
                "walk": 10
            },
            "strength": 7,
            "dexterity": 14,
            "constitution": 13,
            "intelligence": 10,
            "wisdom": 12,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "performance": 6,
                "religion": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "radiant",
            "damage_immunities": "fire, poison",
            "condition_immunities": "poisoned",
            "senses": "passive Perception 11",
            "languages": "Celestial, Common, telepathy 60 ft.",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage plus 4 (1d8) fire damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d4+2"
                },
                {
                    "name": "Song of Life",
                    "desc": "The aviere sings a song against death. The aviere chooses one creature it can see within 30 feet of it that has 0 hp and isn't an undead or a construct. The creature becomes stable."
                },
                {
                    "name": "Song of Healing (1/Day)",
                    "desc": "The aviere sings a song of healing. The aviere chooses one creature within 60 feet of it. If the creature can hear the aviere's song and isn't an undead or a construct, it regains 1d4 hp."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Divine Rejuvenation",
                    "desc": "An aviere that dies collapses into a pile of ash. Each day the pile of ash is within 1 mile of a holy site of its deity or a worshiper of its deity, it has a 75 percent chance of returning to life, regaining all its hit points and becoming active again. This chance increases to 100 percent if a worshiper of the aviere's deity prays over the aviere's ashes at dawn. If unholy water is sprinkled on the aviere's ashes, the aviere can't return to life, except through a wish spell or divine will."
                },
                {
                    "name": "Illumination",
                    "desc": "The aviere sheds bright light in a 10-foot radius and dim light for an additional 10 feet."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The aviere has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The aviere's weapon attacks are magical."
                }
            ],
            "spell_list": [],
            "page_no": 36,
            "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_aviere/"
        },
        {
            "slug": "bleakheart",
            "desc": "A humanoid in blurred gray tones settles in the shadowed corner of a dimly-lit room and disappears from view._  \n**Poor Players.** Some people are driven to perform. They crave the adulation of their peers, the attention of strangers, the promise of fame and the immortality it brings. Unfortunately, not every such artist has the talent and perseverance to succeed. Whenever a minstrel flees a stage pelted by rotting produce and ends their life in despair, or an actor’s alcoholism leads them to an early grave after a scathing review, a bleakheart is born. Once a bleakheart rises, it seeks to spread hopelessness and create new bleakhearts.  \n**Walking Shadows.** Bleakhearts exist on the fringes of the societies where they once lived. When they are not skulking in the dark, the citizenry ignores them as they would any other drifter. They linger around taverns, theaters, and other places the living visit for entertainment. Sometimes the sight and sound of merriment rouses the bleakhearts from cold despair to hot rage. The resulting carnage invariably leads to the destruction of the originating bleakheart and the creation of several new ones.  \n**Familiar Faces.** A bleakheart gains grim satisfaction in causing distress to the living, especially those who have recently experienced joy. By day, they lurk in deeply shadowed areas of settlements, usually around places of entertainment, and skim the thoughts of passersby. When a bleakheart detects someone who is elated, it follows them home for further observation. While its victim sleeps, the bleakheart probes their mind, causing the victim nightmares about the subject of their happiness. Once the victim awakens, its joy turned to pain, the bleakheart disguises itself as the personage who once brought the victim joy and reveals itself. Even while magically disguised, a bleakheart appears disquietingly out of focus.  \n**Undead Nature.** A bleakheart doesn’t require air, food, drink, or sleep.",
            "name": "Bleakheart",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 12,
            "armor_desc": null,
            "hit_points": 66,
            "hit_dice": "12d8+12",
            "speed": {
                "walk": 30
            },
            "strength": 10,
            "dexterity": 15,
            "constitution": 12,
            "intelligence": 10,
            "wisdom": 10,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "persuasion": 5,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, poisoned",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "Common",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Disheartening Touch",
                    "desc": "Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (3d6) psychic damage.",
                    "attack_bonus": 5,
                    "damage_dice": "3d6"
                },
                {
                    "name": "Steal Joy (Recharge 5-6)",
                    "desc": "Each creature of the bleakheart's choice that is within 20 feet of the bleakheart and aware of it must succeed on a DC 13 Wisdom saving throw or its Charisma score is reduced by 1d4. A creature that has taken psychic damage from the bleakheart's Disheartening Touch within the last minute has disadvantage on this saving throw. A creature that has its Charisma reduced to 0 ends its life at the earliest opportunity, and a new bleakheart rises from its corpse 1d4 hours later. Otherwise, the Charisma reduction lasts until the target finishes a long rest."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Indiscernible in Shadows",
                    "desc": "While in dim light or darkness, the bleakheart is invisible."
                },
                {
                    "name": "Silent Entry (3/Day)",
                    "desc": "As a bonus action, the bleakheart can silently unlock a door within 10 feet of it that is held shut by a mundane lock. If a door has multiple locks, only one is unlocked per use of this trait."
                },
                {
                    "name": "Sunlight Weakness",
                    "desc": "While in sunlight, the bleakheart has disadvantage on attack rolls, ability checks, and saving throws."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The bleakheart's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:\nAt will: detect thoughts, minor illusion\n3/day each: disguise self"
                }
            ],
            "spell_list": [],
            "page_no": 43,
            "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_bleakheart/"
        },
        {
            "slug": "cave-giant-shaman",
            "desc": "This massive, bipedal creature has a slight hunch, making its long arms appear even longer. It wields a massive club etched with sigils. A pair of yellow tusks, adorned with rings of all materials, protrudes from its lower jaw._  \nCave giant shamans are gifted spellcasters who believe they are suited to consume spellcasting humanoids and absorb the humanoids’ power. While the truth to this claim is dubious, there is no doubting their arcane prowess. They gravitate toward magic that allows them to change the composition of all materials, including air, flesh, and stone.  \n**Practical Leader.** Cave giant shamans are less superstitious than lesser Open Game License",
            "name": "Cave Giant Shaman",
            "size": "Huge",
            "type": "Giant",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 207,
            "hit_dice": "18d12+90",
            "speed": {
                "walk": 40
            },
            "strength": 27,
            "dexterity": 10,
            "constitution": 20,
            "intelligence": 10,
            "wisdom": 15,
            "charisma": 21,
            "strength_save": null,
            "dexterity_save": 5,
            "constitution_save": 10,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": null,
            "perception": 7,
            "skills": {
                "arcana": 5,
                "athletics": 13,
                "perception": 7,
                "survival": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., passive Perception 17",
            "languages": "Common, Giant",
            "challenge_rating": "14",
            "cr": 14.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The cave giant shaman makes two attacks: one with its club and one with its tusks."
                },
                {
                    "name": "Club",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 15 (3d4 + 8) bludgeoning damage.",
                    "attack_bonus": 13,
                    "damage_dice": "3d4+8"
                },
                {
                    "name": "Tusks",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage, and, if the target is a Large or smaller creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.",
                    "attack_bonus": 13,
                    "damage_dice": "4d6+8"
                },
                {
                    "name": "Rock",
                    "desc": "Ranged Weapon Attack: +13 to hit, range 60/240 ft., one creature. Hit: 30 (4d10 + 8) bludgeoning damage.",
                    "attack_bonus": 13,
                    "damage_dice": "4d10+8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Sunlight Petrification",
                    "desc": "If the cave giant shaman starts its turn in sunlight, it takes 20 radiant damage. While in sunlight, it moves at half speed and has disadvantage on attack rolls and ability checks. If the giant is reduced to 0 hp while in sunlight, it is petrified."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The cave giant shaman is a 14th-level spellcaster. Its spellcasting ability is Charisma (save DC 18, +10 to hit with spell attacks). The shaman has the following wizard spells prepared:\nCantrips (at will): acid splash, mage hand, mending, prestidigitation, shocking grasp\n1st level (4 slots): burning hands, expeditious retreat, fog cloud, shield\n2nd level (3 slots): enlarge/reduce, shatter, spider climb, web\n3rd level (3 slots): gaseous form, haste, lightning bolt, water breathing\n4th level (3 slots): ice storm, polymorph, wall of fire\n5th level (2 slots): cloudkill, insect plague\n6th level (1 slots): disintegrate\n7th level (1 slots): reverse gravity"
                }
            ],
            "spell_list": [],
            "page_no": 171,
            "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_cave-giant-shaman/"
        },
        {
            "slug": "collais",
            "desc": "The colláis is a large, deer-like creature covered in thick, black fur. A great rack of antlers grows from its thick skull, in which prominent eye sockets display two red embers for eyes. The monster has no mouth; instead, a coarse beard grows in its place._  \n**Summoned Protector.** If a forest village is in danger, the villagers might perform a ritual sacrifice to summon a colláis. Once the ritual is complete, the creature appears in the branches of a nearby tree. It then stalks the village and its surroundings. A colláis returns to its home plane after 24 hours.",
            "name": "Colláis",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 150,
            "hit_dice": "20d10+40",
            "speed": {
                "walk": 40
            },
            "strength": 19,
            "dexterity": 15,
            "constitution": 14,
            "intelligence": 10,
            "wisdom": 17,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 5,
            "perception": 7,
            "skills": {
                "intimidation": 9,
                "perception": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing damage from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "charmed, frightened",
            "senses": "darkvision 120 ft., passive Perception 17",
            "languages": "understands Common and Sylvan but can’t speak",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The colláis makes one gore attack and two hooves attacks."
                },
                {
                    "name": "Gore",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d10+4"
                },
                {
                    "name": "Hooves",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d8+4"
                },
                {
                    "name": "Cry of the Forest",
                    "desc": "The colláis sounds a dreadful and reverberating call. Each creature within 100 feet of the colláis that can hear the cry must succeed on a DC 16 Charisma saving throw or be frightened until the end of its next turn. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the colláis's Cry of the Forest for the next 24 hours. Forest-dwelling beasts and monstrosities with an Intelligence of 4 or lower automatically succeed or fail on this saving throw, the colláis's choice."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Impale and Toss",
                    "desc": "When the colláis hits a Medium or smaller creature with a gore attack, it can use a bonus action to impale and toss the creature. The target must succeed on a DC 16 Strength saving throw or take 11 (2d10) piercing damage and be flung up to 10 feet away from the colláis in a random direction and knocked prone."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The colláis has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 69,
            "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_collais/"
        },
        {
            "slug": "dancing-foliage",
            "desc": "A slender, humanoid-shaped plant dances in a clearing. Its two long legs and four arms are decorated with a plethora of vibrant petals and serrated leaves. A wide flower blossoms at the top of the whimsical performer._  \n**Jovial Creations.** Dancing foliage appears in areas where the magic of the arts combines with the magic of nature. Birthed by such magic, the creature is influenced by both: it loves the arts and is protective of the natural world.  \n**Garden Guardians.** Dancing foliage primarily inhabits and defends forest groves from outside threats, but they sometimes wander the gardens of urban settlements. Their love of flowers causes them to tend and protect the plants at all costs, often to the dismay of the garden’s owner or castle groundskeeper. Once a dancing foliage has decided to protect an area, it refuses to leave, though terms of pruning and planting can be negotiated with it, especially if such actions make the garden more aesthetically pleasing.  \n**Dancing Gardeners.** When tending to its garden, dancing foliage moves to some unheard tune, gracefully leaping, twirling, and bobbing around the garden. If it or its garden is threatened, the dancing foliage enters a battle dance until the threat is either removed or eliminated. It never pursues foes beyond the end of its garden.",
            "name": "Dancing Foliage",
            "size": "Medium",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "chaotic good",
            "armor_class": 13,
            "armor_desc": null,
            "hit_points": 66,
            "hit_dice": "12d8+12",
            "speed": {
                "walk": 40
            },
            "strength": 9,
            "dexterity": 17,
            "constitution": 12,
            "intelligence": 10,
            "wisdom": 13,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "acrobatics": 5,
                "perception": 3,
                "performance": 6
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "bludgeoning, piercing",
            "damage_immunities": "poison",
            "condition_immunities": "exhaustion, frightened, poisoned",
            "senses": "passive Perception 13",
            "languages": "Druidic, Sylvan",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dancing foliage makes four attacks with its serrated leaves."
                },
                {
                    "name": "Serrated Leaves",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d4+3"
                },
                {
                    "name": "Flower Dance (Recharge 4-6)",
                    "desc": "The dancing foliage uses one of the following flower dances: \n* Alluring Dance. The dancing foliage sways, releasing scintillating petals. Up to three creatures of the foliage's choice that can see the petals and that are within 20 feet of the foliage must succeed on a DC 12 Wisdom saving throw or be magically charmed for 1 minute. While charmed in this way, the creature is incapacitated and has a speed of 0 as it watches the swirling and falling petals. The effect ends for a creature if the creature takes damage or another creature uses an action to shake it out of its stupor. \n* Serrated Dance. The dancing foliage whirls a flurry of serrated leaves around itself. Each creature within 10 feet of the dancing foliage must make a DC 12 Dexterity saving throw, taking 14 (4d6) slashing damage on failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Shower of Petals",
                    "desc": "When a creature the dancing foliage can see targets it with an attack, it releases a shower of flower petals, giving the attacker disadvantage on that attack roll."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Evasion",
                    "desc": "If the dancing foliage is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the dancing foliage instead takes no damage if it succeeds on the saving throw, and only half damage if it fails."
                },
                {
                    "name": "False Appearance",
                    "desc": "While the dancing foliage remains motionless, it is indistinguishable from a flowering shrub or small tree."
                },
                {
                    "name": "Nimble Dance",
                    "desc": "The dancing foliage can take the Dash or Disengage action as a bonus action on each of its turns."
                }
            ],
            "spell_list": [],
            "page_no": 79,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_dancing-foliage/"
        },
        {
            "slug": "derro-explorer",
            "desc": "The small humanoid sets its claw-toothed boots into the rock, steadying itself, then looses an arrow. Its lips curl into a cruel smile as a cry of surprise and shouts of alarm resound in the dark cavern._  \nDeep beneath the earth, the derro gather in clans and worship beings that dwell between the stars. Lifelong exposure to these beings damages the psyche of the mortal derro, leaving most reliant on the powers of their dark masters.  \n**Assassins for Hire.** Derro outposts can be found in the slums of many surface cities.",
            "name": "Derro Explorer",
            "size": "Small",
            "type": "Humanoid",
            "subtype": "derro",
            "group": null,
            "alignment": "any non-good alignment",
            "armor_class": 15,
            "armor_desc": "studded leather",
            "hit_points": 44,
            "hit_dice": "8d6+16",
            "speed": {
                "walk": 30
            },
            "strength": 13,
            "dexterity": 16,
            "constitution": 14,
            "intelligence": 10,
            "wisdom": 12,
            "charisma": 5,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "athletics": 3,
                "perception": 3,
                "stealth": 5,
                "survival": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., passive Perception 13",
            "languages": "Common, Dwarvish, Undercommon",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Scimitar",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage, and the target must make a DC 12 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6+3"
                },
                {
                    "name": "Shortbow",
                    "desc": "Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6+3"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Cavern Traveler",
                    "desc": "Difficult terrain composed of stalagmites, tight spaces, and other rocky underground terrain doesn't cost it extra movement. In addition, the derro explorer has advantage on ability checks to climb rocky underground terrain."
                },
                {
                    "name": "Humanoid Hunter",
                    "desc": "When the derro explorer hits a humanoid with a weapon attack, the weapon deals an extra 1d6 damage of its type."
                },
                {
                    "name": "Insanity",
                    "desc": "The derro has advantage on saving throws against being charmed or frightened."
                }
            ],
            "spell_list": [],
            "page_no": 97,
            "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-explorer/"
        },
        {
            "slug": "destroyer",
            "desc": "The muscled reptilian swings its mighty axe at angels and fiends alike on the front lines of a reptilian army._  \nThe largest and strongest of the satarre, destroyers hold the shield wall and strike down their enemies throughout the planes. These hulking specimens wear banded or scaled armor, often with a glistening varnish finish. Their most common weapons include spears, heavy polearms, and axes.  \n**Shield Wall.** Large squads and companies of satarre destroyers often use void magic to create crackling, violet shield walls. When they do, the destroyers stand shoulder to shoulder, their shields overlapping, and prevent enemies from advancing past them to the mystics they protect.  \n**Necrotic Lore.** Satarre destroyers are well-versed in necromantic magic and other arcana, although they do not perform it themselves. They often find and use magical items looted from their victims, or command undead minions using Void Speech.",
            "name": "Destroyer",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "satarre",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 15,
            "armor_desc": "scale mail",
            "hit_points": 60,
            "hit_dice": "8d8+24",
            "speed": {
                "walk": 30
            },
            "strength": 16,
            "dexterity": 12,
            "constitution": 17,
            "intelligence": 10,
            "wisdom": 10,
            "charisma": 13,
            "strength_save": 5,
            "dexterity_save": null,
            "constitution_save": 5,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "athletics": 5,
                "history": 2,
                "intimidation": 3,
                "perception": 2
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Common, Void Speech",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The satarre destroyer makes two attacks: one with its greataxe and one with its claw."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 4 (1d8) necrotic damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6+3"
                },
                {
                    "name": "Greataxe",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage plus 4 (1d8) necrotic damage. If the target is a Medium or smaller creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.",
                    "attack_bonus": 5,
                    "damage_dice": "1d12+3"
                },
                {
                    "name": "Spear",
                    "desc": "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6+3"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Undead Commander",
                    "desc": "As a bonus action, the destroyer commands an undead ally within 30 feet of it to use a reaction to make one attack against a creature the destroyer attacked this round."
                },
                {
                    "name": "Void Strength",
                    "desc": "The destroyer has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious."
                },
                {
                    "name": "Void Weapons",
                    "desc": "The satarre's weapon attacks are magical. When the satarre hits with any weapon, the weapon deals an extra 1d8 necrotic damage (included in the attack)."
                }
            ],
            "spell_list": [],
            "page_no": 315,
            "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_destroyer/"
        },
        {
            "slug": "edjet-initiate",
            "desc": "Glaring about in brazen challenge to any that would meet its eyes, this elite dragonborn warrior searches for its next target. Adorned in padded armor, its clawed hand never ventures far from the hilt of its sword._  \n**True Believers.** Edjet initiates display all of the fanaticism of the elite Open Game License",
            "name": "Edjet Initiate",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "dragonborn",
            "group": null,
            "alignment": "lawful neutral",
            "armor_class": 12,
            "armor_desc": "padded armor",
            "hit_points": 19,
            "hit_dice": "3d8+6",
            "speed": {
                "walk": 30
            },
            "strength": 14,
            "dexterity": 12,
            "constitution": 14,
            "intelligence": 10,
            "wisdom": 10,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "athletics": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "fire",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 10",
            "languages": "Common, Draconic",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Shortsword",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d6+2"
                },
                {
                    "name": "Shortbow",
                    "desc": "Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage.",
                    "attack_bonus": 3,
                    "damage_dice": "1d6+1"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Overeager Trainee",
                    "desc": "If the edjet initiate starts its turn within 5 feet of another dragonborn, it has advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it also have advantage until the start of its next turn."
                },
                {
                    "name": "Show Mettle",
                    "desc": "While it can see a superior officer, the edjet initiate has advantage on saving throws against being frightened."
                }
            ],
            "spell_list": [],
            "page_no": 131,
            "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_edjet-initiate/"
        },
        {
            "slug": "empusa",
            "desc": "A monstrous woman with claws and hooves of shining copper, the creature stalks the roads and tracks between towns, seeking to kill and devour any who stumble across her path._  \n**Bane of Travelers.** Distant kin to lamias, the dreadful empusae are exclusively female. They use their supernatural abilities to hunt down and devour the flesh of those traveling along deserted roads and byways between settlements. While empusae aren’t afraid of sunlight, they tend to hunt at night, returning to caves and ruins during the day to feast on those they have killed. When travelers aren’t available, empusae target shepherds and farmers, disguising themselves as goats or donkeys to get close to their targets.  \n**Copper Hooves.** The legs and hooves of an empusa are extremely powerful and are sheathed in magically-hardened copper, allowing her to deliver swift and powerful kicks and move at great speed. This copper can be harvested when the empusa is slain and is often used in the construction of magical boots and staffs.",
            "name": "Empusa",
            "size": "Medium",
            "type": "Monstrosity",
            "subtype": "shapechanger",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 102,
            "hit_dice": "12d8+48",
            "speed": {
                "walk": 40
            },
            "strength": 20,
            "dexterity": 13,
            "constitution": 18,
            "intelligence": 10,
            "wisdom": 14,
            "charisma": 19,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": 7,
            "perception": 5,
            "skills": {
                "deception": 7,
                "perception": 5,
                "stealth": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 15",
            "languages": "Common",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The empusa makes two claw attacks, or one claw attack and one kick attack."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d8+5"
                },
                {
                    "name": "Kick",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away from the empusa and knocked prone.",
                    "attack_bonus": 8,
                    "damage_dice": "2d6+5"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Ambusher",
                    "desc": "In the first round of combat, the empusa has advantage on attack rolls against any creature she has surprised."
                },
                {
                    "name": "Magical Copper",
                    "desc": "The empusa's claw and kick attacks are magical."
                },
                {
                    "name": "Nimble Fighter",
                    "desc": "The empusa can take the Dash or Disengage action as a bonus action on each of her turns."
                },
                {
                    "name": "Shapechanger",
                    "desc": "The empusa can use her action to polymorph into a Small or Medium beast that has a challenge rating no higher than her own, or back into her true form. Her statistics, other than her size, are the same in each form. While transformed, at least one of her limbs has a coppery color. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies."
                }
            ],
            "spell_list": [],
            "page_no": 136,
            "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_empusa/"
        },
        {
            "slug": "fane-spirit",
            "desc": "As the sun gently dips below the horizon, the priest undergoes a startling transformation, his benevolent form replaced by the ghastly countenance of death._  \n**Temple Ghosts.** When a lawful individual dies defending a place of worship such as a temple, shrine, or other holy site, it sometimes rises as a fane spirit bound to the site, protecting it even in death. Most fane spirits were formerly clerics, though druids, paladins, and even lay worshippers can become fane spirits under the right circumstances. Fane spirits are lawful and typically only attack those who discover their undead nature or who try to harm their place of worship.  \n**Welcoming Priests.** During daylight hours, fane spirits appear to be living creatures, carrying on the same tasks they did when they were alive. Normal methods for detecting undead creatures do not work on them, and, unless attacked or injured, they show no outward signs of their true nature. This deception extends to the fane spirit itself, as it does not have any recollection of dying or of its time in its undead form. When this deception is revealed, the fane spirit becomes enraged with suffering and lashes out at those who made it remember.  \n**Undead Nature.** The fane spirit doesn’t require air, food, drink, or sleep.",
            "name": "Fane Spirit",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "any lawful alignment",
            "armor_class": 13,
            "armor_desc": null,
            "hit_points": 52,
            "hit_dice": "7d8+21",
            "speed": {
                "walk": 20,
                "hover": true,
                "fly": 40
            },
            "strength": 7,
            "dexterity": 16,
            "constitution": 16,
            "intelligence": 10,
            "wisdom": 18,
            "charisma": 17,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "deception": 5,
                "religion": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold, fire, lightning, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "poison, psychic",
            "condition_immunities": "charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "any languages it knew in life",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Touch of Forgetfulness",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) psychic damage. A target hit by this attack must succeed on a DC 13 Wisdom saving throw or forget any or all events that happened up to 5 minutes prior to this attack, as if affected by the modify memory spell. The GM decides how this affects the target.",
                    "attack_bonus": 5,
                    "damage_dice": "2d8+3"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Incorporeal Movement",
                    "desc": "The fane spirit 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": "Veil of the Living",
                    "desc": "During the day a fane spirit appears much as it did in life and loses its Incorporeal Movement trait, its Touch of Forgetfulness action, and its immunity to being grappled and restrained. It retains all other statistics. While in this form, it has a Strength score of 10. If attacked in this form, it relies on its spells to defend itself, but it reverts to its undead form as soon as it takes any damage.\n\nWhen the sun sets or when it takes any damage, the fane spirit assumes its undead form, and it has all of its listed statistics. Any creature witnessing this transformation must succeed on a DC 13 Wisdom saving throw or become frightened until the end of its next turn. A fane spirit reverts to its living form in the morning, though creatures witnessing this don't need to make saving throws."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The fane spirit's innate spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\nAt will: chill touch, spare the dying\n3/day each: cure wounds, inflict wounds, shield of faith\n1/day each: augury, hold person, lesser restoration"
                }
            ],
            "spell_list": [],
            "page_no": 141,
            "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_fane-spirit/"
        },
        {
            "slug": "fey-revenant",
            "desc": "An amalgam of shadow fey and spider, the thorn-covered fey appears out of the shadows and envelops its victim in icy tendrils of darkness._  \n**Will of the Fey Queen.** Shadow fey who have proven themselves most loyal to the commands and desires of the fey courts catch the eye of the Queen. She calls them to her court and blesses them with a measure of her power.  \n**Fey Transformation.** A fey revenant retains the upper torso of its shadow fey body, its skin becomes thorny and bark-like, and its lower body changes into that of an arachnid or insect. Spiders, scorpions, and beetles are the most common, but many fey revenants have lower bodies resembling dragonflies, wasps, and locusts. Fey revenants with insect bodies that can fly have a flying speed of 30 feet.",
            "name": "Fey Revenant",
            "size": "Large",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 19,
            "armor_desc": "natural armor",
            "hit_points": 161,
            "hit_dice": "17d10+68",
            "speed": {
                "walk": 30,
                "climb": 30
            },
            "strength": 14,
            "dexterity": 18,
            "constitution": 18,
            "intelligence": 10,
            "wisdom": 14,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "perception": 5,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 120 ft., passive Perception 15",
            "languages": "Common, Elvish, Umbral",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The fey revenant makes three attacks, either with its shortsword or longbow. It can use its Queen's Grasp in place of one shortsword or longbow attack."
                },
                {
                    "name": "Shortsword",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage plus 3 (1d6) poison damage.",
                    "attack_bonus": 7,
                    "damage_dice": "1d6+4"
                },
                {
                    "name": "Longbow",
                    "desc": "Ranged Weapon Attack: +7 to hit, range 120/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 3 (1d6) poison damage.",
                    "attack_bonus": 7,
                    "damage_dice": "1d8+4"
                },
                {
                    "name": "Queen's Grasp",
                    "desc": "Ranged Weapon Attack: +7 to hit, ranged 30/60 ft., one target. Hit: The target is restrained by icy wisps of shadow. While restrained, the creature takes 7 (2d6) cold damage at the start of each of its turns. As an action, the restrained creature can make a DC 15 Strength check, bursting through the icy shadow on a success. The icy shadow can also be attacked and destroyed (AC 10; 5 hp; resistance to bludgeoning, piercing, and slashing damage; immunity to cold, necrotic, poison, and psychic damage)."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Magic Resistance",
                    "desc": "The fey revenant has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Shadow Sight",
                    "desc": "Magical darkness doesn't impede the fey revenant's darkvision."
                },
                {
                    "name": "Shadow Traveler (4/Day)",
                    "desc": "As a bonus action while in shadows, dim light, or darkness, the fey revenant disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at its origin and destination when it uses this trait."
                },
                {
                    "name": "Spider Climb",
                    "desc": "The fey revenant can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "While in sunlight, the fey revenant has disadvantage on attack rolls, as well as Wisdom (Perception) checks that rely on sight."
                },
                {
                    "name": "Thorn Body",
                    "desc": "A creature that touches the fey revenant or hits it with a melee attack while within 5 feet of it takes 4 (1d8) piercing damage."
                }
            ],
            "spell_list": [],
            "page_no": 150,
            "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_fey-revenant/"
        },
        {
            "slug": "fleshspurned",
            "desc": "This horrifying apparition is the disturbing amalgam of a funerary shroud and a set of absurdly large floating teeth. The creature has a roughly humanoid form and clacks its teeth together with terrible ferocity._  \n**Ghosts with Teeth.** A fleshspurned is created when a humanoid is eaten alive or dies while swallowed by a creature such as a purple worm. These people are driven insane by their horrible deaths and arise as monstrous spirits that crave the flesh of other creatures to replace the bodies they lost. However, in a twist of fate, the fleshspurned cannot stomach corporeal flesh, leading it to consume the ectoplasm of Open Game License",
            "name": "Fleshspurned",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 14,
            "armor_desc": null,
            "hit_points": 75,
            "hit_dice": "10d8+30",
            "speed": {
                "fly": 40,
                "walk": 0,
                "hover": true
            },
            "strength": 1,
            "dexterity": 18,
            "constitution": 16,
            "intelligence": 10,
            "wisdom": 14,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 4,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "perception": 4,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "any languages it knew in life",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Phantasmal Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) necrotic damage. If the target is a creature other than a construct or an undead, it must succeed on a DC 14 Constitution saving throw or become ghostly for 1 minute. While ghostly, it has the Incorporeal Movement trait and is susceptible to the fleshspurned's Ghost Eater trait. The creature can repeat the saving throw at the end of each of its turns, ending the ghostly effect on itself on a success.",
                    "attack_bonus": 6,
                    "damage_dice": "4d6+4"
                },
                {
                    "name": "Chatter",
                    "desc": "The fleshspurned clashes its oversized teeth together to create a clattering din. Each creature within 30 feet of the fleshspurned must succeed on a DC 14 Wisdom saving throw or be confused for 1 minute. While confused, a creature acts as if under the effects of the confusion spell. A confused 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 target is immune to the fleshspurned's Chatter for the next 24 hours."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Ghost Eater",
                    "desc": "The fleshspurned has advantage on attack rolls against ghosts, wraiths, and other undead with the Incorporeal Movement trait, and such creatures aren't immune to the necrotic damage dealt by the fleshspurned's bite. When the fleshspurned kills one of these creatures, the fleshspurned gains temporary hp equal to double the creature's challenge rating (minimum of 1)."
                },
                {
                    "name": "Incorporeal Movement",
                    "desc": "The fleshspurned 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. A fleshspurned can't move through other creatures with the Incorporeal Movement trait."
                }
            ],
            "spell_list": [],
            "page_no": 153,
            "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_fleshspurned/"
        },
        {
            "slug": "ghul",
            "desc": "A creature wearing a black turban steps out of the sudden fog. It is roughly the size and shape of a short man, with gray skin and pointed teeth. The thing sneers as it summons lightning to its hand, the air suddenly stinking of ozone. Its stony gray skin shifts to an icy blue as it raises its arm to direct its electrical attack._  \n**Elemental Remnants.** When an undead with the ability to raise more of their kind, such as a Open Game License",
            "name": "Ghul",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "any evil alignment",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 105,
            "hit_dice": "14d8+42",
            "speed": {
                "walk": 30,
                "fly": 30
            },
            "strength": 16,
            "dexterity": 15,
            "constitution": 16,
            "intelligence": 10,
            "wisdom": 10,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, fire, lightning, necrotic",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, exhaustion, petrified, poisoned",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "Common",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The ghul makes two attacks with its claws."
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 13 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.",
                    "attack_bonus": 6,
                    "damage_dice": "2d6+3"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Paralyzing Throes",
                    "desc": "When the ghul dies, it explodes in a puff of noxious smoke. Each creature within 5 feet of it must succeed on a DC 13 Constitution saving throw or be paralyzed until the end of its next turn."
                },
                {
                    "name": "Turn Resistance",
                    "desc": "The ghul has advantage on saving throws against any effect that turns undead."
                },
                {
                    "name": "Variable Immunity",
                    "desc": "As a bonus action, the ghul changes one of its damage resistances to immunity to that type of damage until the start of its next turn."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The ghul's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\nAt will: chill touch, fire bolt, ray of frost, shocking grasp\n3/day each: fog cloud, rolling thunder, misty step, spire of stone\n1/day each: blur, fireball, gaseous form, frozen razors, stinking cloud"
                }
            ],
            "spell_list": [],
            "page_no": 169,
            "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_ghul/"
        },
        {
            "slug": "graveyard-dragon",
            "desc": "This draconic skeleton is surround by a nimbus of light, colored in such a way as to betray the undead creature’s living origins._  \nGraveyard dragons form out of the remains of evil dragons killed as part of a cataclysm that claimed the lives of several dragons at the same time, or when their remains are exposed to heavy concentrations of necrotic energy.  \n**Vindictive Undead.** Graveyard dragons are vengeful, like many other intelligent undead, but they focus their retribution on the ones responsible for their deaths rather than on their own kind. In fact, these undead dragons have a strange sense of protectiveness of other dragons, particularly for the type of dragons they were when they were alive. This sometimes extends to non-evil dragons, but most good-aligned dragons view the existence of graveyard dragons with distaste.  \n**Intimidating Appearance.** Graveyard dragons are particularly appealing to powerful undead as guardians for their lairs. A graveyard dragon’s skeletal appearance is often enough to scare away most adventurers and tomb robbers. Unlike a more traditional animated skeleton, however, the graveyard dragon is capable of handling the few tomb robbers foolhardy enough to face it.  \n**Undead Nature.** The graveyard dragon doesn’t require air, food, drink, or sleep.",
            "name": "Graveyard Dragon",
            "size": "Large",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 127,
            "hit_dice": "15d10+45",
            "speed": {
                "walk": 40
            },
            "strength": 16,
            "dexterity": 10,
            "constitution": 17,
            "intelligence": 10,
            "wisdom": 11,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": 3,
            "charisma_save": 4,
            "perception": 3,
            "skills": {
                "perception": 3,
                "stealth": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, exhaustion, poisoned",
            "senses": "blindsight 30 ft., darkvision 120 ft., passive Perception 13",
            "languages": "Common, Draconic",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The graveyard dragon makes three attacks: one with its bite and two with its claws."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 3) piercing damage plus 4 (1d8) damage of the type dealt by the dragon's breath weapon.",
                    "attack_bonus": 6,
                    "damage_dice": "2d10+3"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d6+3"
                },
                {
                    "name": "Breath Weapon (Recharge 5-6)",
                    "desc": "The dragon releases a breath weapon that corresponds to the type of dragon it was in life. Each creature in the area must make a DC 14 Dexterity saving throw, taking 40 (9d8) damage of the corresponding type on a failed save, or half as much damage on a successful one. \n* Black. Acid damage in a 30-foot line that is 5 feet wide. \n* Blue. Lightning damage in a 30-foot line that is 5 feet wide. \n* Green. Poison damage in a 30-foot cone. \n* Red. Fire damage in a 30-foot cone. \n* White. Cold damage in a 30-foot cone."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Elemental Aura",
                    "desc": "At the start of each of the graveyard dragon's turns, each creature within 5 feet of it takes 4 (1d8) damage of the type dealt by the dragon's breath weapon."
                },
                {
                    "name": "Elemental Resistance",
                    "desc": "The graveyard dragon has resistance to the type of damage dealt by its breath weapon."
                },
                {
                    "name": "False Appearance",
                    "desc": "While the graveyard dragon remains motionless, it is indistinguishable from a pile of dragon bones."
                },
                {
                    "name": "Reassemble Bones",
                    "desc": "As a bonus action, the graveyard dragon can rearrange its bone structure to fit into a space as narrow as 1 foot wide without squeezing. It can use a bonus action to reassemble itself into its normal form. While in this compressed form, it can't make melee weapon attacks."
                }
            ],
            "spell_list": [],
            "page_no": 183,
            "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_graveyard-dragon/"
        },
        {
            "slug": "harefolk",
            "desc": "What appears to be an arctic hare given humanoid form is clad in leather armor and stands with its shortsword at the ready. Its bright eyes take everything in, while its nose quivers in search of predators._  \n**Werewolf Foes.** Harefolk have a long-standing hatred for Open Game License",
            "name": "Harefolk",
            "size": "Small",
            "type": "Humanoid",
            "subtype": "harefolk",
            "group": null,
            "alignment": "chaotic good",
            "armor_class": 13,
            "armor_desc": "leather armor",
            "hit_points": 18,
            "hit_dice": "4d6+4",
            "speed": {
                "burrow": 10,
                "walk": 30
            },
            "strength": 10,
            "dexterity": 15,
            "constitution": 12,
            "intelligence": 10,
            "wisdom": 12,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3,
                "survival": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 13",
            "languages": "Common",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d4+2"
                },
                {
                    "name": "Shortsword",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d6+2"
                },
                {
                    "name": "Sling",
                    "desc": "Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d4+2"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Keen Smell",
                    "desc": "The harefolk has advantage on Wisdom (Perception) checks that rely on smell."
                },
                {
                    "name": "Ready for Trouble",
                    "desc": "The harefolk can't be surprised, and it has advantage on initiative rolls if it isn't incapacitated or unconscious."
                },
                {
                    "name": "Shapechanger Sensitivity",
                    "desc": "The harefolk has advantage on Intelligence (Investigation) and Wisdom (Insight) checks to determine if a creature is a shapechanger. It automatically succeeds when the shapechanger is a werewolf. In addition, the harefolk has advantage on its first attack roll each turn against a creature with the Shapechanger trait or Change Shape action, regardless of whether the harefolk was previously aware of the shapechanger's nature."
                },
                {
                    "name": "Snow Camouflage",
                    "desc": "The harefolk has advantage on Dexterity (Stealth) checks made to hide in snowy terrain."
                },
                {
                    "name": "Snow Walker",
                    "desc": "The harefolk can move across icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement."
                }
            ],
            "spell_list": [],
            "page_no": 194,
            "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_harefolk/"
        },
        {
            "slug": "hoarfrost-drake",
            "desc": "This small, blue-tinged dragon has frozen spikes covering its body and wings that look like cracked sheaves of ice. When the dragon exhales, its breath covers everything in a patina of frost._  \n**White Dragon Servants.** Hoarfrost drakes share territory with Open Game License",
            "name": "Hoarfrost Drake",
            "size": "Medium",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 52,
            "hit_dice": "8d8+16",
            "speed": {
                "fly": 30,
                "walk": 20
            },
            "strength": 9,
            "dexterity": 15,
            "constitution": 14,
            "intelligence": 10,
            "wisdom": 13,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 4,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3,
                "stealth": 4
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "",
            "damage_immunities": "cold",
            "condition_immunities": "",
            "senses": "darkvision 90 ft., passive Perception 13",
            "languages": "Common, Draconic",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The hoarfrost drake makes three attacks: one with its bite and two with its claws."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 2 (1d4) cold damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d6+2"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d4+2"
                },
                {
                    "name": "Cloud of Riming Ice (Recharge 5-6)",
                    "desc": "The hoarfrost drake creates a cloud of freezing fog that rimes everything in frost. Each creature within 20 feet of it must make a DC 14 Constitution saving throw. On a failure, the target takes 14 (4d6) cold damage and must succeed on a DC 12 Dexterity saving throw or drop whatever it's holding. On a success, the target takes half the damage and doesn't drop what it's holding.\n\nThe area becomes difficult terrain until the end of the hoarfrost drake's next turn. A creature that enters the area or ends its turn there must succeed on a DC 14 Dexterity saving throw or fall prone."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Retaliatory Slip",
                    "desc": "When a creature grapples the drake, the drake can immediately attempt to escape. If it succeeds, it can make a bite attack against the creature that grappled it."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Ice Walk",
                    "desc": "The hoarfrost drake can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement."
                },
                {
                    "name": "Icy Scales",
                    "desc": "The hoarfrost drake has advantage on ability checks and saving throws made to escape a grapple."
                }
            ],
            "spell_list": [],
            "page_no": 123,
            "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_hoarfrost-drake/"
        },
        {
            "slug": "knight-ab-errant",
            "desc": "A man of supernatural physique swings his mighty hammer with the ease and abandon of a child wielding a fallen tree branch. Beneath his ruined tabard, swirling runes and sigils dance across an impossibly muscular frame._  \nOnce ordinary warriors, these towering behemoths have been scourged by wild and unpredictable magic that lingers in forgotten and forbidden parts of the world.  \n**Revised Beyond Recognition.** Perhaps a paladin claims a trophy from an ancient and unknowable force from beyond the stars, after routing a dungeon of its followers— and slowly, the trophy changes him. In the heat of combat, a simple swordsman might quaff the wrong potion and be spontaneously transformed by an errant wizard’s experimental brew. Whatever their origins, they now walk the world as hulking abominations, gifted strength unimaginable in an ironic reflection of their former selves.  \n**Born of Boons.** Although many knights ab-errant may be altered after exposure to unpredictable arcane sorcery, some were created by divine magic. These may be devotees of trickster gods, or ones that are especially cruel, or they may have prayed to innocuous deities in ways that were unorthodox or otherwise wanting.",
            "name": "Knight Ab-errant",
            "size": "Large",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "any alignment",
            "armor_class": 14,
            "armor_desc": "armor scraps",
            "hit_points": 93,
            "hit_dice": "11d10+33",
            "speed": {
                "walk": 30
            },
            "strength": 19,
            "dexterity": 12,
            "constitution": 17,
            "intelligence": 10,
            "wisdom": 11,
            "charisma": 13,
            "strength_save": 7,
            "dexterity_save": 4,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "athletics": 7,
                "intimidation": 4
            },
            "damage_vulnerabilities": "psychic",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 10",
            "languages": "any one language (usually Common)",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The knight ab-errant makes two melee attacks: one with its sweeping maul and one with its fist."
                },
                {
                    "name": "Sweeping Maul",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone.",
                    "attack_bonus": 7,
                    "damage_dice": "4d6+4"
                },
                {
                    "name": "Fist",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d4+4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Bigger They Are",
                    "desc": "Once per turn, when the knight ab-errant hits a creature that is Medium or smaller with a melee weapon, it can deal one extra die of damage."
                },
                {
                    "name": "Harder They Fall",
                    "desc": "When the knight ab-errant takes damage from a critical hit, it must succeed on a Dexterity saving throw with a DC equal to the damage taken or be knocked prone."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The knight ab-errant has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Reckless",
                    "desc": "At the start of its turn, the knight ab-errant can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it also have advantage until the start of its next turn."
                }
            ],
            "spell_list": [],
            "page_no": 231,
            "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_knight-ab-errant/"
        },
        {
            "slug": "lava-keeper",
            "desc": "A rivulet of lava streams from a cavity between the shoulders of this four-armed, volcanic creature._  \n**Volcanic Guardians.** Lava keepers are elementals from the borderlands between the Elemental Planes of Earth and Fire. They sometimes emerge onto the Material Plane through spontaneous elemental vortices in the hearts of volcanoes. Once on the Material Plane, they find themselves trapped. Instead of running rampant, they act as guardians for the region from which they emerged in the hopes that one day they can return home.  \n**Noble Elementals.** Lava keepers are the natural enemies of salamanders and other chaotic elementals. They feel a mixture of shame and pity toward their corrupted brethren, the Open Game License",
            "name": "Lava Keeper",
            "size": "Huge",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "lawful neutral",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 276,
            "hit_dice": "24d12+120",
            "speed": {
                "walk": 40,
                "burrow": 40
            },
            "strength": 24,
            "dexterity": 10,
            "constitution": 21,
            "intelligence": 10,
            "wisdom": 18,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 11,
            "intelligence_save": null,
            "wisdom_save": 10,
            "charisma_save": null,
            "perception": 10,
            "skills": {
                "history": 12,
                "perception": 10
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, lightning; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "fire, poison",
            "condition_immunities": "exhaustion, paralyzed, petrified, poisoned, prone",
            "senses": "darkvision 60 ft., tremorsense 120 ft., passive Perception 20",
            "languages": "Ignan, Terran",
            "challenge_rating": "18",
            "cr": 18.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The lava keeper makes four slam attacks. Alternatively, it can use its Lava Lob twice."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) bludgeoning damage.",
                    "attack_bonus": 13,
                    "damage_dice": "4d8+7"
                },
                {
                    "name": "Lava Lob",
                    "desc": "Ranged Weapon Attack: +13 to hit, range 60/240 ft., one target. Hit: 21 (6d6) fire damage, and the target must succeed on a DC 19 Dexterity saving throw or take 10 (3d6) fire damage at the start of its next turn.",
                    "attack_bonus": 13,
                    "damage_dice": "6d6"
                },
                {
                    "name": "Fumarole (Recharge 5-6)",
                    "desc": "The crater between the lava keeper's shoulders erupts in a plume of fire, rock, and toxic smoke. Each creature within 60 feet of the lava keeper must make a DC 19 Constitution saving throw. On a failure, a creature takes 21 (6d6) bludgeoning damage and 21 (6d6) fire damage and becomes poisoned for 1 minute. On a success, a creature takes half the damage and isn't poisoned. A poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The eruption surrounds the lava keeper in a 20-foot-radius sphere of smoke, considered heavily obscured until the end of its next turn. A wind of moderate or greater speed (at least 10 miles per hour) disperses the smoke."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Lava Dribble",
                    "desc": "Each creature that starts its turn within 5 feet of the lava keeper must make a DC 19 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The lava keeper's innate spellcasting ability is Wisdom (spell save DC 17). It can innately cast the following spells, requiring no material components:\nAt will: move earth, stone shape\n3/day each: wall of fire, wall of stone\n1/day each: conjure elemental (earth or fire elemental only), earthquake, fire storm"
                }
            ],
            "spell_list": [],
            "page_no": 235,
            "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_lava-keeper/"
        },
        {
            "slug": "mari-lwyd",
            "desc": "A skeletal mare speaks in constant rhyme, its jaws moving as if something were puppeteering it._  \n**Unwelcome Lodger.** A mari lwyd seeks entry into a home, where it demands to be treated as if it were a guest. Though it doesn’t require food, drink, or sleep, it consumes as much as a horse of its size and requires bedding that is comfortable, clean, and large enough to suit its frame. Despite its apparently baleful nature, the mari lwyd does not seek to harm its hosts, physically or financially, and demands only what they can comfortably provide. It defends itself if attacked, reciting rhymes beseeching its hosts to calm themselves.  \nA mari lwyd may accompany itself with a “retinue” of skeletons. It refuses to animate zombies, because it doesn’t wish to trouble its hosts with the smell of rotting flesh. It also politely refuses hospitality on the behalf of its cohorts.  \n**Expelled by Rhyme.** Other than through its physical destruction, the only way to rid oneself of a mari lwyd is to win a rhyming battle. It speaks only in rhyme, often changing languages for the best rhyme scheme between verses, which may provide a clue to those inconvenienced by the mari lwyd. It is especially appreciative of clever rhymes. The mari lwyd usually incorporates winning rhymes into its repertoire. Should a mari lwyd revisit a location, the inhabitants must come up with an even better rhyme to oust the creature.  \nThe mari lwyd takes more conventional methods of turning away undead as an affront. If affected by a cleric’s turning attempt, it leaves for the duration and waits for the cleric to exit the premises before returning and increasing its demands for hospitality.  \n**Undead Nature.** A mari lwyd doesn’t require air, food, drink, or sleep.",
            "name": "Mari Lwyd",
            "size": "Large",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 66,
            "hit_dice": "7d10+28",
            "speed": {
                "walk": 40
            },
            "strength": 16,
            "dexterity": 13,
            "constitution": 19,
            "intelligence": 10,
            "wisdom": 14,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 4,
            "perception": null,
            "skills": {
                "intimidation": 4,
                "performance": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic",
            "damage_immunities": "poison",
            "condition_immunities": "exhaustion, frightened, poisoned, unconscious",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Common, Draconic, Elvish, Giant, Primordial",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The mari lwyd makes one bite attack and one hooves attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "2d8+3"
                },
                {
                    "name": "Hooves",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) bludgeoning damage.",
                    "attack_bonus": 5,
                    "damage_dice": "2d6+3"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Turn Resistance",
                    "desc": "The mari lwyd has advantage on saving throws against any effect that turns undead."
                },
                {
                    "name": "Turned by Rhyme",
                    "desc": "A creature can use its action to formally challenge the mari lwyd to a duel of rhymes. If no creature attacks the mari lwyd until the beginning of its next turn, it uses its action to recite a rhyme. The challenger must respond to the rhyme and succeed on a DC 14 Charisma (Performance) check. On a success, the mari lwyd is treated as if it is turned for 1 minute or until it takes damage."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The mari lwyd's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\nAt will: chill touch, mage hand\n3/day each: animate dead, hideous laughter, suggestion"
                }
            ],
            "spell_list": [],
            "page_no": 257,
            "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_mari-lwyd/"
        },
        {
            "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": "otterfolk",
            "desc": "Brown fur covers the entire surface of this humanoid, which also has the black nose and small ears of an otter. Its piecemeal leather armor and weapon at the ready give the impression it is prepared for a fight._  \n**Foe to Reptilians.** While generally peaceful creatures, otterfolk bear an enmity for reptilians, owing to their near extinction in the jaws of giant alligators and other large swamp predators. They are wary of intelligent reptilian creatures, such as lizardfolk and naga, who regularly prey on their people. Otterfolk pass this animosity on to future generations through tales of heroic otterfolk overcoming ferocious snakes and mighty alligators. From the time an otterfolk kit can walk, it learns how to wield the atlatl and to be mindful of the presence of their hated foes. Otterfolk are wary of reptilian visitors or those accompanied by reptiles, but they are cordial to all others.  \n**Swamp Guides.** Otterfolk are excellent sources of information about the territory surrounding their homes, and they often escort friendly visitors through the swamp. The price for this service depends on the combat capabilities of those they escort. Their overwhelming martial outlook causes them to value visitors who can prove themselves in combat. If a group seems capable of protecting itself, the otterfolk reason they don’t have to defend the group in addition to guiding it. They often ask such groups for a pittance in rations or monetary value (preferring pearls to other valuable items). Otterfolk greatly increase their fees for groups apparently incapable of fighting off potential swamp hazards. However, they pride themselves on never abandoning their charges.  \n**Otter Trainers.** Otterfolk often raise river otters as guard animals and pets, which serve the same function in their society as dogs in human societies. Otterfolk regard the animals warmly and become sad when favored pets die. They rarely allow their otters to engage in combat. They regularly hold contests where otter owners show off their training prowess by directing their otters in feats of strength, cunning, and dexterity. These contests never involve pitting the otters against each other in combat. The rare few otterfolk who choose to become wizards take otters as familiars. Otterfolk rangers often raise larger river otter specimens (use the statistics of a Open Game License",
            "name": "Otterfolk",
            "size": "Small",
            "type": "Humanoid",
            "subtype": "otterfolk",
            "group": null,
            "alignment": "chaotic good",
            "armor_class": 14,
            "armor_desc": "leather armor",
            "hit_points": 18,
            "hit_dice": "4d6+4",
            "speed": {
                "swim": 30,
                "walk": 25,
                "climb": 15
            },
            "strength": 12,
            "dexterity": 17,
            "constitution": 12,
            "intelligence": 10,
            "wisdom": 14,
            "charisma": 11,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "stealth": 5,
                "survival": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 30 ft., passive Perception 12",
            "languages": "Common",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Dagger",
                    "desc": "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d4+3"
                },
                {
                    "name": "Atlatl Dart",
                    "desc": "Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6+3"
                },
                {
                    "name": "Secrete Oil (Recharge 4-6)",
                    "desc": "The otterfolk secretes an oil that makes it slippery until the end of its next turn. It has advantage on ability checks and saving throws made to escape a grapple. If it is grappled when it takes this action, it can take a bonus action to escape the grapple."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Hold Breath",
                    "desc": "The otterfolk can hold its breath for 15 minutes."
                },
                {
                    "name": "Pack Tactics",
                    "desc": "The otterfolk has advantage on attack rolls against a creature if at least one of the otterfolk's allies is within 5 feet of the creature and the ally isn't incapacitated."
                },
                {
                    "name": "Reptile Foe",
                    "desc": "The otterfolk has advantage on Wisdom (Survival) checks to track reptilian creatures and on Intelligence checks to recall information about them."
                }
            ],
            "spell_list": [],
            "page_no": 288,
            "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_otterfolk/"
        },
        {
            "slug": "pal-rai-yuk",
            "desc": "This lengthy, two-headed, serpentine creature has three dorsal fins and six legs._  \n**Degenerate Dragons.** Pal-rai-yuks were once a species of underwater dragons. In their arrogance, they angered a sea deity who cursed them. To escape the deity’s wrath, they adapted to tunnel through the earth, though they occasionally still seek prey in the water.  \n**Forgotten Meals.** By some quirk of the pal-rai-yuk’s divine transformation, creatures it swallows can see outside of its stomachs, but the creatures aren’t visible to those outside the pal-rai-yuk. Additionally, this quirk allows the serpents to erase their victims from others’ memories, leaving victims with a deep sense of isolation as they are slowly digested.  \n**Endlessly Hungry.** The sea god segmented their stomachs in an attempt to curb their voraciousness. Unfortunately, it made them more gluttonous. This gluttony occasionally draws the attention of powerful humanoids or large armies. When this happens, the pal-rai-yuk quickly consumes anything it can catch, then digs deep into the earth where it hibernates for years, avoiding retaliation.",
            "name": "Pal-Rai-Yuk",
            "size": "Huge",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 133,
            "hit_dice": "14d12+42",
            "speed": {
                "burrow": 40,
                "swim": 60,
                "walk": 40
            },
            "strength": 21,
            "dexterity": 11,
            "constitution": 16,
            "intelligence": 10,
            "wisdom": 13,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "athletics": 8,
                "stealth": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold",
            "damage_immunities": "",
            "condition_immunities": "frightened",
            "senses": "darkvision 60 ft., tremorsense 60 ft., passive Perception 11",
            "languages": "Aquan, Common, Draconic",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The pal-rai-yuk makes two bite attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 27 (4d10 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained. The pal-rai-yuk has two heads, each of which can grapple only one target.",
                    "attack_bonus": 8,
                    "damage_dice": "4d10+5"
                },
                {
                    "name": "Swallow",
                    "desc": "The pal-rai-yuk makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the creature is restrained, it has total cover against attacks and other effects outside the pal-rai-yuk, and it takes 18 (4d8) acid damage at the start of each of the pal-rai-yuk's turns. The pal-rai-yuk can have up to three Medium or smaller creatures swallowed at a time.\n\nThe swallowed creature can see outside of the pal-rai-yuk, but it can't target those outside the pal-rai-yuk with spells or cast spells or use features that allow it to leave the pal-rai-yuk's stomach. In addition, nothing can physically pass through the pal-rai-yuk's stomach, preventing creatures inside the stomach from making attack rolls against creatures outside the stomach.\n\nIf the pal-rai-yuk takes 20 damage or more on a single turn from a creature inside it, the pal-rai-yuk must succeed on a DC 16 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the pal-rai-yuk. If the pal-rai-yuk dies, a swallowed creature is no longer restrained by it and can escape the corpse by using 15 feet of movement, exiting prone."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Forgotten Prey",
                    "desc": "A creature that starts its turn grappled by the pal-rai-yuk must succeed on a DC 16 Charisma saving throw or be invisible and inaudible to all creatures other than the pal-rai-yuk. In addition, when the pal-rai-yuk swallows a creature, each of that creature's allies within 1 mile of the pal-rai-yuk must succeed on a DC 16 Wisdom saving throw or forget the swallowed creature's existence. At the end of each of the creature's turns, it can repeat the saving throw, remembering the swallowed creature on a success."
                },
                {
                    "name": "Hold Breath",
                    "desc": "The pal-rai-yuk can hold its breath for 1 hour."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The pal-rai-yuk has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Two Heads",
                    "desc": "The pal-rai-yuk has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious."
                }
            ],
            "spell_list": [],
            "page_no": 291,
            "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_pal-rai-yuk/"
        },
        {
            "slug": "silenal",
            "desc": "The halfling takes a long drink from a mug, its wild, graying hair falling back to reveal the creature’s pointed nose and sharp chin. Its bloodshot eyes hold a glimmer of mischief as it sets down the mug._  \n**Tavern Spirits.** Sileni adopt a specific tavern or inn as their own. The presence of a silenal is usually discovered slowly by the owner. Perhaps they notice the bar towels have all been mended or that the empty bottles have been placed outside the back door. If the owner accepts this assistance and leaves small gifts of food and drink, the silenal becomes more active. After hours, the silenal spends its time ensuring the establishment is cleaned to a shine and ready for the next day’s business. If the owner and the silenal are at odds, however, the small mischiefs and mishaps caused by the silenal quickly drive the owner out of business.  \n**Flawed Advisors.** While the business is open, a silenal spends most of its time drinking and conversing with the patrons. Sileni are curious about mortals and find their tales and troubles fascinating. If a creature conversing with a silenal asks it for advice, the counsel received is invariably flawed. The silenal, interested in hearing more dramatic tales, offers guidance which is guaranteed to get its conversation partner in hot water in the hopes the recipient will return to lament new, entertaining troubles.  \n**Calm in the Storm.** Regardless of how chaotic activity gets in its bar, the silenal is strangely unaffected. Tavern brawls, whether caused by the silenal or not, never target it. The damage caused by fights is also reduced and rarely results in more than a few broken chairs and tankards.",
            "name": "Silenal",
            "size": "Small",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 14,
            "armor_desc": null,
            "hit_points": 117,
            "hit_dice": "18d6+54",
            "speed": {
                "walk": 25
            },
            "strength": 10,
            "dexterity": 18,
            "constitution": 16,
            "intelligence": 10,
            "wisdom": 13,
            "charisma": 19,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 7,
            "perception": 4,
            "skills": {
                "perception": 4,
                "persuasion": 7,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "charmed, poisoned",
            "senses": "passive Perception 14",
            "languages": "Common",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The silenal makes three attacks."
                },
                {
                    "name": "Tankard",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 7 (2d6) poison damage. The target must succeed on a DC 15 Constitution saving throw or be poisoned 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.",
                    "attack_bonus": 7,
                    "damage_dice": "1d6+4"
                },
                {
                    "name": "Darts",
                    "desc": "Ranged Weapon Attack: +7 to hit, range 20/40 ft., one target. Hit: 14 (4d4 + 4) piercing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "4d4+4"
                },
                {
                    "name": "Cause Row (1/Day)",
                    "desc": "The silenal magically stirs humanoids it can see within 60 feet of it into a frenzy. The frenzied patrons use the statistics of 4d4 commoners or 1 bar brawl. The frenzied patrons don't attack the silenal. The patrons remain frenzied for 10 minutes, until the silenal dies, or until the silenal calms and disperses the mass as a bonus action."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Drinking Buddy",
                    "desc": "A creature that shares a drink with a silenal has advantage on saving throws against being charmed and poisoned for 1 hour. During this time, if the creature takes violent action against the silenal, the creature has disadvantage on these saving throws for the remainder of the duration."
                },
                {
                    "name": "Drunken Clarity",
                    "desc": "When the silenal is within 5 feet of an alcoholic beverage, it has truesight out to a range of 90 feet. In addition, it notices secret doors hidden by magic within 30 feet of it."
                },
                {
                    "name": "Hide in the Fray",
                    "desc": "The silenal can take the Hide action as a bonus action if it is within 10 feet of two other creatures engaged in combat with each other."
                },
                {
                    "name": "Liquid Courage (Recharge 4-6)",
                    "desc": "As a bonus action, the silenal imbibes nearby alcohol to gain access to a hidden reservoir of audacity and grit. The silenal gains 10 (3d6) temporary hp for 1 minute."
                }
            ],
            "spell_list": [],
            "page_no": 328,
            "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_silenal/"
        },
        {
            "slug": "somberweave",
            "desc": "A gray-skinned human steps from the shadows. Dripping mandibles emerge from its too-wide mouth, and six lithe and long arms unfold from beneath its robes to grasp its prey in vicious claws._  \n**Bridging the Veil.** The somberweave is a spider-like fey creature that relies on the fragile threads separating the  \n**Material Plane from the Shadow Realm.** Spanning the gap between the two planes, it weaves a web anchored in both worlds. It hides in the section of its web anchored in the Shadow Realm and waits for victims on the Material Plane. If plied with treasure or food, the somberweave can be convinced to offer travelers in one realm access to the other, but it is just as likely to capture and eat such travelers.  \n**Tenebrous Skein.** The web of the somberweave is made of pure darkness, the essence of the Shadow Realm. Clever travelers who defeat a somberweave can follow the remnants of its web to find passage into or out of the Shadow Realm. Shadow fey who travel frequently between the Shadow Realm and the Material Plane prize somberweave webs as the primary material for creating items that allow for easier travel between the planes.",
            "name": "Somberweave",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 14,
            "armor_desc": null,
            "hit_points": 78,
            "hit_dice": "12d8+24",
            "speed": {
                "climb": 30,
                "walk": 30
            },
            "strength": 14,
            "dexterity": 19,
            "constitution": 14,
            "intelligence": 10,
            "wisdom": 13,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, poisoned",
            "senses": "blindsight 10 ft., darkvision 120 ft., passive Perception 14",
            "languages": "Common, Sylvan",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The somberweave makes three attacks: one with its bite and two with its claws."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 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": "1d8+4"
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d4+4"
                },
                {
                    "name": "Web (Recharge 5-6)",
                    "desc": "Ranged Weapon Attack: +7 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 15 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 10; vulnerability to radiant damage; immunity to bludgeoning, piercing, poison, and psychic damage)."
                },
                {
                    "name": "Shadow Shift",
                    "desc": "The somberweave touches a creature restrained by its webbing and transports itself and the creature into the Shadow Realm or the Material Plane, the somberweave's choice. The somberweave and the target appear within 5 feet of each other in unoccupied spaces in the chosen plane. The destination location must be within 10 feet of the somberweave's anchored web. If the target is unwilling, it can make a DC 14 Charisma saving throw. On a success, the somberweave is transported but the target isn't."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Shadow Webs",
                    "desc": "The somberweave's webs are anchored in the Material Plane and the Shadow Realm, existing in both simultaneously. Except for effects and attacks from the somberweave, a creature in contact with or restrained by a somberweave's webs has half cover and is immune to any spell or effect that would move it to a different plane, such as the banishment and plane shift spells."
                },
                {
                    "name": "Shadow Sight",
                    "desc": "The somberweave can see 60 feet into the Shadow Realm when it is on the Material Plane, and vice versa."
                },
                {
                    "name": "Spider Climb",
                    "desc": "The somberweave can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
                },
                {
                    "name": "Web Sense",
                    "desc": "While in contact with a web, the somberweave knows the exact location of any other creature in contact with the same web."
                },
                {
                    "name": "Web Walker",
                    "desc": "The somberweave ignores movement restrictions caused by webbing."
                }
            ],
            "spell_list": [],
            "page_no": 335,
            "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_somberweave/"
        },
        {
            "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": "storm-maiden",
            "desc": "At the heart of a violent storm, a young woman lies huddled in despair. Her skin is translucent as if made of water, and her tears float up from her face to join the storm above her._  \nA storm maiden is a spiteful elemental that pulls powerful storms into the world through a portal connected to her shrine. Blinded by anguish, she seeks to erase any trace of those who betrayed her.  \n**Primordial Sacrifice.** Long ago, this woman was offered up to powerful spirits to ward off drought and famine. She served her role faithfully. Her shrine was maintained by a ritual of devotion performed by the descendants of those she loved, but it was eventually abandoned. Now, some transgression against her abandoned shrine has drawn the maiden back to the world.  \n**Abating the Storm.** A region plagued by a storm maiden experiences regular flooding and random tornadoes and lightning strikes. A community may yet atone for their ancestral betrayal by performing a long-forgotten ritual at the maiden’s shrine. If appeased, the storms end, and the maiden’s alignment changes from evil to good. An appeased maiden may go on to protect the region for generations, as long as her shrine is maintained, or she might wander to other regions, seeking communities in need who understand the importance of maintaining her shrine.  \n**Elemental Nature.** A storm maiden doesn’t require air, food, drink, or sleep.",
            "name": "Storm Maiden",
            "size": "Medium",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 78,
            "hit_dice": "12d8+24",
            "speed": {
                "swim": 30,
                "fly": 30,
                "walk": 30
            },
            "strength": 16,
            "dexterity": 16,
            "constitution": 15,
            "intelligence": 10,
            "wisdom": 11,
            "charisma": 17,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "exhaustion, paralyzed, petrified, poisoned, unconscious",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Common, Primordial",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The storm maiden makes two thunderous slam attacks."
                },
                {
                    "name": "Thunderous Slam",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 7 (2d6) thunder damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6+3"
                },
                {
                    "name": "Throw Lightning",
                    "desc": "Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 14 (4d6) lightning damage, and the target must succeed on a DC 13 Constitution saving throw or be incapacitated until the end of its next turn.",
                    "attack_bonus": 5,
                    "damage_dice": "4d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Innate Spellcasting",
                    "desc": "The storm maiden's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She can innately cast the following spells, requiring no material components:\nAt will: create or destroy water, ray of frost, misty step, thunderwave\n1/day each: sleet storm, wind wall"
                }
            ],
            "spell_list": [],
            "page_no": 340,
            "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_storm-maiden/"
        },
        {
            "slug": "thrummren",
            "desc": "The massive, dog-faced elk charges into battle, lightning crackling between its hooves and antlers, as its giant rider throws bolts of lightning._  \nThe sight of a storm giant charging to battle atop a baying thrummren is both breathtaking and terrifying.  \n**Heavenly Wanderers.** Herds of thrummrens migrate from mountain range to mountain range across vast regions of the  \n**Upper Planes.** As they travel en masse, storm clouds gather above them, and the pounding of their hooves against the ground is akin to thunder. The lightning storms generated by their proximity are truly amazing to behold.  \n**Giant Bond.** Most thrummrens on the Material Plane serve as the mounts of Open Game License",
            "name": "Thrummren",
            "size": "Gargantuan",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "chaotic good",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 198,
            "hit_dice": "12d20+72",
            "speed": {
                "walk": 60
            },
            "strength": 21,
            "dexterity": 19,
            "constitution": 22,
            "intelligence": 10,
            "wisdom": 15,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": 4,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, thunder",
            "damage_immunities": "lightning, poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 120 ft., passive Perception 12",
            "languages": "Common, Giant, telepathy 60 ft.",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The thrummren makes two attacks: one with its gore and one with its hooves."
                },
                {
                    "name": "Gore",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 24 (3d12 + 5) piercing damage plus 10 (3d6) lightning damage.",
                    "attack_bonus": 9,
                    "damage_dice": "3d12+5"
                },
                {
                    "name": "Hooves",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 10 (3d6) thunder damage.",
                    "attack_bonus": 9,
                    "damage_dice": "2d8+5"
                },
                {
                    "name": "Thunder Stomp (Recharge 5-6)",
                    "desc": "The thrummren rears back and slams its front hooves into the ground. Each creature within 20 feet of the thrummren must make a DC 17 Strength saving throw. On a failure, a creature takes 35 (10d6) thunder damage, is pushed up to 10 feet away from the thrummren, and is deafened until the end of its next turn. On a success, a creature takes half the damage and isn't pushed or deafened."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Protect Rider",
                    "desc": "When the thrummren's rider is the target of an attack the thrummren can see, the thrummren can choose to become the target of the attack instead."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Lightning Absorption",
                    "desc": "Whenever the thrummren is subjected to lightning damage, it takes no damage and instead regains a number of hp equal to the lightning damage dealt."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The thrummren has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The thrummren's weapon attacks are magical."
                },
                {
                    "name": "Storm Hide",
                    "desc": "A creature that touches the thrummren or hits it with a melee attack while within 5 feet of it takes 7 (2d6) lightning damage. The thrummren can choose for its rider to not be affected by this trait."
                }
            ],
            "spell_list": [],
            "page_no": 347,
            "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_thrummren/"
        }
    ]
}