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=49
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=50",
    "previous": "https://api-beta.open5e.com/v1/monsters/?format=api&ordering=intelligence&page=48",
    "results": [
        {
            "slug": "mangrove-treant",
            "desc": "Gnarled roots reaching deep into the muck act as legs for this group of trees conjoined into a sentient being._  \n**Ancient Grove Guardians.** Mangrove treants provide shelter and a resource-rich environment for many creatures. They extend their roots into the water, where several species of fish thrive. Biting and stinging insects, most notably mosquitos, dart about in cloud-like formations near the water’s surface. Arboreal animals nest high among the treants’ boughs mostly removed from the depredations of the insects. Unlike their forest cousins, these swampland treants are more concerned with the safety of those under their protection and less concerned with the overall health of the swamp. They decisively react to direct threats to themselves and the creatures within their boughs and roots, but they may not act if something endangers an area outside their immediate groves.  \nMangrove treants continue to grow throughout their extraordinarily long lives, which can reach millennia if they see no external disruptions. The treants also add ordinary mangrove trees into their gestalt, incorporating the trees’ ecosystems into its whole.  \n**Friend to Lizardfolk.** While a mangrove treant is generally wary of civilization, it befriends Open Game License",
            "name": "Mangrove Treant",
            "size": "Huge",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 136,
            "hit_dice": "13d12+52",
            "speed": {
                "walk": 30
            },
            "strength": 20,
            "dexterity": 7,
            "constitution": 19,
            "intelligence": 12,
            "wisdom": 15,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "athletics": 8,
                "nature": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 12",
            "languages": "Common, Draconic, Druidic, Sylvan",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The mangrove treant makes two slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.",
                    "attack_bonus": 8,
                    "damage_dice": "3d8+5"
                },
                {
                    "name": "Mangrove Mosquitos",
                    "desc": "The mangrove treant calls a swarm of mosquitos from its branches. The swarm of mosquitos uses the statistics of a swarm of insects, except it has a flying speed of 30 feet. The swarm acts an ally of the treant and obeys its spoken commands. The swarm remains for 1 day, until the treant dies, or until the treant dismisses it as a bonus action.\n\nThe treant can have only one swarm of mosquitos at a time. If it calls another, the previous swarm disperses."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "False Appearance",
                    "desc": "While the mangrove treant remains motionless, it is indistinguishable from an ordinary mangrove tree."
                },
                {
                    "name": "Grasping Roots",
                    "desc": "The treant has advantage on Strength and Dexterity saving throws made against effects that would knock it prone."
                },
                {
                    "name": "Siege Monster",
                    "desc": "The mangrove treant deals double damage to objects and structures."
                },
                {
                    "name": "Tiny Spies",
                    "desc": "The mangrove treant can communicate with mosquitos as if they shared a language. The mosquitos alert the treant to the presence of intruders, and the treant has advantage on Wisdom (Perception) checks to notice creatures within 60 feet of it."
                }
            ],
            "spell_list": [],
            "page_no": 350,
            "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_mangrove-treant/"
        },
        {
            "slug": "rum-lord",
            "desc": "A large gremlin rises from a hollowed-out barrel throne and belches loudly, wielding a wood spigot tap as a scepter in one hand and a broken bottle in the other._  \n**Drunken Kings.** Rum lords attract other Open Game License",
            "name": "Rum Lord",
            "size": "Small",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 15,
            "armor_desc": null,
            "hit_points": 78,
            "hit_dice": "12d6+36",
            "speed": {
                "climb": 10,
                "walk": 20,
                "swim": 10
            },
            "strength": 18,
            "dexterity": 14,
            "constitution": 17,
            "intelligence": 12,
            "wisdom": 9,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "athletics": 6,
                "intimidation": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "poisoned",
            "senses": "darkvision 120 ft., passive Perception 9",
            "languages": "Common",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The rum lord makes two attacks: one with its ale tap scepter and one with its broken bottle shiv."
                },
                {
                    "name": "Ale Tap Scepter",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d8+4"
                },
                {
                    "name": "Broken Bottle Shiv",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d4+4"
                },
                {
                    "name": "Rotgut Belch (Recharge 6)",
                    "desc": "The rum lord vomits green bile in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw. On a failure, a target takes 18 (4d8) poison damage and is covered in green bile for 1 minute. On a success, a target takes half the damage and isn't covered in bile. A creature, including the target, can take an action to wipe off the bile. Rum gremlins have advantage on attack rolls against creatures covered in a rum lord's green bile."
                },
                {
                    "name": "Bring Me Another Round! (1/Day)",
                    "desc": "The rum lord lets out a thunderous belch, calling 1d4 rum gremlins. The called rum gremlins arrive in 1d4 rounds, acting as allies of the lord and obeying its spoken commands. The rum gremlins remain for 1 hour, until the lord dies, or until the lord dismisses them as a bonus action."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Aura of Drunkenness",
                    "desc": "The rum lord radiates an aura of drunkenness to a radius of 20 feet. Each creature that starts its turn in the aura must succeed on a DC 12 Constitution saving throw or be poisoned for 1 hour. A creature that has consumed alcohol within the past hour has disadvantage on the saving throw. While poisoned, a creature falls prone if it tries to move more than half its speed during a turn. A creature that succeeds on the saving throw is immune to the rum gremlin lord's Aura of Drunkenness for 24 hours."
                },
                {
                    "name": "Hearty",
                    "desc": "The rum lord adds its Constitution modifier to its AC (included in the Armor Class)."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The rum lord has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "One for the Road",
                    "desc": "When the rum lord hits a poisoned enemy with any weapon, the target takes an extra 1d6 poison damage."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The rum lord's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:\nAt will: prestidigitation\n3/day: command"
                }
            ],
            "spell_list": [],
            "page_no": 185,
            "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_rum-lord/"
        },
        {
            "slug": "shadow-boxer",
            "desc": "The shadow caught the man’s eye. It looked and moved like a house cat, but there was no animal present to cast it. He followed the shadow as it moved along the wall then transferred to the ground, not noticing the distortion of light behind him. The last thing he heard as the invisible feline tore out his throat was a contented purr._  \n**Finicky Spirits.** Shadow boxers are the physical manifestation of feline collective memory. They are found in urban areas and other places people congregate. Like other fey, they desire to be placated by mortals, and they allow their presence to be detected to induce people to leave them gifts. A shadow boxer develops relationships with one household at a time and protects it. Households that don’t leave sufficient tribute or that cease offering it gifts entirely swiftly find their members targeted by the slighted fey.  \n**Council of Cats.** When they sleep, shadow boxers share dreams with all mundane cats and other shadow boxers within a mile. Within the dream, the cats and the shadow boxer gambol and roughhouse while they share information. Many capers and activities are planned during these dream sessions, and seeing a large clowder of cats getting along is a sign that a shadow boxer in the area has a game afoot. Shadow boxers despise creatures, such as Open Game License",
            "name": "Shadow Boxer",
            "size": "Small",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 13,
            "armor_desc": null,
            "hit_points": 55,
            "hit_dice": "10d6+20",
            "speed": {
                "climb": 30,
                "walk": 40
            },
            "strength": 10,
            "dexterity": 17,
            "constitution": 15,
            "intelligence": 12,
            "wisdom": 17,
            "charisma": 17,
            "strength_save": null,
            "dexterity_save": 5,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "perception": 5,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "charmed",
            "senses": "passive Perception 15",
            "languages": "Sylvan",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The shadow boxer makes two claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "2d4+3"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6+3"
                },
                {
                    "name": "Invisibility",
                    "desc": "The shadow boxer magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the shadow boxer wears or carries is invisible with it."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Cat Telepathy",
                    "desc": "The shadow boxer can magically communicate with cats within 120 feet of it, using a limited telepathy."
                },
                {
                    "name": "Pounce",
                    "desc": "If the shadow boxer moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the shadow boxer can make one bite attack against it as a bonus action."
                },
                {
                    "name": "Project Silhouette",
                    "desc": "As a bonus action, the shadow boxer projects a shadow on a surface within 60 feet of it. The shadow boxer can shape it to resemble the shadow of any Medium or smaller beast, but the shadow can't be larger than a 10-foot cube. Each creature that starts its turn within 60 feet of the shadow and that can see the shadow must succeed on a DC 13 Wisdom saving throw or be incapacitated until the end of its next turn and use its movement on its next turn to follow the shadow. As a bonus action, the shadow boxer can move the shadow up to 30 feet along a solid surface. The shadow moves in a natural manner for the type of creature it represents."
                }
            ],
            "spell_list": [],
            "page_no": 322,
            "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_shadow-boxer/"
        },
        {
            "slug": "shadow-giant",
            "desc": "If not for the horns curling from its brow and the long, bestial talons erupting from its fingers, the creature would look like a grim-faced, ashen-skinned elf of monstrous height._  \n**Cast into Darkness.** In ages past, shadow giants were called hjartakinde, and they dwelt in the lands of the fey. When the giants declined to go to war with the shadow fey, the fey exiled them to the Shadow  \n**Realm.** When they refused to serve the dark fey courts, the queen cursed them into their current form.  \n**Of Two Worlds.** Shadow giants are cursed to exist simultaneously on the Shadow Realm and the Material Plane. Unable to properly live in either world, they have become embittered and indignant. Shadow giants desire to end their cursed existence but lash out against anyone who shows them pity or mercy.  \n**Undying.** When a shadow giant is killed, its spirit roils in the Shadow Realm for a century before it is reborn to its cursed fate.",
            "name": "Shadow Giant",
            "size": "Huge",
            "type": "Giant",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 17,
            "armor_desc": null,
            "hit_points": 209,
            "hit_dice": "22d20+66",
            "speed": {
                "walk": 40
            },
            "strength": 18,
            "dexterity": 25,
            "constitution": 17,
            "intelligence": 12,
            "wisdom": 13,
            "charisma": 21,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "perception": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, necrotic",
            "damage_immunities": "",
            "condition_immunities": "exhaustion",
            "senses": "darkvision 120 ft., passive Perception 16",
            "languages": "Common, Elvish, Giant, Umbral",
            "challenge_rating": "15",
            "cr": 15.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The shadow giant makes three attacks with its tenebrous talons."
                },
                {
                    "name": "Tenebrous Talons",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 18 (4d8) necrotic damage.",
                    "attack_bonus": 12,
                    "damage_dice": "2d6+7"
                },
                {
                    "name": "Cold Shadow (Recharge 5-6)",
                    "desc": "The shadow giant directs its shadow to stretch out in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw. On a failure, a creature takes 52 (15d6) cold damage and has disadvantage on attack rolls and saving throws until the end of its next turn. On a success, a creature takes half the damage and doesn't have disadvantage."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Blacklight Strobe",
                    "desc": "The visual flicker of the shadow giant moving between the Material Plane and the Shadow Realm has a physical effect on viewers. A creature that starts its turn within 30 feet of the shadow giant and that can see it must succeed on a DC 18 Wisdom saving throw or be unable make more than one melee or ranged attack on its turn and unable to use bonus actions or reactions until the start of its next turn."
                },
                {
                    "name": "Distracting Flicker",
                    "desc": "A creature that starts its turn within 30 feet of the shadow giant and that is maintaining concentration on a spell must succeed on a DC 18 Constitution saving throw or lose concentration."
                },
                {
                    "name": "Shadow Sight",
                    "desc": "Magical darkness doesn't impede the shadow giant's darkvision."
                },
                {
                    "name": "Umbral Glimmer",
                    "desc": "At the end of each of the shadow giant's turns, it must roll a d20. On a roll of 11 or higher, it enters the Plane of"
                },
                {
                    "name": "Shadow from the Material Plane",
                    "desc": "At the start of its next turn, it returns to the Material Plane in an unoccupied space of its choice that it can see within 40 feet of the space where it vanished. If no unoccupied space is available within that range, it appears in the nearest unoccupied space.\n\nWhile in the Plane of Shadow, the shadow giant can see and hear 120 feet into the Material"
                },
                {
                    "name": "Plane",
                    "desc": "It can't affect or be affected by anything on the Material Plane while in the Plane of Shadow."
                }
            ],
            "spell_list": [],
            "page_no": 173,
            "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_shadow-giant/"
        },
        {
            "slug": "shurale",
            "desc": "At first glance this creature resembles a satyr, its lower body covered in brown fur with goat-like hooves, yet the twisted horn sprouting from its forehead and the wide, manic grin on its comical face proves it is something far more dangerous._  \n**Devilish Fey.** While many fey are evil and twisted creatures, few are worse than the dreaded shurale, a deadly satyr-like monster that causes horrible hilarity with its ticklish touch. It inflicts a victim with a deadly bout of laughter that causes its internal organs to rupture and fail. After the victim dies, the shurale cuts it into pieces, leaving the remains for the scavengers.  \n**Feeds on Laughter.** A shurale feeds on the sobbing laughs of its victims as they expire, its own health mysteriously revitalized in the process. Because of this, shurale lairs are typically located within a few miles of a humanoid settlement, where it can easily lure lone inhabitants into the woods. While most of their prey are humanoids living in alpine or heavily forested regions, shurales are not picky and have been known to attack orcs, ogres, trolls, and even hill giants.  \n**Woodcutter’s Curse.** Many believe that a shurale is the spirit of a woodcutter who died a lonely and embittered death after being ridiculed by family. While such an occurrence would be exceedingly rare and most sages scoff at such suggestions, the shurale’s skill with the woodcutter’s axe and its strange behavior cannot be denied.",
            "name": "Shurale",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 14,
            "armor_desc": null,
            "hit_points": 105,
            "hit_dice": "14d8+42",
            "speed": {
                "walk": 40
            },
            "strength": 18,
            "dexterity": 19,
            "constitution": 16,
            "intelligence": 12,
            "wisdom": 15,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": 7,
            "perception": 5,
            "skills": {
                "acrobatics": 10,
                "deception": 7,
                "perception": 5,
                "persuasion": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "charmed",
            "senses": "darkvision 60 ft., passive Perception 15",
            "languages": "Common, Sylvan",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The shurale can use Tickle. It then makes three attacks: one with its gore and two with its battleaxe."
                },
                {
                    "name": "Battleaxe",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.",
                    "attack_bonus": 7,
                    "damage_dice": "1d8+4"
                },
                {
                    "name": "Gore",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d8+4"
                },
                {
                    "name": "Tickle",
                    "desc": "The shurale touches a creature within 5 feet of it. The target must succeed on a DC 15 Wisdom saving or begin to laugh uncontrollably for 1 minute. While laughing, the target falls prone, is incapacitated, and unable to move. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the shurale's Tickle for the next 24 hours. If the target fails the saving throw three times, it must succeed on a DC 15 Constitution saving throw or be reduced to 0 hp and begin dying. On a success, the laughter ends on the target, as normal."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Magic Weapons",
                    "desc": "The shurale's weapon attacks are magical."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The shurale has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Mirthful Regeneration",
                    "desc": "The shurale regains 5 hp at the start of its turn for each creature within 30 feet of it that is incapacitated with laughter from its Tickle action. If a creature dies while suffering from the laughter, the shurale gains 15 temporary hp."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The shurale's spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components.\nAt will: dancing lights, invisibility (self only), minor illusion\n3/day each: detect thoughts, major image, misty step\n1/day: confusion"
                }
            ],
            "spell_list": [],
            "page_no": 327,
            "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_shurale/"
        },
        {
            "slug": "snow-terror",
            "desc": "A sizeable snowperson with sticks for arms, a carrot nose, and a smile etched across its face slowly turns its head. Closer inspection reveals the smile is disturbingly jagged._  \n**Demonic Snow People.** Snow terrors hail from an icy layer of the Abyss. There, they torment lesser fiends or watch as wind-whipped snow destroys visitors wholly unprepared for it. Such visitors are few and far between, leading snow terrors to travel to the Material Plane for greater chances at entertainment.  \n**Innocuous Disguise.** Snow terrors temper their desire for bloodshed and mayhem with patience. They find heavily trafficked areas and lurk nearby, observing potential prey. When choosing victims, they remain motionless in their guise as ordinary snowpersons, even allowing children to pluck the accoutrements off them.  \n**Sadistic Hunter.** A snow terror picks off lone people first, reveling in communities consequently thrown into chaos. Just before it attacks, it reveals its true form: a leering, shark-toothed snowperson with unholy light glowing in its eye sockets. It chases, catches, and devours its victims, relishing the screams as the acid churning in its guts slowly dissolves its prey. It can take on the appearance of its victims, drawing in concerned family members and neighbors before dissolving the facade to attack.",
            "name": "Snow Terror",
            "size": "Large",
            "type": "Fiend",
            "subtype": "shapechanger",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 16,
            "armor_desc": null,
            "hit_points": 127,
            "hit_dice": "15d10+45",
            "speed": {
                "walk": 30
            },
            "strength": 19,
            "dexterity": 22,
            "constitution": 17,
            "intelligence": 12,
            "wisdom": 9,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "deception": 6,
                "stealth": 9
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "acid, cold, poison",
            "condition_immunities": "frightened, poisoned",
            "senses": "darkvision 60 ft., passive Perception 9",
            "languages": "Abyssal, Common",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 14 (3d6 + 4) piercing damage plus 14 (4d6) acid damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Dexterity saving throw or be swallowed by the snow terror. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the snow terror, and it takes 14 (4d6) acid damage at the start of each of the snow terror's turns. The snow terror can have only one creature swallowed at a time.\n\nIf the snow terror takes 15 or more damage on a single turn from the swallowed creature, it must succeed on a DC 16 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 10 feet of the snow terror. If the snow terror dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.",
                    "attack_bonus": 7,
                    "damage_dice": "3d6+4"
                },
                {
                    "name": "Horrifying Visage",
                    "desc": "Each non-undead creature within 60 feet of the snow terror that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this snow terror's Horrifying Visage for the next 24 hours."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "False Appearance (Snow Person Form Only)",
                    "desc": "While the snow terror remains motionless, it is indistinguishable from an ordinary snow person."
                },
                {
                    "name": "Shapechanger",
                    "desc": "The snow terror can use its action to polymorph into a Large snow person, a snowy likeness of the creature it most recently killed, or back into its true form. Its statistics 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.\n\nWhile in the form of the creature it most recently killed, creatures that knew the mimicked creature have disadvantage on their Wisdom saving throws against its Horrifying Visage."
                }
            ],
            "spell_list": [],
            "page_no": 334,
            "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_snow-terror/"
        },
        {
            "slug": "ulnorya",
            "desc": "Eight long, writhing tentacles support and propel this snarling horror’s oblong body while its jagged maw reveals rows of razor teeth._  \n**Invisible Hunter.** The ulnorya lives to hunt, using its natural invisibility to surprise prey or swiftly chase down its next meal. Replicating itself allows the ulnorya to be its own hunting partner, and it uses this to stage ambushes or surround its victims.  \n**Magical Oddity.** Whether it was created by a mad druid or some arcane guild’s ill-advised experimentation, the ulnorya combines elements of spiders, scorpions, and octopuses. Asexual as a species, ulnorya create new offspring by implanting an egg within corpses slain by the ulnorya’s poison. Within five days, the egg hatches into a new ulnorya.",
            "name": "Ulnorya",
            "size": "Large",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 14,
            "armor_desc": null,
            "hit_points": 119,
            "hit_dice": "14d10+42",
            "speed": {
                "walk": 50,
                "climb": 30
            },
            "strength": 14,
            "dexterity": 18,
            "constitution": 17,
            "intelligence": 12,
            "wisdom": 10,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "acrobatics": 7,
                "athletics": 5,
                "perception": 6,
                "stealth": 10
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "—",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The ulnorya makes four attacks: one with its bite, one with its claw, and two with its tentacles."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage and the target must succeed on a DC 15 Constitution saving throw or take 7 (2d6) poison damage. If the poison damage reduces the target to 0 hp, the target is stable but poisoned for 1 hour, even after regaining hp, and is paralyzed while poisoned in this way.",
                    "attack_bonus": 7,
                    "damage_dice": "2d8+4"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d6+4"
                },
                {
                    "name": "Tentacle",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.",
                    "attack_bonus": 7,
                    "damage_dice": "1d4+3"
                },
                {
                    "name": "Replicate (1/Day)",
                    "desc": "The ulnorya separates itself into two identical copies for up to 1 hour. The new ulnoryas' hp totals are equal to the original ulnorya's hp total divided by 2 (rounded down), and each is affected by any conditions, spells, and other magical effects that affected the original ulnorya. The new ulnoryas otherwise retain the same statistics as the original, except neither has this action. The new ulnoryas act on the same initiative count as the original ulnorya and occupy any unoccupied spaces within 5 feet of the original ulnorya's space.\n\nIf one ulnorya starts its turn within 5 feet of its other half, they can each use their reactions to recombine. The recombined ulnorya's hp total is equal to the combined hp total of the two ulnoryas, and it is affected by any conditions, spells, and other magical effects currently affecting either of the combining ulnoryas. The ulnorya automatically recombines if both of its halves are still alive at the end of the hour. If only one ulnorya remains alive at the end of the hour, it gains this action after it finishes a long rest."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Immutable Form",
                    "desc": "The ulnorya is immune to any spell or effect that would alter its form."
                },
                {
                    "name": "Photoadaptive Hide",
                    "desc": "If the ulnorya didn't move on its previous turn, it is invisible."
                }
            ],
            "spell_list": [],
            "page_no": 354,
            "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_ulnorya/"
        },
        {
            "slug": "vexxeh",
            "desc": "This bestial creature would stand over 15 feet tall if erect but is more comfortable crouched with its knuckles resting on the ground. It wears a pair of trousers and a vest, both obviously made for someone much smaller than it. Its cunning eyes belie a malignant intelligence._  \n**Bound to Service.** Though they are not devils, vexxeh are natives of the Hells. Their susceptibility to magical domination makes them ideal lieutenants for evil spellcasters. Once a vexxeh has agreed to serve a master, it adheres to the letter of the agreement that has been struck and refuses to break the contract even under the threat of destruction.  \n**Lovers of Carnage.** Vexxeh only know joy when they are harming living creatures. They relish battle, enjoying the opportunity to shed blood and break bones. More than combat, however, vexxeh enjoy torturing mortals, especially if there is no purpose to it. The psychic distress and trauma suffered by the victims of their torture makes vexxeh gleeful.  \n**Fiendishly Polite.** Despite their love of violence, vexxeh are unfailingly polite. They mimic the etiquette and social norms of their current master’s culture, going so far as to affect mannerisms of nobility. Even when rending a creature into bloody chunks, a vexxeh acts regretful and apologetic.",
            "name": "Vexxeh",
            "size": "Huge",
            "type": "Fiend",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 94,
            "hit_dice": "9d12+36",
            "speed": {
                "walk": 40
            },
            "strength": 20,
            "dexterity": 13,
            "constitution": 19,
            "intelligence": 12,
            "wisdom": 10,
            "charisma": 12,
            "strength_save": 8,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 3,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "intimidation": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned, unconscious",
            "senses": "truesight 60 ft., passive Perception 10",
            "languages": "Common, Infernal",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The vexxeh makes three attacks: one with its bite and two with its claws. If both claw attacks hit the same target, the target and each creature within 5 feet of the target must succeed on a DC 15 Wisdom saving throw or be frightened until the end of its next turn as the vexxeh cackles with sadistic glee."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) poison damage.",
                    "attack_bonus": 8,
                    "damage_dice": "1d8+5"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "1d6+5"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Four-Legged Lope",
                    "desc": "When the vexxeh uses its action to Dash, it moves at three times its speed."
                },
                {
                    "name": "Weak Willed",
                    "desc": "The vexxeh has disadvantage on saving throws against being charmed."
                }
            ],
            "spell_list": [],
            "page_no": 360,
            "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_vexxeh/"
        },
        {
            "slug": "wintergrim",
            "desc": "This squat creature is covered in furs, making it almost as wide as it is tall. A large nose pokes through the furs, and its gentle eyes shine._  \n**Spirit of Hospitality.** Wintergrims are solitary fey who build their homes in remote locations. When they are alone, they spend much of their time traversing the territory surrounding their homes, watchful for creatures in dire straits or in need of shelter. Wintergrims offer assistance and lodging to travelers they encounter and jump to the rescue for those in immediate peril. They readily share the furs in which they bundle themselves and are often laden with warm soups and beverages they share with visitors suffering from the elements.  \n**Inscrutable Rules.** A wintergrim’s hospitality has limits, as each wintergrim has a unique set of behaviors it holds taboo within the confines of its home. Breaking its rules is so abhorrent to a wintergrim, it dares not even discuss the things it forbids. The rules range from the seemingly innocuous—such as leaving one’s boots on when entering a wintergrim’s home—to common societal norms—such as not attacking or killing another guest. Discovering a wintergrim’s proscribed behavior is difficult, since the wintergrim ignores transgressions outside its home, perhaps giving a cryptic warning that it wouldn’t tolerate the same in its domicile. Mere discussion about its rules may also provoke the fey.  \nWhatever the case, wintergrims demand rulebreakers leave their premises at once, resorting to pummeling those who fail to comply.  \n**Competent Woodsfolk.** As loners with occasional guests, wintergrims are necessarily self-sustaining. They are omnivorous, and they grow gardens, set traps, and hunt for their food. Though they are inured to cold temperatures, they enjoy having a house in which they can reside and share their hospitality. They are adept with the axes they wield to chop down trees for their homes and fires, but they are careful not to overharvest wood. Other than when they hunt, they rarely use their axes as weapons. They prefer to punch their opponents in the hope they can drive their foes away, resorting to their axes only in desperate situations.",
            "name": "Wintergrim",
            "size": "Small",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "chaotic good",
            "armor_class": 13,
            "armor_desc": "hide armor",
            "hit_points": 26,
            "hit_dice": "4d6+12",
            "speed": {
                "walk": 30
            },
            "strength": 19,
            "dexterity": 12,
            "constitution": 17,
            "intelligence": 12,
            "wisdom": 16,
            "charisma": 11,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "insight": 5,
                "nature": 3,
                "persuasion": 2,
                "survival": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold",
            "damage_immunities": "",
            "condition_immunities": "charmed",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Common, Sylvan",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Fist",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d4+4"
                },
                {
                    "name": "Handaxe",
                    "desc": "Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) slashing damage, or 8 (1d8 + 4) slashing damage if used with two hands to make a melee attack.",
                    "attack_bonus": 6,
                    "damage_dice": "1d6+4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Unique Rules",
                    "desc": "If a creature breaks one of the wintergrim's rules of conduct, it becomes enraged. The wintergrim has advantage on Charisma (Intimidation) checks and attack rolls against the offending creature. An offending creature that succeeds on a DC 14 Charisma (Persuasion) check can calm the enraged wintergrim. If the offending creature has damaged the wintergrim in the last hour, it has disadvantage on this check. A creature that succeeds on a DC 12 Intelligence (Investigation) or Wisdom (Insight) check can determine the wintergrim's rules before enraging it."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The wintergrim's innate spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells, requiring no material components.\n3/day each: goodberry, speak with animals\n1/day each: lesser restoration, protection from poison"
                }
            ],
            "spell_list": [],
            "page_no": 372,
            "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_wintergrim/"
        },
        {
            "slug": "yavalnoi",
            "desc": "Rising up from the seafloor is a nightmarish creature resembling an obese mermaid with a wide, fluked tail, claws, and a humanoid head with a fish-like mouth and large, saucer-like, yellow eyes. An organ like the anchor of a boat emerges from its brow, shedding a pale blue light that glimmers off its iridescent crimson scales._  \n**Monster Creator.** Yavalnois are wicked aberrations capable of procreating with almost any creature from the sea, be it a Open Game License",
            "name": "Yavalnoi",
            "size": "Large",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 126,
            "hit_dice": "12d10+60",
            "speed": {
                "walk": 10,
                "swim": 40
            },
            "strength": 17,
            "dexterity": 14,
            "constitution": 20,
            "intelligence": 12,
            "wisdom": 16,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "perception": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 90 ft., passive Perception 16",
            "languages": "Aquan, Primordial",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The yavalnoi makes three attacks: one with its bite, one with its claw, and one with its tail."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d10+3"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d8+3"
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d6+3"
                },
                {
                    "name": "Luminous Burst (Recharge 5-6)",
                    "desc": "The anchor-shaped organ atop the yavalnoi's head emits a burst of blue light. Each hostile creature within 30 feet of the yavalnoi must succeed on a DC 15 Wisdom saving throw or be outlined in blue light for 1 minute. While outlined in blue light, a creature can't breathe underwater. This effect dispels spells such as water breathing and temporarily suppresses water breathing granted through magic items or a creature's natural physiology. In addition, the yavalnoi and creatures friendly to the yavalnoi have advantage on attack rolls against creatures outlined in blue light. A creature outlined in blue light can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                },
                {
                    "name": "Call of the Deep (1/Day)",
                    "desc": "The yavalnoi magically calls 2d4 giant crabs or 1 giant octopus. The called creatures arrive in 1d4 rounds, acting as allies of the yavalnoi and obeying its spoken commands. The beasts remain for 1 hour, until the yavalnoi dies, or until the yavalnoi dismisses them as a bonus action."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Water Breathing",
                    "desc": "The yavalnoi can breathe only underwater."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The yavalnoi's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components.\nAt will: ray of enfeeblement, silent image\n3/day: control water, slow"
                }
            ],
            "spell_list": [],
            "page_no": 379,
            "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_yavalnoi/"
        },
        {
            "slug": "zeitgeist",
            "desc": "The mumbling humanoid alternates between bursts of speed and inactivity as it struggles to focus on the reality around it._  \nCaught in a chronological maelstrom, zeitgeists struggle to interact with whatever reality presents itself in that moment. Zeitgeists are humanoids who were warped by some misuse or accident of time magic. They are “ghosts” of time, flittering from plane to plane, timeline to timeline, unable to anchor themselves with any sort of stability for long.  \n**Fast and Slow.** Warped by time magic, a zeitgeist finds itself alternating between speeding around its foes and being barely able to keep up with them. This alternating is random and outside of the zeitgeist’s control, often pulling it forward in the middle of a conversation or slowing it when attempting to escape an enemy.  \n**Unstable Body and Mind.** The constant instability of being pulled between planes and timelines leaves zeitgeists unable to focus, at best, and deranged, at worst. If a moment of clarity pierces its madness, a zeitgeist might attempt a quick conversation or simply remain motionless, enjoying the temporary reprieve from its tortured existence.  \n**Still Living.** Though named “ghosts,” zeitgeists aren’t dead; rather, something mysterious about their situation sustains them. Similar to a ghost, a zeitgeist might be tied to a particular location, albeit at different points in time. The location might be the site of the magical mishap that created it, a place steeped in planar or time magic, or a place stable enough in time to help the zeitgeist anchor itself and its sanity.  \n**Timewarped Nature.** A zeitgeist doesn’t require air, food, drink, or sleep.",
            "name": "Zeitgeist",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 14,
            "armor_desc": "16 in Darting Form",
            "hit_points": 82,
            "hit_dice": "11d8+33",
            "speed": {
                "walk": 20
            },
            "strength": 17,
            "dexterity": 18,
            "constitution": 16,
            "intelligence": 12,
            "wisdom": 10,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "psychic",
            "condition_immunities": "exhaustion, frightened",
            "senses": "passive Perception 10",
            "languages": "Common",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "In its darting form, the zeitgeist makes three darting rend attacks. In its sluggish form, the zeitgeist makes two sluggish slam attacks."
                },
                {
                    "name": "Darting Rend (Darting Form Only)",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) slashing damage plus 7 (2d6) force damage.",
                    "attack_bonus": 7,
                    "damage_dice": "1d4+4"
                },
                {
                    "name": "Sluggish Slam (Sluggish Form Only)",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 feet., one target. Hit: 12 (2d8 + 3) bludgeoning damage plus 7 (2d6) force damage. If the zeitgeist scores a critical hit, the target is also knocked prone.",
                    "attack_bonus": 6,
                    "damage_dice": "2d8+3"
                },
                {
                    "name": "Tormented Scream (Recharge 5-6)",
                    "desc": "The zeitgeist cries out, releasing some of its internal torment in a 30-foot cone. Each creature in that area must make a DC 15 Intelligence saving throw, taking 21 (6d6) psychic damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Rewind (Recharge 4-6)",
                    "desc": "When the zeitgeist takes damage or when it starts its turn afflicted with a condition, it can rewind time around it, preventing the damage or undoing the condition. It can use this reaction even while paralyzed or stunned."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Darting Escape (Darting Form Only)",
                    "desc": "The zeitgeist can take the Dash or Disengage action as a bonus action on each of its turns."
                },
                {
                    "name": "Timewarped Body",
                    "desc": "At the start of each of the zeitgeist's turns, roll a die. On an even roll, its body stretches and speeds up as it takes on a darting form. On an odd roll, its body becomes more solid and slows down as it takes on a sluggish form. Its statistics are the same in each form, except as noted here.\n* Darting Form. While in a Darting form, the zeitgeist's Armor Class increases by 2, and its speed is 40 feet.\n* Sluggish Form. While in a Sluggish form, the zeitgeist has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, and its speed is 20 feet."
                }
            ],
            "spell_list": [],
            "page_no": 383,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_zeitgeist/"
        },
        {
            "slug": "algorith",
            "desc": "_Sometimes called folding angels, algoriths are lawful beings made from sheer force, pure math, and universal physical laws._  \n**Creatures of Pure Reason.**They are the border guards of the Conceptual Realms, warding subjective beings from the Realms of the Absolute. Eternal, remorseless, and unceasingly vigilant, they guard against the monstrosities that lurk in the multiverse’s most obscure dimensions, and seek out and eliminate chaos even from the abodes of the gods.  \n**Foes of Chaos.**They visit mortal realms when chaos threatens to unravel a location, or when the skeins of fate are tangled. On some occasions, an algorith will serve a god of Law or answer the summons of a skein witch.  \nAlgoriths fight with conjured blades of force, and they can also summon universal energy that deconstructs randomness, weakening enemies or reducing them to finely ordered crystalline dust.  \n**Social but Mysterious.** In groups, they move and fight in silent coordination. Only tiny variations in the formulas etched into their skins identify one algorith from another. Five is a number of extreme importance to all algoriths, but few are willing (or able) to explain why to anyone who isn’t an algorith. Algoriths may have castes, ranks, or commanders, but no mortal has decoded the mathematical blazons adorning their flesh.The algoriths themselves refuse to discuss these formulas with those who do not comprehend them.  \n**Constructed Nature.** An algorith doesn’t require air, food, drink, or sleep.",
            "name": "Algorith",
            "size": "Medium",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "lawful neutral",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 136,
            "hit_dice": "16d8+64",
            "speed": {
                "walk": 40,
                "fly": 40
            },
            "strength": 21,
            "dexterity": 14,
            "constitution": 19,
            "intelligence": 13,
            "wisdom": 16,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": 8,
            "perception": 7,
            "skills": {
                "athletics": 9,
                "insight": 7,
                "investigation": 5,
                "perception": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold, lightning",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 60 ft., passive Perception 17",
            "languages": "Common, Celestial, Draconic, Infernal",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The algorith makes two logic razor attacks."
                },
                {
                    "name": "Logic Razor",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 31 (4d12 + 5) force damage.",
                    "attack_bonus": 9,
                    "damage_dice": "4d12"
                },
                {
                    "name": "Cone of Negation (Recharge 5-6)",
                    "desc": "An algorith can project a cone of null energy. Targets inside the 30 foot cone take 42 (12d6) force damage and suffer the effect of a dispel magic spell. A successful DC 16 Dexterity saving throw reduces the damage to half and negates the dispel magic effect on that target."
                },
                {
                    "name": "Reality Bomb (5/Day)",
                    "desc": "The algorith can summon forth a tiny rune of law and throw it as a weapon. Any creature within 30 feet of the square where the reality bomb lands takes 21 (6d6) force damage and is stunned until the start of the algorith's next turn. A target that makes a successful DC 16 Dexterity saving throw takes half damage and isn't stunned."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Immutable Form",
                    "desc": "The algorith is immune to any spell or effect that would alter its form."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The algorith's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:\n\nat will: aid, blur, detect magic, dimension door\n\n5/day each: dispel magic\n\n1/day: commune (5 questions), wall of force"
                }
            ],
            "spell_list": [],
            "page_no": 14,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_algorith/"
        },
        {
            "slug": "bereginyas",
            "desc": "_These small, winged faeries appear to be made out of gray mist, and can conceal themselves completely in the fogbanks and clouds enshrouding their mountainous lairs._  \n**Mist Dancers.** These evil and cunning faeries (whose name means “mist dancers” in Old Elvish) overcome their victims by seeping into their lungs and choking them on the bereginyas’s foul essence.  \n**Mountain Spirits.** They are most commonly found in the highest mountain ranges, often above the treeline, but they can be encountered in any foggy or misty mountainous region. Shepherds and goatherds often leave bits of milk or cheese to placate them; these offerings are certainly welcome during the spring lambing season.",
            "name": "Bereginyas",
            "size": "Tiny",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 70,
            "hit_dice": "20d4+20",
            "speed": {
                "walk": 20,
                "fly": 60
            },
            "strength": 14,
            "dexterity": 20,
            "constitution": 12,
            "intelligence": 13,
            "wisdom": 12,
            "charisma": 11,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "perception": 5,
                "stealth": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "bludgeoning",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 15",
            "languages": "Common, Elvish, Sylvan",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The bereginyas makes two claw attacks. If both attacks hit the same target, the target is grappled (escape DC 12) and the bereginyas immediately uses Smother against it as a bonus action."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "1d8"
                },
                {
                    "name": "Smother",
                    "desc": "If the bereginyas grapples an opponent, it extends a semi-solid gaseous tendril down the target's throat as a bonus action. The target must make a successful DC 14 Strength saving or it is immediately out of breath and begins suffocating. Suffocation ends if the grapple is broken or if the bereginyas is killed."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 36,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_bereginyas/"
        },
        {
            "slug": "boloti",
            "desc": "_This small, leering water spirit resembles a cross between a gray frog and a damp scarecrow, with small tendrils sprouting from all its extremities. It has water wings seemingly made out of jellyfish flesh, allowing it to jet through the water at high speeds._  \n**Swamp Robbers.** Known as “uriska” in Draconic, the bolotis are small, swamp-dwelling water spirits which delight in drowning unsuspecting victims in shallow pools and springs, then robbing their corpses of whatever shiny objects they find. Bolotis use their magical vortex to immobilize their victims and drag them to a watery death. They delight in storing up larders of victims under winter ice or under logs.  \n**Fond of Allies.** Bolotis sometimes team up with vodyanoi, miremals, and will-o’-wisps to create cunning ambushes. They are happy with a single kill at a time.",
            "name": "Boloti",
            "size": "Tiny",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 63,
            "hit_dice": "14d4+28",
            "speed": {
                "walk": 20,
                "swim": 60
            },
            "strength": 12,
            "dexterity": 20,
            "constitution": 14,
            "intelligence": 13,
            "wisdom": 12,
            "charisma": 11,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Common, Primordial, Sylvan",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Dagger",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "1d4"
                },
                {
                    "name": "Vortex (1/Day)",
                    "desc": "A boloti can transform into a vortex of swirling, churning water for up to 4 minutes. This ability can be used only while the boloti is underwater, and the boloti can't leave the water while in vortex form. While in vortex form, the boloti can enter another creature's space and stop there in vortex form. In this liquid form, the boloti still takes normal damage from weapons and magic. A creature in the same space as the boloti at the start of the creature's turn takes 9 (2d8) bludgeoning damage unless it makes a successful DC 15 Dexterity saving throw. If the creature is Medium or smaller, a failed saving throw also means it is grappled (escape DC 11). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw succeeds, the target is pushed 5 feet so it is out of the boloti's space."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The boloti can breathe air and water."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the boloti's innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components:\n\nat will: detect magic, water walk\n\n3/day: control water, create or destroy water, fog cloud, invisibility, see invisibility, water breathing\n\n1/day: wall of ice"
                },
                {
                    "name": "Water Mastery",
                    "desc": "A boloti has advantage on attack rolls if both it and its opponent are in water. If the opponent and the boloti are both on dry ground, the boloti has disadvantage on attack rolls."
                }
            ],
            "spell_list": [],
            "page_no": 38,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_boloti/"
        },
        {
            "slug": "bucca",
            "desc": "_These tiny, obsidian-skinned, bat-winged fey always have a hungry look, leering with razor-sharp fangs showing and licking their leathery faces with their forked, purple tongues._  \n**Hidden in Crevices.** Buccas are tiny, underground faeries who are also known as “snatchers,” because they love to steal from miners and hoard precious minerals and gems in tiny, trap‑filled crevices. Their small size makes them easy to overlook.  \n**Treasure Finders.** Buccas are often enslaved by derro as treasure seekers and can be summoned by some derro shamans. Buccas are the bane of the dwarves of many mountains and hilly cantons, serving as spies and scouts for evil humanoids.  \n**Bat Friends.** Buccas often train bats as mounts, messengers, and guard animals. On occasion they sell them to goblins and kobolds.",
            "name": "Bucca",
            "size": "Tiny",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 27,
            "hit_dice": "5d4+15",
            "speed": {
                "walk": 20,
                "fly": 30
            },
            "strength": 10,
            "dexterity": 16,
            "constitution": 17,
            "intelligence": 13,
            "wisdom": 9,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 1,
            "skills": {
                "perception": 1,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Darakhul, Dwarvish",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Dagger",
                    "desc": "Melee Weapon Damage: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw against poison or take 1d2 Strength damage. The target must repeat the saving throw at the end of each of its turns, and it loses another 1d2 Strength for each failed saving throw. The effect ends when one of the saving throws succeeds or automatically after 4 rounds. All lost Strength returns after a long rest."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Flyby",
                    "desc": "The bucca doesn't provoke an opportunity attack when it flies out of an enemy's reach."
                },
                {
                    "name": "Vulnerability to Sunlight",
                    "desc": "A bucca takes 1 point of radiant damage for every minute it is exposed to sunlight."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the bucca's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:\n\nat will: invisibility\n\n3/day each: darkness, ensnaring strike, locate object"
                }
            ],
            "spell_list": [],
            "page_no": 46,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_bucca/"
        },
        {
            "slug": "child-of-the-briar",
            "desc": "_Its eyes gleam like polished walnuts, and its sly smile seems oddly placed on the tiny body, covered in spikes and thorns. The creature’s waist is no thicker than a clenched fist, and its sinuous arms are no wider than a finger but twice the length of its body._  \n**Born of Magic.** Children of the briar are a frequent nuisance to fey and mortal alike. They grow in deep briar patches in forest clearings or along sunny hillsides and riverbanks. More rarely, they spawn when a sorcerer or magical creature’s blood is spilled on the forest floor, or when summoned into being by obscure druidic items of power.  \n**Thorn Fortresses.** Despite their size, children of the briar gather in great numbers, cultivating ancient forest thickets into veritable fortresses. Wise men flee when they hear their clicking language in the underbrush, for the children have all the capricious wickedness of spiteful children and a taste for blood.  \n**Spies and Scouts.** From their lairs, the children of the briar creep far and wide to spy on the forest’s inhabitants, sometimes using spiders, monstrous centipedes, and giant dragonflies as mounts. They converse with travelers bearing interesting news, but their words are thorned with gleeful malice, jealous bile, and lies. They are not above murder. They trade news and gossip for trinkets, favors, and drops of spilled blood.  \nThe fey have long used the children of the briar as spies and informants, and the power of the Otherworld now courses through their veins, allowing them to work simple magical tricks and slip between the mortal and faerie realms with relative ease.",
            "name": "Child Of The Briar",
            "size": "Tiny",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 50,
            "hit_dice": "20d4",
            "speed": {
                "walk": 20,
                "climb": 10
            },
            "strength": 6,
            "dexterity": 17,
            "constitution": 11,
            "intelligence": 13,
            "wisdom": 10,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "perception": 4,
                "stealth": 7
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "Briarclick, Common, Sylvan",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "A child of the briar makes two claw attacks. If both attacks hit the same target, the target is grappled (escape DC 13) and the child of the briar uses its Thorny Grapple on it."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Spitdart Tongue (Recharge 4-6)",
                    "desc": "Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Every child of the briar can shoot thorns from its mouth.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6+3"
                },
                {
                    "name": "Entangle",
                    "desc": "Two children of the briar working together can cast a version of the entangle spell with no components, at will. Both creatures must be within 10 feet of each other, and both must use their action to cast the spell. The entangled area must include at least one of the casters but doesn't need to be centered on either caster. Creatures in the area must make a DC 13 Strength saving throw or be restrained. All children of the briar are immune to the spell's effects."
                },
                {
                    "name": "Thorny Grapple",
                    "desc": "A child of the briar's long thorny limbs help it grapple creatures up to Medium size. A grappled creature takes 2 (1d4) piercing damage at the end of the child's turn for as long as it remains grappled."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Fey Blood",
                    "desc": "Children of the briar count as both plant and fey for any effect related to type."
                }
            ],
            "spell_list": [],
            "page_no": 56,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_child-of-the-briar/"
        },
        {
            "slug": "desert-giant",
            "desc": "_The towering woman rises up from the desert sand. Her pale brown robe almost perfectly matches the gritty terrain, and her roughly textured skin is a rich walnut brown._  \nDesert giants live in arid wastelands that were once a thriving giant empire. Their rich brown skin is rough-textured, and they dress in light robes matching the color of the sand, accented (when they aren’t trying to blend in) with brightly colored head cloths and sashes. Beneath their robes, the desert giants paint or tattoo their skin with intricate designs in a riot of colors that outsiders rarely see.  \n**Wandering Legacy.** Desert giants subsist in the scorching wastes by moving from oasis to oasis. They follow herds of desert animals that they cultivate for milk, meat, and hides, and they shun most contact with settled people. They can survive the blazing heat of the high summer, because desert giants know secret ways with relatively plentiful water and the location of cool, shaded caverns.  \nWhile in ages past the desert giants lived in stationary settlements and cities, the fall of their ancient empire drove them into the dunes. The truth behind their nomadic lifestyle is a sore spot; should any outsider learn the truth, the desert giants stop at nothing to permanently silence the inquisitive soul.  \n**Keepers of the Past.** Over time, wandering desert giants amass vast knowledge of ruins and relics scattered across and beneath their homeland. On rare occasions that the tribes require something of outsiders, this information is their most valuable commodity. Relics of the past, or simply the location of unplundered ruins, can purchase great advantage for the tribe.  \nThe designs the giants painstakingly inscribe on their bodies tell a tale that, if woven together correctly, reveals an entire tribe’s collected discoveries. For this reason, the desert giants hold the bodies of their dead in sacred esteem. They go to extraordinary lengths to recover their dead, so they can divide the knowledge held on the deceased’s skin among other tribe members. In the cases of desert giant elders, this hidden writing may be equivalent to spell scrolls.",
            "name": "Desert Giant",
            "size": "Huge",
            "type": "Giant",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 175,
            "hit_dice": "14d12+84",
            "speed": {
                "walk": 40
            },
            "strength": 27,
            "dexterity": 10,
            "constitution": 22,
            "intelligence": 13,
            "wisdom": 18,
            "charisma": 15,
            "strength_save": 12,
            "dexterity_save": null,
            "constitution_save": 10,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 6,
            "perception": 8,
            "skills": {
                "perception": 8,
                "stealth": 4,
                "survival": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "fire",
            "condition_immunities": "",
            "senses": "passive Perception 18",
            "languages": "Common, Giant",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The giant makes two falchion attacks."
                },
                {
                    "name": "Falchion",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 23 (6d4 + 8) slashing damage.",
                    "attack_bonus": 12,
                    "damage_dice": "6d4"
                },
                {
                    "name": "Rock",
                    "desc": "Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.",
                    "attack_bonus": 12,
                    "damage_dice": "4d10"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Sand Camouflage",
                    "desc": "The giant has advantage on Dexterity (Stealth) checks made to hide in sandy terrain."
                },
                {
                    "name": "Wasteland Stride",
                    "desc": "The giant ignores difficult terrain caused by sand, gravel, or rocks."
                }
            ],
            "spell_list": [],
            "page_no": 222,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_desert-giant/"
        },
        {
            "slug": "dullahan",
            "desc": "_The black horse strides out of the shadows with its nostrils huffing steam. Its rider, swathed in black leather, raises his arm to reveal not a lantern but its own severed, grinning head._  \nThough it appears to be a headless rider astride a black horse, the dullahan is a single creature. The fey spirit takes the shape of the rider holding its own head aloft like a lantern, or (more rarely) the form of an ogre cradling its head in one arm.  \n**Harbingers of Death.** Hailing from the darkest of fey courts, the dullahan are macabre creatures that walk hand in hand with death. They sometimes serve powerful fey lords and ladies, riding far and wide in the capacity of a herald, bard, or ambassador. More often than not they carry doom to a wretch who roused their lord’s ire.  \n**Relentless Nature.** The dullahan doesn’t require food, drink, or sleep.",
            "name": "Dullahan",
            "size": "Large",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 178,
            "hit_dice": "17d10+85",
            "speed": {
                "walk": 60
            },
            "strength": 19,
            "dexterity": 18,
            "constitution": 20,
            "intelligence": 13,
            "wisdom": 15,
            "charisma": 17,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "intimidation": 7,
                "perception": 6,
                "persuasion": 7,
                "survival": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "necrotic",
            "condition_immunities": "charmed, frightened, exhaustion",
            "senses": "blindsight 60 ft., passive Perception 16",
            "languages": "Common, Elvish, Sylvan",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dullahan makes two attacks with its spine whip."
                },
                {
                    "name": "Spine Whip",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) slashing damage plus 10 (3d10) necrotic damage. If the target is a creature it must make a DC 15 Constitution saving throw or be wracked with pain and fall prone.",
                    "attack_bonus": 8,
                    "damage_dice": "2d10"
                },
                {
                    "name": "Seal the Doom",
                    "desc": "The dullahan points at a creature marked by Deathly Doom within 40 feet than it can see. The creature must succeed at a DC 15 Constitution saving throw against this magic or immediately drop to 0 hit points. A creature that successfully saves is immune to this effect for 24 hours."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Interposing Glare",
                    "desc": "When the dullahan is hit by a melee attack it can move its severed head in front of the attacker's face. The attacker is affected by the dullahan's Baleful Glare immediately. If the creature is averting its eyes this turn, it must still make the save, but does so with advantage."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Baleful Glare",
                    "desc": "When a creature that can see the eyes of the dullahan's severed head starts its turn within 30 feet of the dullahan, the dullahan can force it to make a DC 15 Wisdom saving throw if the dullahan isn't incapacitated and can see the creature. On a failed save, the creature is frightened until the start of its next turn. While frightened in this way the creature must move away from the dullahan, and can only use its action to Dash. If the creature is affected by the dullahan's Deathly Doom trait, it is restrained while frightened instead. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the dullahan until the start of its next turn, when it can avert its eyes again. If the creature looks at the dullahan in the meantime, it must immediately make the save."
                },
                {
                    "name": "Deathly Doom (1/Day)",
                    "desc": "As a bonus action, the dullahan magically dooms a creature. The dullahan knows the direction to the doomed creature as long as it is on the same plane."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the dullahan's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The dullahan can innately cast the following spells, requiring no material or somatic components:\n\nat will: bane, chill touch, hex, knock\n\n3/day each: false life, see invisibility\n\n1/day: blight"
                },
                {
                    "name": "Relentless Advance",
                    "desc": "The dullahan is unaffected by difficult terrain, and can ride over water and other liquid surfaces."
                }
            ],
            "spell_list": [],
            "page_no": 161,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_dullahan/"
        },
        {
            "slug": "erina-defender",
            "desc": "_This small humanoid has a slightly pointed face with bright, brown eyes and a black, snout-like nose. Its skin is covered in short, tan fur, and its head, shoulders, and back have smoothed-down quills._  \nErinas, or hedgehog folk, are a small, communal race.  \n_**Burrowed Villages.**_ Natural diggers at heart, erinas live in shallow networks of tunnels and chambers they excavate themselves. Enemies who attack the peaceful erinas easily become confused and lost in the mazelike tunnels. On their own ground, the erinas can easily evade, outmaneuver, or surround invaders. They often lure them onto choke points where the enemy can be delayed endlessly while noncombatants and valuables are hustled to safety through other tunnels.  \n_**Scroungers and Gatherers.**_ Erinas are naturally curious. They tend to explore an area by tunneling beneath it and popping up at interesting points. They dislike farming, but subsist mainly on the bounty of the land surrounding their homes. In cities, they still subsist on what they can find, and they have a knack for finding whatever they need. Sometimes they are called thieves, but they aren’t greedy or malicious. They take only what they need, and seldom take anything from the poor. Some humans even consider it lucky to have a family of erinas nearby.  \nAs the largest and hardiest of their kind, erina defenders take the defense of their home tunnels very seriously, and are quite suspicious of outsiders. Once an outsider proves himself a friend, they warm considerably, but until then defenders are quite spiky.",
            "name": "Erina Defender",
            "size": "Small",
            "type": "Humanoid",
            "subtype": "erina",
            "group": null,
            "alignment": "neutral",
            "armor_class": 15,
            "armor_desc": "chain shirt",
            "hit_points": 44,
            "hit_dice": "8d6+16",
            "speed": {
                "walk": 20,
                "burrow": 20
            },
            "strength": 11,
            "dexterity": 14,
            "constitution": 14,
            "intelligence": 13,
            "wisdom": 12,
            "charisma": 11,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "athletics": 4,
                "perception": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "poison",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Common, Erina",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The erina defender makes two attacks."
                },
                {
                    "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: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d6+2"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Protect",
                    "desc": "The erina imposes disadvantage on an attack roll made against an ally within 5 feet of the erina defender."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Keen Smell",
                    "desc": "The erina has advantage on Wisdom (Perception) checks that rely on smell."
                },
                {
                    "name": "Hardy",
                    "desc": "The erina has advantage on saving throws against poison."
                },
                {
                    "name": "Spines",
                    "desc": "An enemy who hits the erina with a melee attack while within 5 feet of it takes 5 (2d4) piercing damage."
                }
            ],
            "spell_list": [],
            "page_no": 178,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_erina-defender/"
        },
        {
            "slug": "erina-scrounger",
            "desc": "_This small humanoid has a slightly pointed face with bright, brown eyes and a black, snout-like nose. Its skin is covered in short, tan fur, and its head, shoulders, and back have smoothed-down quills._  \nErinas, or hedgehog folk, are a small, communal race.  \n_**Burrowed Villages.**_ Natural diggers at heart, erinas live in shallow networks of tunnels and chambers they excavate themselves. Enemies who attack the peaceful erinas easily become confused and lost in the mazelike tunnels. On their own ground, the erinas can easily evade, outmaneuver, or surround invaders. They often lure them onto choke points where the enemy can be delayed endlessly while noncombatants and valuables are hustled to safety through other tunnels.  \n_**Scroungers and Gatherers.**_ Erinas are naturally curious. They tend to explore an area by tunneling beneath it and popping up at interesting points. They dislike farming, but subsist mainly on the bounty of the land surrounding their homes. In cities, they still subsist on what they can find, and they have a knack for finding whatever they need. Sometimes they are called thieves, but they aren’t greedy or malicious. They take only what they need, and seldom take anything from the poor. Some humans even consider it lucky to have a family of erinas nearby.",
            "name": "Erina Scrounger",
            "size": "Small",
            "type": "Humanoid",
            "subtype": "erina",
            "group": null,
            "alignment": "neutral",
            "armor_class": 12,
            "armor_desc": "leather armor",
            "hit_points": 22,
            "hit_dice": "4d6+8",
            "speed": {
                "walk": 20,
                "burrow": 20
            },
            "strength": 9,
            "dexterity": 12,
            "constitution": 14,
            "intelligence": 13,
            "wisdom": 10,
            "charisma": 11,
            "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": "poison",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "Common, Erina",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Dagger",
                    "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.",
                    "attack_bonus": 3,
                    "damage_dice": "1d4"
                },
                {
                    "name": "Sling",
                    "desc": "Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.",
                    "attack_bonus": 3,
                    "damage_dice": "1d4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Keen Smell",
                    "desc": "The erina has advantage on Wisdom (Perception) checks that rely on smell."
                },
                {
                    "name": "Hardy",
                    "desc": "The erina has advantage on saving throws against poison."
                },
                {
                    "name": "Spines",
                    "desc": "An enemy who hits the erina with a melee attack while within 5 feet of it takes 2 (1d4) piercing damage."
                }
            ],
            "spell_list": [],
            "page_no": 178,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_erina-scrounger/"
        },
        {
            "slug": "flame-dragon-wyrmling",
            "desc": "_The dragon bears black scales, more charred than naturally colored. Cracks between the scales glow a dull red, until the dragon rears its head and roars. Red embers become bright orange flames as the creature lights up from tail to maw._  \nThe flame dragons are capricious creatures, fascinated by dark emotions and destructive passions. The dragons of eternal fire are proud and jealous, quick to anger, and utterly unforgiving. They bring complete and total ruin to entire civilizations for trivial reasons, but their true motivation is the fun to be had. These burning serpents treat rage, deceit, and despair as toys for their amusement. “May you be the fire’s plaything” is a curse often used by the foolish.  \n_**Taunting Others.**_ The hot-blooded creatures tease their victims like cats, seeing the world and all within it as their rightful prey. Young flame dragons are less subtle than their elders. Wyrmlings may force a woman to watch her family die or ruin a beautiful face for pleasure—direct and evil. As the dragon matures, this natural sadism develops into a desire for more complicated sport. Aging dragons of fire use politics, murder, and magic in elaborate schemes only their ilk can appreciate. Many create plots so intricate and layered that they lack a true resolution, creating only endless manipulation. A hero might foil an assassination only to see the king thus saved become a despot. She might defeat the vizier whispering lies in the ruler’s ear only to discover he was a pawn in a vast conspiracy. Dark ambitions, poisoned daggers, and old vendettas build such momentum that one scheme begins each time another ends. Often, even killing the draconic mastermind cannot extinguish the fires it started.  \n_**Malevolent Purpose.**_ The results of these schemes are secondary to the enjoyment they derive from pursuing a nebulous and everchanging goal. Some spend centuries torturing a family line for nothing more than trespassing on the dragon’s land. Others plot eternal curses after twisting poorly chosen words into the most dire of insults. The vengeance itself is not as important as having an excuse to hate, plot, and ruin. Flame dragons relish such opportunities for revenge, seeing each as a delightful hobby. The disruption of a game kindles a true and terrible rage, and in these rare moments of defeat, their anger can be catastrophic. Entire cities burn.  \n_**Fond of Souvenirs.**_ Flame dragons are as materialistic and territorial as other true dragons. Each pursues an individual obsession it fixates upon with mad devotion to fill its hoard. Some corrupt innocence, others push nations to war, but they always collect a memento for each victory, whether petty or grand. One might collect scorched skulls, while another saves the melted treasures of toppled empires. When not out sowing discord, the ancient flame dragons enjoy contemplating their hoards. Every piece reminds them of their own majesty and genius.  \nNothing is safe from a flame dragon’s endless scheming and narcissism. They crave absolute attention and constant reassurance. Anyone who humiliates a flame dragon would be wiser to kill it. Its survival ensures the dragon’s undivided attention for generations. It would be wiser still to make certain there is not a trace of involvement in a flame dragon’s death. All burning serpents see the murder of one of their kin as the gravest insult.  \n\n## Flame Dragon’s Lair\n\n  \nFlame dragons dwell in lairs where a burning fire is always near: volcanoes, sulfur mines, caves full of geysers, and places where the Elemental Plane of Fire touches the Material Plane. Whatever the place, its purpose is always to serve as a showcase of all the trophies the dragon has collected. Carefully arranged and organized prizes decorate the walls, sometimes even protected behind crystal walls. This display both feeds the dragon's vanity and pride, and also serves as a lure to attract adventurers, since flame dragons love to encourage the lowest instincts in their prey.  \nMany of these lairs feature a huge, reflective surface. A flame dragon likes nothing more than itself.  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row.\n* A cloud of smoke swirls in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners and the area is lightly obscured. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.\n* The ground erupts with volcanic force at a point the dragon can see within 120 feet of it. Any creature within 20 feet of the point must make a successful DC 15 Dexterity saving throw or be knocked prone and trapped in the ground. A creature trapped in this way is restrained and can’t stand up. A creature can end the restraint if it or another creature takes an action to make a successful DC 15 Strength check.\n* A wall of fire rises up from the ground within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, can take any shape the dragon wants, and blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the saving throw takes 21 (6d6) fire damage. Each creature that enters the wall for the first time each turn or ends its turn there takes 21 (6d6) fire damage. The wall is extinguished when the dragon uses this lair action again or when the dragon dies.\n  \n### Regional Effects\n\n  \nThe region containing a legendary flame dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:\n* Arguments and misunderstandings erupt easily within 6 miles of the lair. Friendships are easily broken and criminal acts are common.\n* Temperatures rise within 6 miles of the lair. Crops wither, producing famines.\n* Sulfur geysers form in and around the dragon’s lair. Some of them erupt only once an hour, so they’re spotted only with a successful DC 20 Wisdom (Perception) check. A creature on top of an erupting geyser takes 21 (6d6) fire damage, or half damage with a successful DC 15 Dexterity saving throw.\n  \nIf the dragon dies, the arguments and misunderstandings disappear immediately and the temperatures go back to normal within 1d10 days. Any geysers remain where they are.",
            "name": "Flame Dragon Wyrmling",
            "size": "Medium",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 52,
            "hit_dice": "8d8+16",
            "speed": {
                "walk": 30,
                "climb": 30,
                "fly": 60
            },
            "strength": 12,
            "dexterity": 14,
            "constitution": 15,
            "intelligence": 13,
            "wisdom": 12,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": 4,
            "constitution_save": 4,
            "intelligence_save": null,
            "wisdom_save": 3,
            "charisma_save": 5,
            "perception": 5,
            "skills": {
                "deception": 5,
                "insight": 3,
                "perception": 5,
                "persuasion": 5,
                "stealth": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "fire",
            "condition_immunities": "",
            "senses": "blindsight 30ft, darkvision 120ft, passive Perception 15",
            "languages": "Common, Draconic, Ignan",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d10 + 1) piercing damage plus 3 (1d6) fire damage.",
                    "attack_bonus": 3,
                    "damage_dice": "1d10+1"
                },
                {
                    "name": "Fire Breath (Recharge 5-6)",
                    "desc": "The dragon exhales fire in a 10-foot cone. Each creature in that area takes 24 (7d6) fire damage, or half damage with a successful DC 12 Dexterity saving throw."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 129,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_flame-dragon-wyrmling/"
        },
        {
            "slug": "ghoul-imperial",
            "desc": "",
            "name": "Ghoul, Imperial",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 16,
            "armor_desc": "breastplate",
            "hit_points": 93,
            "hit_dice": "17d8+17",
            "speed": {
                "walk": 30,
                "burrow": 15
            },
            "strength": 16,
            "dexterity": 14,
            "constitution": 12,
            "intelligence": 13,
            "wisdom": 14,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, exhaustion, poisoned",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Common, Darakhul, Undercommon",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The imperial ghoul makes one bite attack and one claws attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and if the target creature is humanoid it must succeed on a DC 11 Constitution saving throw or contract darakhul fever.",
                    "attack_bonus": 5,
                    "damage_dice": "2d8+3"
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +5 to hit, reach, one target. Hit: 17 (4d6 + 3) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 11 Constitution saving throw or be paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                    "attack_bonus": 5,
                    "damage_dice": "4d6"
                },
                {
                    "name": "Light Crossbow",
                    "desc": "Ranged Weapon Attack: +4 to hit, range 80/320, one target. Hit: 8 (1d8 + 2) piercing damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Turning Defiance",
                    "desc": "The imperial ghoul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead."
                }
            ],
            "spell_list": [],
            "page_no": 220,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_ghoul-imperial/"
        },
        {
            "slug": "jaculus",
            "desc": "_This small dragon has feathered wings on its forearms and powerful legs it uses to cling to trees._  \nThe jaculus (plural jaculi), is a draconic predator that roams the forest and jungle looking for valuable objects it can add to its hoard. Also called the javelin snake, a jaculus loves shiny or reflective items, and it is clever enough to identify items of real value. It will fight and kill to take items it desires, which it stashes inside hollow trees far from any forest trail.  \n**Leapers.** Jaculi are far better jumpers than flyers. They can jump 18 feet horizontally or 12 feet vertically after taking a single 2-foot step. They even climb faster than they fly, so they use their wings to flap clumsily back into the trees only when necessary.  \n**Teamwork Thievery.** Jaculi are among the least intelligent of the dragons—but they’re still smarter than most humans, and they’re known to pursue cunning and complicated plots to build their hoards. Many traditional tales tell of jaculi in the southern forests working as teams to separate merchants and other travelers from their wealth, figuring out ways to abscond with gems and jewelry before the owners even know they’ve been robbed. Some jaculi may feign docility or even pretend to be friendly and helpful, but wise travelers know that the creatures drop such ruses as soon as they can steal what they’re really after.",
            "name": "Jaculus",
            "size": "Small",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 65,
            "hit_dice": "10d6+30",
            "speed": {
                "walk": 20,
                "climb": 20,
                "fly": 10
            },
            "strength": 14,
            "dexterity": 18,
            "constitution": 17,
            "intelligence": 13,
            "wisdom": 13,
            "charisma": 13,
            "strength_save": 4,
            "dexterity_save": 6,
            "constitution_save": 5,
            "intelligence_save": null,
            "wisdom_save": 3,
            "charisma_save": 3,
            "perception": 3,
            "skills": {
                "acrobatics": 6,
                "perception": 3,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, lightning",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "blindsight 10 ft., darkvision 60 ft., passive Perception 13",
            "languages": "Common, Draconic",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The jaculus makes one jaws attack and one claws attack."
                },
                {
                    "name": "Jaws",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 2) piercing damage.",
                    "attack_bonus": 4,
                    "damage_dice": "2d4"
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 2) slashing damage.",
                    "attack_bonus": 4,
                    "damage_dice": "2d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Spearhead",
                    "desc": "If the jaculus moves at least 10 feet straight toward a target and hits that target with a jaws attack on the same turn, the jaws attack does an extra 4 (1d8) piercing damage."
                }
            ],
            "spell_list": [],
            "page_no": 258,
            "environments": [],
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            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_jaculus/"
        },
        {
            "slug": "kalke",
            "desc": "_Combining the head of a goat and the body of a monkey makes the creature odd enough; combining the social grace of a baboon with pretensions of a scholar makes it more comical than threatening._  \nFiendish pests that infest derelict wizards’ towers and laboratories, the kalkes are either the by-product of botched gates into the lower realms or the personification of an evil deity’s contempt for wizards. All kalkes act with the arrogance of magi while having the social characteristics of baboons. Being of fiendish blood, kalkes do not age and require neither food nor drink. Though lacking any formal spellcasting ability, all kalkes can produce magical effects through the dramatic mumming of largely spontaneous and unstudied rituals.  \n**Hoard Magical Paraphernalia.** The drive to produce ever more fanciful rituals gives a kalke the compulsion to accumulate spell components, magical foci, and other occult paraphernalia. Although these objects serve no purpose, the kalkes seek out spellcasters in their vicinity and steal any paraphernalia they can find. Because they have no ability to distinguish what’s magically useful from what isn’t, they grab any jewelry, pouches, sticks, or ornate objects they uncover. Sometimes children, animals, or other small humanoids are taken to be used as sacrifices, if they can be easily carried away.  \n**Perform Rituals.** Troops of kalkes inhabit trees, caverns, and ruins around sites of significant magical activity. Twice a month, or more during major astrological and seasonal events, the kalkes gather to perform—by way of dance, chant, and sacrifice—an imagined rite of great magic. The effort has an equal chance of achieving nothing whatsoever, causing dangerous but short-lived misfortunes (snakes raining on the countryside, creatures summoned from the lower planes), or triggering calamities (great fires or floods).  \nAn additional side effect of these rituals is that the troop may gain or lose members magically. If the troop numbers less than 13, a new kalke appears as if from nowhere; if it contains 13 or more members, then 3d4 of them find themselves mysteriously gated to the nearest location of magical activity—often hundreds of miles away. Those teleported arrive in a state of hysteria, with individuals extinguishing flames, grabbing frippery, and running in all directions. Because kalkes have no control over their displacement, it’s not surprising to find them in abandoned dungeons or keeps, clutching the property of some long-lost wizard.  \n**Hagglers.** The kalkes will return the goods they've taken, in exchange for a ransom or fee. These exchanges need to have the outward appearance of being impressively in the kalke’s favor. A particularly generous (or devious) spellcaster may be able to reach an accommodation with a persistent local troop of kalkes.",
            "name": "Kalke",
            "size": "Small",
            "type": "Fiend",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 9,
            "hit_dice": "2d6+2",
            "speed": {
                "walk": 30,
                "climb": 30
            },
            "strength": 8,
            "dexterity": 17,
            "constitution": 12,
            "intelligence": 13,
            "wisdom": 7,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 0,
            "skills": {
                "perception": 0,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., passive Perception 10",
            "languages": "Abyssal, Common, Infernal",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Dagger",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Extinguish Flames",
                    "desc": "Kalkes can extinguish candles, lamps, lanterns and low-burning campfires within 120 feet as a bonus action."
                },
                {
                    "name": "Detect Spellcasting",
                    "desc": "Kalkes can sense spellcasting in a 5-mile radius, as long as the effect is not innate."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "Kalkes have advantage on saving throws against spells and magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 259,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_kalke/"
        },
        {
            "slug": "likho",
            "desc": "_Malformed like a goblin, this creature bears one large, strange eye in the middle of its face. It wears dark and dirty rags, and its spindly claws and arms match its hunched torso._  \n**Ferocious Attitude.** Likho are scrappy fighters; they weaken foes from afar with their magical attacks to curse and enfeeble enemies, then rush forward in a blazing charge and jump onto their foes, shredding them with their claws. Once a likho has leapt onto a creature, it shreds flesh using the claws on both its hands and feet.  \n**Jeers and Insults.** A likho uses its message spells to taunt and jeer its target from a distance during the hunt. In addition, to flinging curses and ill luck, likho frustrate and infuriate their enemies because they are difficult to hit. A likho enjoys stalking intelligent humanoids and tormenting them from hiding until discovered or when it grows tired of the hunt.  \n**Organ Eaters.** Likho thrive when they drain away luck and aptitude. Once the likho immobilizes a creature, it gnaws at the creature’s abdomen with its jagged teeth, devouring the organs of its still-living prey. A likho consumes only a humanoid’s organs and leaves the rest of the carcass behind.",
            "name": "Likho",
            "size": "Medium",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 90,
            "hit_dice": "12d8+36",
            "speed": {
                "walk": 40
            },
            "strength": 16,
            "dexterity": 18,
            "constitution": 16,
            "intelligence": 13,
            "wisdom": 16,
            "charisma": 21,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 8,
            "perception": 6,
            "skills": {
                "acrobatics": 7,
                "perception": 6,
                "stealth": 10
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "Common, Goblin, Void Speech",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The likho makes two claw attacks."
                },
                {
                    "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"
                },
                {
                    "name": "Disruptive Gaze",
                    "desc": "As a bonus action, the likho directs its gaze at any single creature it can see and afflicts it with a temporary bout of bad luck. The targeted creature has disadvantage on attack rolls, saving throws, and skill checks until the end of its next turn."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Pounce",
                    "desc": "If the likho moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the likho can use a bonus action to make two additional claw attacks against it."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the likho's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:\n\nat will: message\n\n3/day each: crown of madness, mirror image, ray of enfeeblement\n\n1/day: bestow curse"
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The likho has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 275,
            "environments": [],
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            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_likho/"
        },
        {
            "slug": "malakbel",
            "desc": "_Within a blinding wave of heat and glare strides a long-limbed, misshapen form. The creature scorches everything in its path as it strides forward._  \nWhat most people recall most vividly from an encounter with a malakbel is the blinding light and blistering heat surrounding them. Rippling distortion obscures the creature’s body, which is roughly the size and shape of an adult human.  \n_**Demonic Messengers.**_ Malakbel demons are contradictory creatures. They are both messengers and destroyers who carry the words of demon lords or even dark gods to the mortal realm. Paradoxically, once their message is delivered, they often leave none of its hearers alive to spread the tale.  \n_**Where Virtue Cannot Look.**_ The malakbel is the embodiment of all that is forbidden and destructive. Despite its vital role as a messenger, its destructive nature always comes to the fore. A malakbel descends upon settlements and travelers with the merciless and relentless onslaught of the raging sun, burning all it sees to cinders before vanishing like heat shimmers at dusk.",
            "name": "Malakbel",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "demon",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 102,
            "hit_dice": "12d8+48",
            "speed": {
                "walk": 40
            },
            "strength": 14,
            "dexterity": 17,
            "constitution": 19,
            "intelligence": 13,
            "wisdom": 16,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": null,
            "perception": 7,
            "skills": {
                "perception": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "fire, radiant, poison",
            "condition_immunities": "blinded, poisoned",
            "senses": "truesight 30 ft., passive Perception 17",
            "languages": "Abyssal, telepathy 120 ft.",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The malakbel makes two scorching blast attacks."
                },
                {
                    "name": "Scorching Blast",
                    "desc": "Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 18 (3d8 + 5) fire damage.",
                    "attack_bonus": 9,
                    "damage_dice": "3d8"
                },
                {
                    "name": "Searing Flare (Recharge 5-6)",
                    "desc": "The malakbel intensifies its Blistering Radiance to withering levels. All creatures in the malakbel's aura take 31 (7d8) radiant damage and gain a level of exhaustion; a successful DC 16 Constitution saving throw reduces damage by half and negates exhaustion."
                },
                {
                    "name": "Teleport",
                    "desc": "The malakbel magically teleports to an unoccupied space it can see within 100 feet."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Blistering Radiance",
                    "desc": "The malakbel generates a 30-foot-radius aura of searing light and heat. A creature that starts its turn in the aura, or who enters it for the first time on a turn, takes 11 (2d10) radiant damage. The area in the aura is brightly lit, and it sheds dim light for another 30 feet. The aura dispels magical darkness of 3rd level or lower where the areas overlap."
                },
                {
                    "name": "Distortion",
                    "desc": "Ranged attacks against the malakbel have disadvantage."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The malakbel has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 78,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_malakbel/"
        },
        {
            "slug": "map-mimic",
            "desc": "",
            "name": "Map Mimic",
            "size": "Tiny",
            "type": "Aberration",
            "subtype": "shapechanger",
            "group": null,
            "alignment": "neutral",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 32,
            "hit_dice": "5d8+10",
            "speed": {
                "walk": 30,
                "fly": 15
            },
            "strength": 10,
            "dexterity": 15,
            "constitution": 14,
            "intelligence": 13,
            "wisdom": 15,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "acid",
            "condition_immunities": "prone",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "-",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Pseudopod",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. If the mimic is in object form, the target is subjected to its Constrict Face trait.",
                    "attack_bonus": 4,
                    "damage_dice": "1d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Shapechanger",
                    "desc": "The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics 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": "Constrict Face",
                    "desc": "When a map mimic touches a Medium or smaller creature or vice versa, it adheres to the creature, enveloping the creature's face and covering its eyes and ears and airways (escape DC 13). The target creature is immediately blinded and deafened, and it begins suffocating at the beginning of the mimic's next turn."
                },
                {
                    "name": "False Appearance (Object Form Only)",
                    "desc": "While the mimic remains motionless, it is indistinguishable from an ordinary object."
                },
                {
                    "name": "Mimic Page",
                    "desc": "The mimic can disguise itself as any tiny, flat object-a piece of leather, a plate-not only a map. In any form, a map mimic can make a map on its skin leading to its mother mimic."
                }
            ],
            "spell_list": [],
            "page_no": 289,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_map-mimic/"
        },
        {
            "slug": "mavka",
            "desc": "_These twisted dryads have been turned into vampiric monstrosities by undead warlocks and vampiric experiments._  \n**Charred Dryads.** With burnt and blackened skin, burnt twigs for hair, and clawed hands and feet that resemble burnt and twisted roots, mavkas seem scorched and even frail. Pupil-less red eyes gleam in their eye sockets with a hellish green flame.  \n**Death Riders.** All mavkas ride Open Game License",
            "name": "Mavka",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 170,
            "hit_dice": "20d8+80",
            "speed": {
                "walk": 30
            },
            "strength": 20,
            "dexterity": 15,
            "constitution": 18,
            "intelligence": 13,
            "wisdom": 13,
            "charisma": 18,
            "strength_save": 9,
            "dexterity_save": 6,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 8,
            "perception": 5,
            "skills": {
                "athletics": 9,
                "nature": 5,
                "perception": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, fire, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "cold, lightning",
            "condition_immunities": "",
            "senses": "darkvision 90 ft., passive Perception 15",
            "languages": "Common, Infernal, Sylvan",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The mavka makes two slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) bludgeoning damage plus 11 (2d10) necrotic damage.",
                    "attack_bonus": 9,
                    "damage_dice": "4d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Innate Spellcasting",
                    "desc": "the mavka's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). She can innately cast the following spells, requiring no material components:\n\nconstant: protection from evil and good\n\nat will: create or destroy water, dancing lights, ray of frost, resistance, witch bolt\n\n3/day each: darkness, hold person, inflict wounds, invisibility, silence\n\n1/day each: animate dead, bestow curse, blindness/deafness, contagion, dispel magic, vampiric touch"
                },
                {
                    "name": "Nightmare Mount",
                    "desc": "A mavka is bonded to a nightmare when it is created. Mavkas are encountered with their mounts 95% of the time."
                },
                {
                    "name": "Sunlight Hypersensitivity",
                    "desc": "The mavka takes 20 radiant damage when she starts her turn in sunlight. While in sunlight, she has disadvantage on attack rolls and ability checks."
                }
            ],
            "spell_list": [],
            "page_no": 286,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_mavka/"
        },
        {
            "slug": "salt-devil",
            "desc": "_“They led that caravan without mercy or kindness. If you fell or stumbled, they struck you, making your tongue feel as sand or your body ache with pain, then laughed, telling you to get up. And once we arrived, gods, they had us take the tools from the dead, withered hands of the last slaves, and start digging.” He took a drink from his waterskin, as if just the memory made him thirsty._  \n**Sparkly Crystals.** Salt devils have sharp, crystalline teeth, sparkling skin studded with fine salt crystals, and long claws that leave jagged, burning wounds. They can also fight with saltencrusted blades seemingly forged from thin air.  \n**Servants of Mammon.** Salt devils claim to serve Mammon, and they often ally with gnolls and slavers with whom they seek out oases to use as ambush sites or just to poison the water.  \n**Slavers and Corruptors.** Salt devils create slave markets and salt mines, where they thrive on the misery of those indentured into their service. They detest summoning peers during combat because they hate being indebted to another devil. They prefer to forge alliances with mortals when partners are needed for an endeavor, and they are less grasping and greedy than one might expect of Mammon’s servants, preferring to encourage corruption in others.",
            "name": "Salt Devil",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "devil",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 93,
            "hit_dice": "11d8+44",
            "speed": {
                "walk": 30
            },
            "strength": 18,
            "dexterity": 13,
            "constitution": 18,
            "intelligence": 13,
            "wisdom": 14,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": 4,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 5,
            "perception": 5,
            "skills": {
                "perception": 5,
                "stealth": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "fire, poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 120 ft., passive Perception 15",
            "languages": "Celestial, Common, Gnoll, Infernal, telepathy 120 ft.",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The devil makes two scimitar attacks."
                },
                {
                    "name": "Scimitar",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. If the target is neither undead nor a construct, it also takes 5 (1d10) necrotic damage, or half damage with a successful DC 15 Constitution saving throw. Plants, oozes, and creatures with the Amphibious, Water Breathing, or Water Form traits have disadvantage on this saving throw. If the saving throw fails by 5 or more, the target also gains one level of exhaustion.",
                    "attack_bonus": 7,
                    "damage_dice": "1d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Devil's Sight",
                    "desc": "Magical darkness doesn't impede the devil's darkvision."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The devil has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the devil's spellcasting ability is Charisma (spell save DC 13). The devil can innately cast the following spells, requiring no material components:\n\nat will: darkness\n\n1/day each: harm, teleport"
                },
                {
                    "name": "Variant: Devil Summoning",
                    "desc": "Summon Devil (1/Day): The salt devil has a 40 percent chance of summoning one salt devil"
                }
            ],
            "spell_list": [],
            "page_no": 113,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_salt-devil/"
        },
        {
            "slug": "sandman",
            "desc": "_Stick-thin and moon-faced with a raptor’s eyes and a mane of hawk feathers, this grinning humanoid pirouettes as nimbly as a dancer. Between its long, taloned fingers trickles sand that gleams with the cold light of stars._  \n**Bringers of Nightmares.** Sandmen are sinister-looking bringers of sleep and dreams. Visiting the mortal world each night, sandmen ensure that their targets slumber deeply and experience vivid dreams that swell the dream realm’s power. Some sandmen develop a talent for a specific flavor of dream; fantasies of lost love or childhood, prophecies and religious visions, or terrible nightmares.  \n**Abduct Dreamers.** Powerful dreamers attract both the attention and the protection of sandmen: children, madmen, would-be tyrants, and heroes. They protect such charges fiercely but have also been known to abduct them, taking them on wild adventures to inspire yet greater dreams. To them, all dreams are vital and good, be they uplifting or terrifying. Although they bring horrific nightmares as well as idyllic dreams, sandmen are not specifically baneful. Their actions are motivated by their connection to the dream realm, not by concerns over good and evil.  \n**Ethereal Dreamscapes.** When not on the Material Plane, sandmen ride bubble-like dreamscapes through the Ethereal Plane, breaching the Sea of Possibilities, nurturing and harvesting its contents. Sandmen are a common and welcome sight in markets across the Fey Realms, elemental planes, and even in Hell—anywhere that dreams or nightmares are a valuable commodity. They are merciless to any who threaten the sanctity of dreams, but especially dream eaters.",
            "name": "Sandman",
            "size": "Medium",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 14,
            "armor_desc": "",
            "hit_points": 82,
            "hit_dice": "11d8+33",
            "speed": {
                "walk": 40
            },
            "strength": 11,
            "dexterity": 19,
            "constitution": 16,
            "intelligence": 13,
            "wisdom": 14,
            "charisma": 19,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 7,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison, psychic",
            "condition_immunities": "charmed, exhaustion, frightened, poisoned, unconscious",
            "senses": "truesight 60 ft., passive Perception 12",
            "languages": "Common, Celestial, Giant, Infernal, Umbral",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The sandman makes two claw attacks."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Eye-Closer's Curse",
                    "desc": "If a sandman obtains a critical hit or successful surprise attack against an opponent, its talons scratch a rune onto the target's eyeballs that snaps their eyelids shut, leaving them blinded. This effect can be ended with greater restoration, remove curse, or comparable magic."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the sandman's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:\n\nat will: darkness, minor illusion, plane shift (at night only), phantom steed, prestidigitation, sleep (11d8)\n\n3/day each: hypnotic pattern, major image\n\n1/day each: dream, phantasmal killer (5d10)"
                },
                {
                    "name": "Stuff of Dreams",
                    "desc": "Made partially from dreams and imagination, a sandman takes only half damage from critical hits and from sneak attacks. All of the attack's damage is halved, not just bonus damage."
                },
                {
                    "name": "Surprise Attack",
                    "desc": "If the sandman hits a surprised creature during the first round of combat, the target takes 14 (4d6) extra damage from the attack."
                }
            ],
            "spell_list": [],
            "page_no": 333,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_sandman/"
        },
        {
            "slug": "sea-dragon-wyrmling",
            "desc": "_This aquamarine dragon has a shark’s head that tapers off into a sleek eel-like body. Its large fins double as wings._  \n**Divine Dragons.** Sea dragons are the children of the ocean, and believe they are semi-divine beings, worthy of worship. Given their size and power, they may be right; certainly, they are often companions or steeds to gods of the sea.  \nDespite the solemn duties the sea dragons invoke thanks to their lineage, they are extremely whimsical. While these immense creatures are playful, their games can shatter hulls and drown sailors. The sea dragons course through the waves with tangible joy as they hunt whales and entire schools of tuna.  \n**Shipwreck Art.** Sea dragons love collecting treasure, especially prize the sunken treasure-filled hulls of ships lost to storm, battle, or their own handiwork. While they appreciate all wealth, they prefer hardy items that can stand up to long exposure to sea water. Precious metals and gemstones add a dramatic luster to the dragon’s lair when they catch stray beams of light. Sea dragons take any more perishable treasures and place them on a reef-altar, to dissolve in the sea as a tithe to the sea gods.  \n**Sunken Memorials.** A sea dragon’s lair is littered with meticulously arranged ships consigned to the deeps. These wrecks are often artfully smashed to allow the treasures in the hold to spill out onto the sea floor. It may seem haphazard, but it displays a complex aesthetic that only other sea dragons can truly appreciate. Because they arrange these wrecks so carefully, a dragon notices immediately if its hoard is disturbed.  \n\n## Sea Dragon’s Lair\n\n  \nSea dragons dwell in lairs dwell in lairs beneath the waves: ocean fissures and caves, lightless trenches full of strange rock formations, and sheltered reefs of cultivated coral.  \nWhatever the place, it’s dedicated to the worship of sea gods. Despite the draconic instinct for seclusion and protection when choosing a lair, sea dragons always choose lairs relatively close to humanoid trade routes and abundant supplies of fish.  \nThe sky surrounding a sea dragon’s lair is perpetually stormy, and the seas run high. If a captain is courageous, these high winds and swift-running currents can cut significant time off a voyage.  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action and generates one of the following effects. The dragon can’t use the same effect two rounds in a row:\n* Four vortexes, each 5 feet in diameter and up to 30 feet tall, appear within the lair where the dragon wishes. Creatures occupying the space where a vortex appears or who enter the vortex for the first time on a turn must make a DC 15 Dexterity save or be restrained. As an action, a creature can free itself or another creature from a vortex by succeeding on a DC 15 Strength check. The vortexes last until the dragon uses this lair action again or until the dragon dies.\n* The dragon creates a wall of living coral on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area takes damage as if touching the wall and is pushed 5 feet out of the wall’s space, on whichever side of the wall it wants. Touching the wall releases painful stings that deal 18 (4d8) poison damage, or half that with a successful DC 15 Constitution saving throw. Each 10-foot section of the wall has AC 5, 30 hit points, resistance to fire damage, and immunity to psychic damage. The wall lasts until the dragon uses this lair action again or until the dragon dies.\n* The dragon bends time around its enemies. Four creatures the dragon can see within 120 feet of it must succeed on a DC 15 Wisdom save or be affected by a slow spell. This effect last until initiative count 20 on the following round.\n  \n### Regional Effects\n\n  \nThe region containing a legendary sea dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:\n* Sea life becomes richer within 6 miles of the lair. Schools of fish move into new waters, sharks become common, and whale migration paths shift to pass near the area.\n* Water temperatures drop sharply within 6 miles of the lair. Creatures not accustomed to cold suffer exposure to extreme cold while swimming in this water.\n* Storms and rough water are more common within 6 miles of the lair.\n  \nIf the dragon dies, conditions of the sea surrounding the lair return to normal over the course of 1d10 days.",
            "name": "Sea Dragon Wyrmling",
            "size": "Medium",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 52,
            "hit_dice": "8d8+16",
            "speed": {
                "walk": 30,
                "fly": 60,
                "swim": 40
            },
            "strength": 17,
            "dexterity": 10,
            "constitution": 15,
            "intelligence": 13,
            "wisdom": 11,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": 2,
            "constitution_save": 4,
            "intelligence_save": null,
            "wisdom_save": 2,
            "charisma_save": 4,
            "perception": 4,
            "skills": {
                "perception": 4,
                "stealth": 2
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "cold",
            "condition_immunities": "",
            "senses": "blindsight 10 ft. darkvision 60 ft., passive Perception 14",
            "languages": "Common, Draconic, Primordial",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) cold damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d10"
                },
                {
                    "name": "Tidal Breath (Recharge 5-6)",
                    "desc": "The dragon exhales a crushing wave of frigid seawater in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw. On a failure, the target takes 11 (2d10) bludgeoning damage and 11 (2d10) cold damage, and is pushed 15 feet away from the dragon and knocked prone. On a successful save the creature takes half as much damage and isn't pushed or knocked prone."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 136,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_sea-dragon-wyrmling/"
        },
        {
            "slug": "shadow-fey-duelist",
            "desc": "",
            "name": "Shadow Fey Duelist",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "elf",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 17,
            "armor_desc": "studded leather",
            "hit_points": 117,
            "hit_dice": "18d8+36",
            "speed": {
                "walk": 30
            },
            "strength": 13,
            "dexterity": 20,
            "constitution": 14,
            "intelligence": 13,
            "wisdom": 12,
            "charisma": 16,
            "strength_save": 8,
            "dexterity_save": null,
            "constitution_save": 5,
            "intelligence_save": null,
            "wisdom_save": 4,
            "charisma_save": 6,
            "perception": 4,
            "skills": {
                "arcana": 4,
                "deception": 6,
                "perception": 4,
                "stealth": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "Common, Elvish, Umbral",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The shadow fey makes two rapier attacks. If it has a dagger drawn, it can also make one dagger attack."
                },
                {
                    "name": "Dagger",
                    "desc": "Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage, and a target creature must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. A poisoned creature repeats the save at the end of each of its turns, ending the effect on a success.",
                    "attack_bonus": 8,
                    "damage_dice": "1d4"
                },
                {
                    "name": "Rapier",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) poison damage.",
                    "attack_bonus": 8,
                    "damage_dice": "1d8"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Parry",
                    "desc": "The shadow fey duelist adds 3 to its AC against one melee attack that would hit it. To do so, the duelist must see the attacker and be wielding a melee weapon."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Fey Ancestry",
                    "desc": "The shadow fey has advantage on saving throws against being charmed, and magic can't put it to sleep."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the shadow fey's innate spellcasting ability is Charisma. It can cast the following spells innately, requiring no material components.\n\n3/day: misty step (when in shadows, dim light, or darkness only)"
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "While in sunlight, the shadow fey has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight."
                },
                {
                    "name": "Traveler in Darkness",
                    "desc": "The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items."
                }
            ],
            "spell_list": [],
            "page_no": 171,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_shadow-fey-duelist/"
        },
        {
            "slug": "shellycoat",
            "desc": "_Despite being short and squat, this creature’s relationship with a troll is undeniable. The kinship is most notable in the long arms and thick, pebbly hide._  \n**Long Handed and Toad-like.** The shellycoat is a warped and spiteful creature also called the Iamh fada, or “long hands,” and they are frequently referred to as bridge trolls. Despite being fey, they are distantly related to true trolls. Unlike those tall, lanky creatures, a shellycoat is dwarfish and toad-like, with short, bent, legs and freakishly long arms with swollen, distended joints. It can further dislocate and stretch these joints to alarming lengths.  \n**Bridges and Pools.** The shellycoat can be found in abandoned wells or behind waterfalls, in deep tide pools, or beneath the ice of frozen ponds, but their preferred haunt has always been under bridges. They are most active during nighttime and on heavily overcast days, because of their mortal dread of sunlight.  \nA shellycoat's favored tactic is to lie in wait under the water or ice (or bridge) and surprise its prey. It strikes outward or upward from its hiding place to snatch children, livestock (preferably goats), and lone travelers or fishermen. Prey is dragged down to the shadows and water to be robbed and devoured.  \n**Shining Garments.** A shellycoat will always have fashioned for itself a coat, cloak, or shirt of colored pebbles, glass, and polished river shells. These adornments are crude but beautiful and sometimes magical.",
            "name": "Shellycoat",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 75,
            "hit_dice": "10d8+30",
            "speed": {
                "walk": 30,
                "swim": 20
            },
            "strength": 17,
            "dexterity": 15,
            "constitution": 16,
            "intelligence": 13,
            "wisdom": 9,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 1,
            "skills": {
                "perception": 1,
                "stealth": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "charmed, unconscious",
            "senses": "Darkvision 60 ft., passive Perception 11",
            "languages": "Giant, Sylvan",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The shellycoat makes one bite attack and one claws attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 12 (2d8 + 3) slashing damage and the target is grappled (escape DC 13), restrained, and poisoned (DC 13 Strength saving throw negates, lasts while grappled and 1 round after). The shellycoat can shift the position of a grappled creature by up to 15 feet as a bonus action. While it has a creature grappled, the shellycoat can use its claws attack only against the grappled creature.",
                    "attack_bonus": 5,
                    "damage_dice": "2d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Innate Spellcasting",
                    "desc": "the shellycoat can cast the following spells innately, requiring no components:\n\n1/day each: darkness, fog cloud\n\n1/day (if in possession of its coat): water breathing"
                },
                {
                    "name": "Regeneration",
                    "desc": "The shellycoat regains 3 hit points at the start of its turn. If the creature takes acid or fire damage, this trait doesn't function at the start of the monster's next turn. The shellycoat dies only if it starts its turn with 0 hit points and doesn't regenerate."
                },
                {
                    "name": "Stealthy Observer",
                    "desc": "The shellycoat has advantage on Dexterity (Stealth) checks made to hide and any Perception checks that rely on hearing."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "The shellycoat becomes petrified after 5 (2d4) uninterrupted rounds of exposure to direct, natural sunlight."
                }
            ],
            "spell_list": [],
            "page_no": 346,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_shellycoat/"
        },
        {
            "slug": "thursir-giant",
            "desc": "_Heavily armored and carrying two rune-marked hammers, a thursir giant’s reddish hair and beard are often plaited in the style of an enormous dwarf._  \n**Forge Masters.** Greedy and aggressively competitive, thursir dwell in vast caverns under frozen mountains where they labor to forge chains, armor, and massive engines of war. Thursir giants have a natural affinity for metalworking. Any armor or weapons forged by a thursir giant are of the highest quality and can fetch double the usual price for such an item.  \n**Enormous Appetites.** When not toiling at the forge, these giants entertain themselves with gluttonous feasts and boisterous wrestling competitions, or raid human settlements for food and valuables.  \n**Hearth Rune Priestesses.** Female priestesses have a much higher standing in their society than other female thursir giants, who are treated shabbily. Most female thursir giants are drudges, considered fit only for child-bearing and menial labor. However, male thursir are makers, warrior, and metalworkers, while women make up the bulk of their priesthood and spellcasters. As priests and casters, they are valued advisors and held in high regard—or at least very valuable property.  \nThursir stand nine feet tall and weigh 600 lb.",
            "name": "Thursir Giant",
            "size": "Large",
            "type": "Giant",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil (50%) lawful evil (50%)",
            "armor_class": 13,
            "armor_desc": "chain shirt",
            "hit_points": 114,
            "hit_dice": "12d10+48",
            "speed": {
                "walk": 40
            },
            "strength": 19,
            "dexterity": 10,
            "constitution": 18,
            "intelligence": 13,
            "wisdom": 15,
            "charisma": 11,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "athletics": 6,
                "perception": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "Common, Dwarven, Giant",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The giant makes two warhammer attacks."
                },
                {
                    "name": "Warhammer",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d8"
                },
                {
                    "name": "Rock",
                    "desc": "Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d10"
                },
                {
                    "name": "Runic Blood (3/day)",
                    "desc": "Thursir giants can inscribe the thurs rune on a weapon. A creature hit by the weapon takes an additional 1d8 lightning damage, and the target can't take reactions until the start of its next turn. The thurs rune lasts for one hour, or for three hits, whichever comes first."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Cast Iron Stomach",
                    "desc": "The giant can consume half of its weight in food without ill effect, and it has advantage against anything that would give it the poisoned condition. Poisonous and spoiled foodstuffs are common in a thursir lair."
                }
            ],
            "spell_list": [],
            "page_no": 227,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_thursir-giant/"
        },
        {
            "slug": "ankou-soul-seeker",
            "desc": "",
            "name": "Ankou Soul Seeker",
            "size": "Large",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 171,
            "hit_dice": "18d10+72",
            "speed": {
                "fly": 80,
                "walk": 40
            },
            "strength": 17,
            "dexterity": 10,
            "constitution": 19,
            "intelligence": 13,
            "wisdom": 14,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": 3,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": 5,
            "perception": 8,
            "skills": {
                "perception": 8,
                "persuasion": 6,
                "stealth": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "cold, necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, poisoned",
            "senses": "truesight 60 ft., passive Perception 18",
            "languages": "all",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "desc": "The ankou makes three attacks: one with its bite and two with its claws.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 6,
                    "damage_dice": "2d10+3",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 3) piercing damage plus 4 (1d8) cold damage.",
                    "name": "Bite"
                },
                {
                    "attack_bonus": 6,
                    "damage_dice": "2d6+3",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.",
                    "name": "Claw"
                },
                {
                    "desc": "The ankou exhales cold fire in a 30-foot line that is 5 feet wide. Each creature in that area must make a DC 15 Dexterity saving throw, taking 44 (8d10) cold damage on a failed save, or half as much damage on a successful one. Undead creatures automatically fail the saving throw and treat all damage dealt by this breath weapon as radiant instead of cold.",
                    "name": "Reaper's Breath (Recharge 5-6)"
                },
                {
                    "desc": "The ankou magically polymorphs into any beast, humanoid, or undead creature it has seen before that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the ankou's choice). Its statistics, other than its size, are the same in each form and it doesn't gain any class features or legendary actions of the new form.",
                    "name": "Change Shape"
                },
                {
                    "desc": "The ankou can transport itself and up to eight creatures in contact with it to another plane of existence. This works like the plane shift spell, except dead or incorporeal creatures can be transported and don't have to be willing. The ankou can't use this ability to banish an unwilling creature.",
                    "name": "Usher of Souls"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "When an undead creature starts its turn within 30 feet of the ankou, the undead must make a DC 15 Constitution saving throw, taking 7 (2d6) radiant damage on a failed save, or half as much damage on a successful one.",
                    "name": "Aura of Necromancy's Bane"
                },
                {
                    "desc": "As a bonus action while in dim light or darkness, the ankou becomes invisible. The cloak of shadows ends when the ankou chooses to end it as a bonus action, when the ankou dies, or if the ankou ends its turn in bright light.",
                    "name": "Cloak of Shadows"
                },
                {
                    "desc": "The ankou has the celestial type in addition to the dragon type.",
                    "name": "Death Ascended"
                }
            ],
            "spell_list": [],
            "page_no": 38,
            "environments": [],
            "img_main": null,
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            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
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            "v2_converted_path": "/v2/creatures/ccdx_ankou-soul-seeker/"
        },
        {
            "slug": "eye-of-the-gods",
            "desc": "",
            "name": "Eye of the Gods",
            "size": "Small",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "any alignment (as its creator deity)",
            "armor_class": 14,
            "armor_desc": null,
            "hit_points": 36,
            "hit_dice": "8d6+8",
            "speed": {
                "fly": 50,
                "hover": true,
                "walk": 0
            },
            "strength": 8,
            "dexterity": 18,
            "constitution": 12,
            "intelligence": 13,
            "wisdom": 20,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 9,
            "skills": {
                "perception": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "fire, radiant; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, exhaustion, poisoned",
            "senses": "truesight 120 ft., passive Perception 19",
            "languages": "all, telepathy 60 ft.",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "attack_bonus": 6,
                    "damage_dice": "1d6+4",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) radiant (good or neutral eyes) or necrotic (evil eyes) damage.",
                    "name": "Slam"
                },
                {
                    "desc": "The eye of the gods inspires all allies within 10 feet. For 1 minute, all inspired creatures have advantage on saving throws against being frightened.",
                    "name": "Divine Inspiration (Recharge 5-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "A hostile creature that touches the eye of the gods or hits it with a melee attack while within 5 feet of it takes 3 (1d6) radiant (good or neutral eyes) or necrotic (evil eyes) damage.",
                    "name": "Blazing Nimbus"
                },
                {
                    "desc": "Allies within 10 feet of the eye of the gods have truesight of 20 feet.",
                    "name": "Corona of Truth"
                },
                {
                    "desc": "The deity that created the eye of the gods can see everything the eye sees and can instantly recall the eye to its side at any time.",
                    "name": "Divine Conduit"
                },
                {
                    "desc": "As a bonus action, the eye of the gods can magically shift from the Material Plane to the Ethereal Plane, or vice versa.",
                    "name": "Ethereal Jaunt"
                }
            ],
            "spell_list": [],
            "page_no": 16,
            "environments": [],
            "img_main": null,
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            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
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            "v2_converted_path": "/v2/creatures/ccdx_eye-of-the-gods/"
        },
        {
            "slug": "grave-behemoth",
            "desc": "",
            "name": "Grave Behemoth",
            "size": "Huge",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 9,
            "armor_desc": null,
            "hit_points": 210,
            "hit_dice": "20d12+80",
            "speed": {
                "walk": 40
            },
            "strength": 22,
            "dexterity": 8,
            "constitution": 19,
            "intelligence": 13,
            "wisdom": 10,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": 4,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, frightened, poisoned",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "-",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "desc": "The grave behemoth makes two slam attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 10,
                    "damage_dice": "3d8+6",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.",
                    "name": "Slam"
                },
                {
                    "attack_bonus": 10,
                    "damage_dice": "3d12+6",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 25 (3d12 + 6) piercing damage plus 14 (4d6) necrotic damage.",
                    "name": "Gorge"
                },
                {
                    "desc": "The grave behemoth vomits putrid flesh and 5 (2d4) zombies in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw. On a failure, a target takes 38 (11d6) necrotic damage and is covered in rotting slime for 1 minute. On a success, a target takes half the necrotic damage and isn't covered in slime. A creature, including the target, can take an action to clean off the slime. Zombies under the grave behemoth's control have advantage on attack rolls against creatures covered in a grave behemoth's slime.",
                    "name": "Hurl Flesh (Recharge 5-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The behemoth starts with two arms and two legs. If it loses one arm, it can't multiattack. If it loses both arms, it can't slam. If it loses one leg, its speed is halved. If it loses both legs, it falls prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0, and it can't benefit from bonuses to speed.",
                    "name": "Fleshbag"
                },
                {
                    "desc": "At the end of any turn in which the behemoth took at least 30 damage, roll a d8. On a 1, it loses an arm. On a 2, it loses a leg. In addition, 2 (1d4) zombies fall prone in unoccupied spaces within 10 feet of the behemoth, spilling from the wound.",
                    "name": "Flesh Wound"
                },
                {
                    "desc": "The grave behemoth and any zombies within 30 feet of it have advantage on saving throws against effects that turn undead.",
                    "name": "Turning Defiance"
                },
                {
                    "desc": "Zombies created by a grave behemoth's Flesh Wound and Hurl Flesh share a telepathic link with it, are under its control, are immune to necrotic damage, and act immediately and on the grave behemoth's initiative.",
                    "name": "Zombie Keeper"
                }
            ],
            "spell_list": [],
            "page_no": 208,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
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            "v2_converted_path": "/v2/creatures/ccdx_grave-behemoth/"
        },
        {
            "slug": "kinnara",
            "desc": "",
            "name": "Kinnara",
            "size": "Medium",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "lawful good",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 65,
            "hit_dice": "10d8+20",
            "speed": {
                "fly": 50,
                "walk": 30
            },
            "strength": 12,
            "dexterity": 15,
            "constitution": 14,
            "intelligence": 13,
            "wisdom": 16,
            "charisma": 19,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": 6,
            "perception": null,
            "skills": {
                "insight": 5,
                "performance": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "radiant; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "charmed, exhaustion, frightened",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "all, telepathy 60 ft.",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "attack_bonus": 4,
                    "damage_dice": "1d6+2",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 9 (2d8) radiant damage.",
                    "name": "Shortsword"
                },
                {
                    "attack_bonus": 4,
                    "damage_dice": "1d6+2",
                    "desc": "Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 9 (2d8) radiant damage.",
                    "name": "Shortbow"
                },
                {
                    "desc": "The kinnara plays a series of jarring notes on its musical instrument. Each non-celestial creature within 60 feet who can hear the sound must make a DC 14 Wisdom saving throw. On a failure, a creature takes 18 (4d8) psychic damage and is frightened for 1 minute. On a success, a creature takes half the damage but isn't frightened. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                    "name": "Discordant Refrain (Recharge 5-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "desc": "When the kinnara's partner is hit with a melee or ranged attack, the kinnara can teleport to an unoccupied space within 5 feet of its partner. The damage caused by the attack is divided evenly between the two kinnara.",
                    "name": "Share the Pain"
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The kinnara's weapon attacks are magical. When the kinnara hits with any weapon, the weapon deals an extra 2d8 radiant damage (included in the attack).",
                    "name": "Angelic Weapons"
                },
                {
                    "desc": "The kinnara shares a powerful bond with its partner and can't be turned against its partner by magical or non-magical means.",
                    "name": "Eternal Lovers"
                },
                {
                    "desc": "The kinnara's spellcasting ability is Charisma (spell save DC 14). The kinnara can innately cast the following spells, requiring no material components:\nAt will: detect good and evil, guidance, light, spare the dying\n3/day each: charm person, sleep, healing word\n1/day each: calm emotions, enthrall, hold person",
                    "name": "Innate Spellcasting"
                }
            ],
            "spell_list": [],
            "page_no": 17,
            "environments": [],
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            "document__title": "Creature Codex",
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            "v2_converted_path": "/v2/creatures/ccdx_kinnara/"
        },
        {
            "slug": "moon-drake",
            "desc": "",
            "name": "Moon Drake",
            "size": "Medium",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 15,
            "armor_desc": null,
            "hit_points": 76,
            "hit_dice": "9d8+36",
            "speed": {
                "fly": 100,
                "walk": 25
            },
            "strength": 10,
            "dexterity": 20,
            "constitution": 19,
            "intelligence": 13,
            "wisdom": 18,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "arcana": 4,
                "insight": 7
            },
            "damage_vulnerabilities": "varies (see Moonbound)",
            "damage_resistances": "varies (see Moonbound)",
            "damage_immunities": "",
            "condition_immunities": "paralyzed, unconscious",
            "senses": "darkvision 120 ft., passive Perception 14",
            "languages": "Celestial, Common, Draconic",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "desc": "The moon drake makes three attacks: one with its bite and two with its claws.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "2d6+5",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 5 (1d10) radiant damage. A shapechanger that takes radiant damage from this attack instantly reverts to its true form and can't assume a different form for 1d4 rounds.",
                    "name": "Bite"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "1d6+5",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage.",
                    "name": "Claw"
                },
                {
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one creature afflicted with lycanthropy. Hit: The target must succeed on a DC 15 Constitution saving throw or be cured of lycanthropy (it can willingly fail this save). This attack can't cure a natural born lycanthrope of the curse of lycanthropy.",
                    "name": "Moonlight Nip"
                },
                {
                    "desc": "The drake exhales searing moonlight in a 60-foot line that is 5 feet wide. Each creature in that area must make a DC 15 Constitution saving throw, taking 33 (6d10) radiant damage on a failed save, or half as much damage on a successful one. A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its true form and can't assume a different form for 1d4 rounds.",
                    "name": "Lunarbeam (Recharge 5-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "desc": "When the moon drake takes damage or is restrained, it can transmute its physical form into an incorporeal form of pure moonlight until the end of its next turn. While in this form, it has resistance to cold, fire, and lightning damage and immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks. While in this form, the drake can pass through openings at least 1 inch wide and through transparent objects. It takes 5 (1d10) force damage if it ends its turn inside an object.",
                    "name": "Form of Moonlight"
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The moon drake's saliva can be bottled, distilled, and used in 1-ounce doses. An afflicted lycanthrope that drinks this concoction is instantly cured of lycanthropy, requiring no saving throw. This draught can't cure a natural-born lycanthrope of the curse of lycanthropy.",
                    "name": "Curative Saliva"
                },
                {
                    "desc": "A moon drake's power waxes and wanes with the moon. Under a full moon, it has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks and its weapon attacks deal an additional 3 (1d6) radiant damage. Under a new moon, it has vulnerability to bludgeoning, piercing, and slashing damage. Under any other moon, it gains no extra traits.",
                    "name": "Moonbound"
                }
            ],
            "spell_list": [],
            "page_no": 260,
            "environments": [],
            "img_main": null,
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            "document__title": "Creature Codex",
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            "v2_converted_path": "/v2/creatures/ccdx_moon-drake/"
        },
        {
            "slug": "moon-nymph",
            "desc": "",
            "name": "Moon Nymph",
            "size": "Medium",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 13,
            "armor_desc": null,
            "hit_points": 110,
            "hit_dice": "20d8+20",
            "speed": {
                "fly": 40,
                "hover": true,
                "walk": 0
            },
            "strength": 5,
            "dexterity": 17,
            "constitution": 12,
            "intelligence": 13,
            "wisdom": 15,
            "charisma": 17,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "perception": 5,
                "persuasion": 6,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic, radiant",
            "damage_immunities": "psychic",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 15",
            "languages": "-",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "desc": "The moon nymph makes two beguiling touch attacks or two moonbeam attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 6,
                    "damage_dice": "4d6+3",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) psychic damage, and the target must succeed on a DC 14 Charisma saving throw or be stunned until the end of its next turn.",
                    "name": "Beguiling Touch"
                },
                {
                    "attack_bonus": 6,
                    "damage_dice": "4d8+3",
                    "desc": "Ranged Weapon Attack: +6 to hit, range 120 ft., one target. Hit: 21 (4d8 + 3) radiant damage, and the target is blinded until the end of its next turn.",
                    "name": "Moonbeam"
                },
                {
                    "desc": "The moon nymph emits a wave of hallucinatory nightmare visions. Each creature within 5 feet of the moon nymph must make a DC 14 Wisdom saving throw. On a failure, the creature takes 36 (8d8) psychic damage and is frightened. On a success, the creature takes half of the damage and isn't frightened. A frightened creature must succeed on a DC 10 Wisdom saving throw at the end of its turn to end the effect on itself. On a second failed save, the creature is incapacitated by fright for 1 round. On the start of its next turn, the creature must succeed on a DC 12 Wisdom saving throw or be reduced to 0 hp.",
                    "name": "Veil of Nightmares (1/Day)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The moon nymph is invisible in darkness or in bright light. It can only be seen via normal means when in dim light.",
                    "name": "Invisibility"
                },
                {
                    "desc": "The moon nymph has advantage on saving throws against spells and other magical effects.",
                    "name": "Magic Resistance"
                }
            ],
            "spell_list": [],
            "page_no": 269,
            "environments": [],
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            "document__title": "Creature Codex",
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            "v2_converted_path": "/v2/creatures/ccdx_moon-nymph/"
        },
        {
            "slug": "servant-of-the-vine",
            "desc": "",
            "name": "Servant of the Vine",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "elf",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 16,
            "armor_desc": "breastplate",
            "hit_points": 72,
            "hit_dice": "16d8",
            "speed": {
                "walk": 30
            },
            "strength": 10,
            "dexterity": 15,
            "constitution": 11,
            "intelligence": 13,
            "wisdom": 16,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": 5,
            "perception": 6,
            "skills": {
                "medicine": 6,
                "perception": 6,
                "persuasion": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "Common, Elvish, Sylvan",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "desc": "The servant makes three drunken slash attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 5,
                    "damage_dice": "1d6+2",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage and the target must succeed on a DC 14 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.",
                    "name": "Drunken Slash"
                },
                {
                    "desc": "The servant of the vine exhales potent fumes in a 15-foot cone. Each creature in that area must make a DC 14 Constitution saving throw. On a failure, a creature takes 21 (6d6) poison damage and falls asleep, remaining unconscious for 1 minute. On a success, a creature takes half the damage but doesn't fall asleep. The unconscious target awakens if it takes damage or another creature takes an action to wake it. When the creature wakes, it is poisoned until it finishes a short or long rest. The breath has no effect on constructs or undead.",
                    "name": "Stuporous Breath (Recharge 5-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The servant has advantage on saving throws against being charmed, and magic can't put the servant to sleep.",
                    "name": "Fey Ancestry"
                },
                {
                    "desc": "The servant of the vine selects up to 6 creatures within 50 feet and grants them advantage to Dexterity (Acrobatics), Dexterity (Sleight of Hand), or Charisma (Performance) checks. The servant of the vine chooses which skill for each recipient.",
                    "name": "Inspire Artistry (3/Day)"
                },
                {
                    "desc": "The servant of the vine is an 11th-level spellcaster. Its primary spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has the following cleric spells prepared:\nCantrips (at will): guidance, light, sacred flame, thaumaturgy\n1st level (4 slots): bless, create or destroy water (creates or destroys wine; wine created this way evaporates after 1 day), cure wounds, sanctuary\n2nd level (3 slots): hold person, lesser restoration, protection from poison\n3rd level (3 slots): bestow curse, dispel magic\n4th level (3 slots): guardian of faith, freedom of movement\n5th level (2 slots): contagion\n6th level (1 slot): harm, heal",
                    "name": "Spellcasting"
                }
            ],
            "spell_list": [],
            "page_no": 144,
            "environments": [],
            "img_main": null,
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            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
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            "v2_converted_path": "/v2/creatures/ccdx_servant-of-the-vine/"
        },
        {
            "slug": "shadow-fey-poisoner",
            "desc": "",
            "name": "Shadow Fey Poisoner",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "elf",
            "group": null,
            "alignment": "neutral",
            "armor_class": 16,
            "armor_desc": "studded leather",
            "hit_points": 112,
            "hit_dice": "15d8+45",
            "speed": {
                "walk": 30
            },
            "strength": 11,
            "dexterity": 18,
            "constitution": 16,
            "intelligence": 13,
            "wisdom": 11,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": 5,
            "wisdom_save": null,
            "charisma_save": 6,
            "perception": 4,
            "skills": {
                "acrobatics": 8,
                "deception": 6,
                "perception": 4,
                "persuasion": 6,
                "stealth": 12
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 120 ft., passive Perception 14",
            "languages": "Common, Elvish",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "desc": "The shadow fey poisoner makes two shortsword attacks or two longbow attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "1d6+4",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 28 (8d6) poison damage on a failed save, or half as much damage on a successful one.",
                    "name": "Shortsword"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "1d8+4",
                    "desc": "Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 28 (8d6) poison damage on a failed save, or half as much damage on a successful one.",
                    "name": "Longbow"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "During its first turn, the shadow fey has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the poisoner scores against a surprised creature is a critical hit.",
                    "name": "Assassinate"
                },
                {
                    "desc": "When in dim light or darkness, the shadow fey poisoner is invisible.",
                    "name": "Born of Shadows"
                },
                {
                    "desc": "If the shadow fey poisoner is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the poisoner instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.",
                    "name": "Evasion"
                },
                {
                    "desc": "The shadow fey has advantage on saving throws against being charmed, and magic can't put it to sleep.",
                    "name": "Fey Ancestry"
                },
                {
                    "desc": "As a bonus action while in shadows, dim light, or darkness, the shadow fey disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this trait.",
                    "name": "Shadow Traveler (4/Day)"
                },
                {
                    "desc": "The shadow fey poisoner deals an extra 21 (6d6) damage when it hits a target with a weapon attack and has advantage on the attack roll; or when the target is within 5 feet of an ally of the poisoner, that ally isn't incapacitated, and the poisoner doesn't have disadvantage on the attack roll.",
                    "name": "Sneak Attack (1/Turn)"
                },
                {
                    "desc": "While in sunlight, the shadow fey has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.",
                    "name": "Sunlight Sensitivity"
                },
                {
                    "desc": "The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items.",
                    "name": "Traveler in Darkness"
                }
            ],
            "spell_list": [],
            "page_no": 148,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_shadow-fey-poisoner/"
        },
        {
            "slug": "shadow-goblin",
            "desc": "",
            "name": "Shadow Goblin",
            "size": "Small",
            "type": "Humanoid",
            "subtype": "goblinoid",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 13,
            "armor_desc": null,
            "hit_points": 13,
            "hit_dice": "3d6+3",
            "speed": {
                "walk": 30
            },
            "strength": 10,
            "dexterity": 16,
            "constitution": 12,
            "intelligence": 13,
            "wisdom": 12,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Common, Elvish, Goblin, Umbral",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "desc": "The shadow goblin can make two attacks with its kitchen knife. The second attack has disadvantage.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 5,
                    "damage_dice": "1d4+3",
                    "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.",
                    "name": "Kitchen Knife"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "desc": "When the shadow goblin is hit by an attack from a creature it can see, it can curse the attacker. The attacker has disadvantage on attack rolls until the end of its next turn.",
                    "name": "Vengeful Jinx"
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The shadow goblin can take the Disengage or Hide action as a bonus action on each of its turns.",
                    "name": "Nimble Escape"
                },
                {
                    "desc": "The shadow goblin has advantage on Dexterity (Stealth) checks made to hide in dim light or darkness.",
                    "name": "Shadow Camouflage"
                },
                {
                    "desc": "While in sunlight, the shadow goblin has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.",
                    "name": "Sunlight Sensitivity"
                },
                {
                    "desc": "The shadow goblin has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items.",
                    "name": "Traveler in Darkness"
                },
                {
                    "desc": "The shadow goblin has advantage on saving throws against being charmed, and magic can't put it to sleep.",
                    "name": "Unseelie Blessing"
                }
            ],
            "spell_list": [],
            "page_no": 326,
            "environments": [],
            "img_main": null,
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            "document__title": "Creature Codex",
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            "v2_converted_path": "/v2/creatures/ccdx_shadow-goblin/"
        },
        {
            "slug": "snow-hag",
            "desc": "",
            "name": "Snow Hag",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 82,
            "hit_dice": "11d8+33",
            "speed": {
                "walk": 30
            },
            "strength": 16,
            "dexterity": 12,
            "constitution": 16,
            "intelligence": 13,
            "wisdom": 14,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "arcana": 3,
                "deception": 5,
                "survival": 4
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "",
            "damage_immunities": "cold",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Common, Giant, Sylvan",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "attack_bonus": 5,
                    "damage_dice": "2d8+3",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.",
                    "name": "Claws"
                },
                {
                    "desc": "The snow hag exhales a cloud of freezing fog in a 15-foot-radius around her. Each creature in that area must make a DC 13 Constitution saving throw. On a failure, a target takes 21 (6d6) cold damage and is restrained by ice for 1 minute. On a success, a target takes half the damage and isn't restrained. A restrained target can make a DC 13 Strength check, shattering the ice on a success. The ice can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire and bludgeoning damage; immunity to slashing, cold, poison, and psychic damage).",
                    "name": "Icy Embrace (Recharge 5-6)"
                },
                {
                    "desc": "The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies. \n\nThe changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have human hands, but someone touching them would feel her sharp claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised.",
                    "name": "Illusory Appearance"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The snow hag 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 moment.",
                    "name": "Ice Walk"
                },
                {
                    "desc": "The snow hag's spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The snow hag can innately cast the following spells, requiring no material components:\nAt will: minor illusion, prestidigitation, ray of frost\n1/day each: charm person, fog cloud, sleet storm",
                    "name": "Innate Spellcasting"
                }
            ],
            "spell_list": [],
            "page_no": 346,
            "environments": [],
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            "document__title": "Creature Codex",
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            "v2_converted_path": "/v2/creatures/ccdx_snow-hag/"
        },
        {
            "slug": "spirit-lamp",
            "desc": "",
            "name": "Spirit Lamp",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 82,
            "hit_dice": "11d8+33",
            "speed": {
                "walk": 40
            },
            "strength": 12,
            "dexterity": 19,
            "constitution": 16,
            "intelligence": 13,
            "wisdom": 14,
            "charisma": 19,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "perception": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "necrotic, poison, psychic",
            "condition_immunities": "charmed, frightened, poisoned, unconscious",
            "senses": "passive Perception 15",
            "languages": "Common",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "desc": "The spirit lamp makes three attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 7,
                    "damage_dice": "1d6+4",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) necrotic damage.",
                    "name": "Spirit Claw"
                },
                {
                    "attack_bonus": 7,
                    "damage_dice": "2d10",
                    "desc": "Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 11 (2d10) fire damage.",
                    "name": "Lantern Beam"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The spirit lamp can't be surprised and can use a bonus action to take the Disengage action.",
                    "name": "Jumpy"
                },
                {
                    "desc": "As a bonus action, the spirit lamp can open or close its lantern. When open, the lantern sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The spirit lamp can only see objects within the lantern's light and is blind while the lantern is closed. The lantern's light pierces magical and nonmagical darkness and can't be dispelled by magical darkness. If a creature dies in the lantern's light, its spirit is trapped in the lantern.",
                    "name": "Lantern's Light"
                },
                {
                    "desc": "Spirits of creatures that died within the lantern's light haunt it. While the lantern is open, these spirits surround the spirit lamp, slowing and attacking all creatures within the lantern's light. A creature that starts its turn within 30 feet of the spirit lamp has its speed halved and must make a DC 15 Wisdom saving throw, taking 10 (3d6) necrotic damage on a failed save, or half as much damage on a successful one. If the spirit lamp dies and the lantern is open, the lantern's spirits continue to harm creatures within 30 feet of it until the lantern is destroyed or closed.",
                    "name": "Lantern Spirits"
                },
                {
                    "desc": "The spirit lamp's lantern is immune to damage and can't be the target of spells or effects as long as the spirit lamp lives. When the spirit lamp dies, the lantern floats gently to the ground and opens, if it was closed. The lantern has AC 17, 50 hp, and is immune to piercing, poison, and psychic damage. A creature that touches the lantern must succeed on a DC 15 Charisma saving throw or be cursed. A cursed creature is frightened of darkness, can't see anything outside of the lantern's light, and is unable to drop the lantern. The cursed creature will risk its own life to protect the lantern. A creature can repeat the saving throw each day at dawn, lifting the curse and ending the effects on itself on a success. If this occurs, the lantern disintegrates. After three failed saving throws, remove curse or similar magic is required to end the curse. \n\nIf the creature remains cursed after 30 days, it is irreversibly changed by the curse, and it becomes the lantern's new spirit lamp. Voluntarily opening the lantern counts as a failed saving throw. If the lantern is destroyed, all captured spirits are put to rest and the cursed bearer, if it has not yet changed into a spirit lamp, is freed of the curse.",
                    "name": "Spirit Lantern"
                }
            ],
            "spell_list": [],
            "page_no": 349,
            "environments": [],
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            "document__title": "Creature Codex",
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            "v2_converted_path": "/v2/creatures/ccdx_spirit-lamp/"
        },
        {
            "slug": "vampire-priestess",
            "desc": "",
            "name": "Vampire Priestess",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 16,
            "armor_desc": "chain mail",
            "hit_points": 105,
            "hit_dice": "14d8+42",
            "speed": {
                "walk": 30
            },
            "strength": 16,
            "dexterity": 12,
            "constitution": 16,
            "intelligence": 13,
            "wisdom": 20,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": 4,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 8,
            "charisma_save": 5,
            "perception": 8,
            "skills": {
                "perception": 8,
                "religion": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "charmed",
            "senses": "darkvision 60 ft., passive Perception 18",
            "languages": "the languages it knew in life",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "desc": "The vampire priestess can use her Bewitching Gaze. She then makes two attacks, only one of which can be a bite attack.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 6,
                    "damage_dice": "1d8+3",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, and the creature must succeed on a DC 16 Constitution saving throw or bleed profusely from the wound. A bleeding creature takes 7 (2d6) slashing damage at the start of each of its turns. A creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.",
                    "name": "Scourge"
                },
                {
                    "attack_bonus": 6,
                    "damage_dice": "1d6+3",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire priestess, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hp maximum is reduced by an amount equal to the necrotic damage taken, and the priestess 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. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the priestess' control.",
                    "name": "Bite"
                },
                {
                    "desc": "The vampire priestess targets one humanoid she can see within 30 feet. If the target can see her, the target must succeed on a DC 16 Wisdom saving throw or be charmed by the priestess for 1 minute. While charmed, the creature is incapacitated and has a speed of 0. Each time the vampire priestess or her allies do anything harmful to the target, it can repeat the saving throw, ending the effect on a success. The target can also repeat the saving throw if another creature uses an action to shake the target out of its stupor.",
                    "name": "Bewitching Gaze"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "When she drops to 0 hp outside her resting place, the vampire priestess transforms into a cloud of mist instead of falling unconscious, provided that she isn't in running water. If she can't transform, she is destroyed. While she has 0 hp in mist form, she can't revert to her priestess form, and she must reach her resting place within 2 hours or be destroyed. \n\nWhile in mist form she can't take any actions, speak, or manipulate objects. She is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, she can do so without squeezing, and she can't pass through water. She has advantage on Strength, Dexterity, and Constitution saving throws, and she is immune to all nonmagical damage, except the damage she takes from sunlight. \n\nOnce in her resting place, she reverts to her priestess form. She is then paralyzed until she regains at least 1 hp. After spending 1 hour in her resting place with 0 hp, she regains 1 hp. s",
                    "name": "Misty Escape"
                },
                {
                    "desc": "The vampire priestess regains 15 hp at the start of her turn if she has at least 1 hp and isn't in sunlight or running water. If the priestess takes radiant damage or damage from holy water, this trait doesn't function at the start of her next turn.",
                    "name": "Regeneration"
                },
                {
                    "desc": "The vampire priestess is a 9th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). She has the following cleric spells prepared:\nCantrips (at will): light, guidance, poison spray, thaumaturgy\n1st level (4 slots): bane, command, inflict wounds, ray of sickness\n2nd level (3 slots): blindness/deafness, silence, spiritual weapon\n3rd level (3 slots): bestow curse, dispel magic, spirit guardians\n4th level (3 slots): banishment, freedom of movement\n5th level (1 slot): contagion, flame strike",
                    "name": "Spellcasting"
                },
                {
                    "desc": "The priestess has the following flaws:\nForbiddance. The priestess can't enter a residence without an invitation from one of the occupants.\nHarmed by Running Water. The priestess takes 20 acid damage if she ends her turn in running water.\nStake to the Heart. If a piercing weapon made of wood is driven into the priestess' heart while she is incapacitated in her resting place, the she is paralyzed until the stake is removed.\nSunlight Hypersensitivity. The priestess takes 20 radiant damage when she starts her turn in sunlight. While in sunlight, she has disadvantage on attack rolls and ability checks.",
                    "name": "Vampire Weaknesses"
                }
            ],
            "spell_list": [],
            "page_no": 367,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_vampire-priestess/"
        },
        {
            "slug": "vampiric-knight",
            "desc": "",
            "name": "Vampiric Knight",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 20,
            "armor_desc": "plate, shield",
            "hit_points": 127,
            "hit_dice": "15d8+60",
            "speed": {
                "walk": 30
            },
            "strength": 20,
            "dexterity": 14,
            "constitution": 18,
            "intelligence": 13,
            "wisdom": 17,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": null,
            "perception": 7,
            "skills": {
                "athletics": 9,
                "perception": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 17",
            "languages": "the languages it knew in life",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "desc": "The vampiric knight makes two impaling longsword attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 9,
                    "damage_dice": "1d8+5",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands, plus 9 (2d8) necrotic damage. The vampiric knight impales the target on its longsword, grappling the target if it is a Medium or smaller creature (escape DC 17). Until the grapple ends, the target is restrained, takes 9 (2d8) necrotic damage at the start of each of its turns, and the vampiric knight can't make longsword attacks against other targets.",
                    "name": "Impaling Longsword"
                },
                {
                    "desc": "Each living creature within 20 feet of the vampiric knight must make a DC 17 Constitution saving throw, taking 42 (12d6) necrotic damage on a failed save, or half as much damage on a successful one.",
                    "name": "Channel Corruption (Recharge 5-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "desc": "When a creature makes an attack against an allied vampire, the knight can grant the vampire a +3 bonus to its AC if the knight is within 5 feet of the vampire.",
                    "name": "Shield"
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The vampiric knight regains 20 hp at the start of its turn if it has at least 1 hp and isn't in running water. If it takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampiric knight's next turn.",
                    "name": "Regeneration"
                },
                {
                    "desc": "The vampiric knight has the following flaws:\nForbiddance. The vampiric knight can't enter a residence without an invitation from one of the occupants.\nHarmed by Running Water. The vampiric knight takes 20 acid damage if it ends its turn in running water.\nStake to the Heart. If a piercing weapon made of wood is driven into the vampiric knight's heart while the knight is incapacitated in its resting place, the vampiric knight is paralyzed until the stake is removed.",
                    "name": "Vampire Weaknesses"
                }
            ],
            "spell_list": [],
            "page_no": 369,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_vampiric-knight/"
        },
        {
            "slug": "archon-ursan",
            "desc": "",
            "name": "Archon, Ursan",
            "size": "Large",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "chaotic good",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 142,
            "hit_dice": "15d10+60",
            "speed": {
                "walk": 30,
                "fly": 60
            },
            "strength": 21,
            "dexterity": 14,
            "constitution": 18,
            "intelligence": 13,
            "wisdom": 17,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": 7,
            "perception": 3,
            "skills": {
                "perception": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "radiant; nonmagic B/P/S attacks",
            "damage_immunities": "cold",
            "condition_immunities": "charmed, exhaustion, frightened, prone",
            "senses": "darkvision 120', passive Perception 13",
            "languages": "all, telepathy 120'",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Two Greataxe attacks. When Thunderous Roar is available it can use the roar in place of one Greataxe attack."
                },
                {
                    "name": "Greataxe",
                    "desc": "Melee Weapon Attack: +9 to hit, 5 ft., one target, 18 (2d12+5) slashing damage + 13 (3d8) force."
                },
                {
                    "name": "Thunderous Roar (Recharge 5-6)",
                    "desc": "Unleashes a terrifying roar in a 30' cone. Each creature in that area: 36 (8d8) thunder (DC 16 Con half). In addition each hostile creature within 60' of archon that can hear it: DC 15 Wis save or be frightened for 1 min. Creatures in the 30' cone have disadvantage on this save. A frightened creature can re-save at end of each of its turns success ends effect on itself."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Rallying Roar",
                    "desc": "When it reduces a creature to 0 hp it can utter a triumphant roar. Each friendly creature within 60' of the archon that is frightened paralyzed stunned or unconscious has advantage on its next save. A friendly creature with o those conditions has advantage on its next attack roll. In addition each friendly creature within 60' of archon that can hear the roar gains 14 (4d6) temp hp."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Celestial Weapons",
                    "desc": "Its weapon attacks are magical. When it hits with any weapon deals an extra 4d8 force (included below)."
                },
                {
                    "name": "Immortal Nature",
                    "desc": "Doesn't require food drink or sleep"
                },
                {
                    "name": "Magic Resistance",
                    "desc": "Advantage: spell/magic effect saves."
                },
                {
                    "name": "Reckless",
                    "desc": "At the start of its turn can gain advantage on all melee weapon attack rolls it makes during that turn but attacks vs. it have advantage until start of its next turn."
                },
                {
                    "name": "Relentless (Recharge: Short/Long Rest)",
                    "desc": "If it takes 30 damage or less that would reduce it to 0 hp it is reduced to 1 hp instead."
                }
            ],
            "spell_list": [],
            "page_no": 43,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_archon-ursan/"
        },
        {
            "slug": "archon-word",
            "desc": "",
            "name": "Archon, Word",
            "size": "Tiny",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "lawful good",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 28,
            "hit_dice": "8d4+8",
            "speed": {
                "walk": 0,
                "fly": 90
            },
            "strength": 10,
            "dexterity": 14,
            "constitution": 13,
            "intelligence": 13,
            "wisdom": 17,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": 5,
            "perception": 3,
            "skills": {
                "perception": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "radiant",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, poisoned, prone",
            "senses": "darkvision 120', passive Perception 13",
            "languages": "all, telepathy 60'",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +4 to hit, 5 ft., one target, 7 (2d4+2) radiant."
                },
                {
                    "name": "Forceful Words",
                    "desc": "Ranged Spell Attack: +5 to hit, 90 ft., one target, 10 (2d6+3) radiant."
                },
                {
                    "name": "Share Smite (3/Day)",
                    "desc": "Empowers the weapon of one creature within 30' of it that can hear and see it for 1 min. The first time the target hits with the weapon on a turn deals extra 9 (2d8) radiant. If creature the target hits is a Fiend or Undead it takes 13 (3d8) radiant instead."
                },
                {
                    "name": "Spellcasting",
                    "desc": "Cha (DC 13) no material or somatic components: At will: dancing lights message true strike1/day ea: faerie fire heroism"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Immortal Nature",
                    "desc": "Doesn't require food drink or sleep"
                },
                {
                    "name": "Keen Sight",
                    "desc": "Advantage: sight Wis (Percept) checks."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "Advantage: spell/magic effect saves."
                }
            ],
            "spell_list": [],
            "page_no": 44,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_archon-word/"
        },
        {
            "slug": "beach-weird",
            "desc": "",
            "name": "Beach Weird",
            "size": "Large",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 65,
            "hit_dice": "10d10+10",
            "speed": {
                "walk": 20,
                "swim": 40
            },
            "strength": 17,
            "dexterity": 13,
            "constitution": 13,
            "intelligence": 13,
            "wisdom": 14,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "perception": 2
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, fire; nonmagic B/P/S attacks",
            "damage_immunities": "poison",
            "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious",
            "senses": "blindsight 30', passive Perception 12",
            "languages": "Aquan",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +5 to hit, 10 ft., one target, 16 (3d8+3) bludgeoning damage and target: DC 13 Str save or be pushed up to 10 ft. away from the beach weird."
                },
                {
                    "name": "Create Quicksand (3/Day)",
                    "desc": "Creates a 10 ft. radius 5 ft. deep area of quicksand centered on a point it can see within 30' of it. A creature that starts its turn in the quicksand or enters area for the first time on a turn: DC 13 Str save or be grappled by it. Grappled creature must make DC 13 Str save at start of each of its turns or sink 1 foot into the quicksand. A Small creature that sinks 2'+ or a Med creature that sinks 3'+ is restrained instead."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Elemental Nature",
                    "desc": "Doesn't require air food drink or sleep."
                },
                {
                    "name": "Invisible in Water",
                    "desc": "Is invisible while fully immersed in water."
                },
                {
                    "name": "Swim in Sand",
                    "desc": "Can burrow through sand at half its swim speed. It can't make attacks while immersed in sand."
                },
                {
                    "name": "Tidepool Bound",
                    "desc": "Dies if it moves more than 100' from the tide pools to which it is bound or if those tide pools remain waterless for more than 24 hrs."
                }
            ],
            "spell_list": [],
            "page_no": 52,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_beach-weird/"
        }
    ]
}