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

GET /v1/monsters/?format=api&ordering=senses&page=35
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=senses&page=36",
    "previous": "https://api-beta.open5e.com/v1/monsters/?format=api&ordering=senses&page=34",
    "results": [
        {
            "slug": "ironghoul-tob1-2023",
            "desc": "False",
            "name": "Iron Ghoul",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": "null",
            "alignment": "Lawful Evil",
            "armor_class": 16,
            "armor_desc": "breastplate",
            "hit_points": 143,
            "hit_dice": "22d8 + 44",
            "speed": {
                "walk": 20,
                "burrow": 30
            },
            "strength": 18,
            "dexterity": 16,
            "constitution": 14,
            "intelligence": 14,
            "wisdom": 14,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 12,
            "skills": {},
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, exhaustion, poisoned",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Common, Darakhul, Undercommon",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The iron ghoul makes one Bite attack and one Claw attack, or it makes three Glaive attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage. If the target is a Humanoid, it must succeed on a DC 13 Constitution saving throw or contract the darakhul fever disease (see the Darakhul Fever sidebar)."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) slashing damage. If the target is a creature other than an elf or Undead, it must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                },
                {
                    "name": "Glaive",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) slashing damage."
                },
                {
                    "name": "Heavy Crossbow",
                    "desc": "Ranged Weapon Attack: +6 to hit, range 100/400, one target. Hit: 8 (1d10 + 3) piercing damage."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Hungry Dead Nature",
                    "desc": "The ghoul requires no air or sleep."
                },
                {
                    "name": "Turning Defiance",
                    "desc": "The iron ghoul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn Undead."
                }
            ],
            "spell_list": [],
            "page_no": 204,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_iron-ghoul/"
        },
        {
            "slug": "mirrorhag-tob1-2023",
            "desc": "False",
            "name": "Mirror Hag",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Neutral",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 147,
            "hit_dice": "14d8 + 84",
            "speed": {
                "walk": 10,
                "fly": 30
            },
            "strength": 15,
            "dexterity": 16,
            "constitution": 22,
            "intelligence": 12,
            "wisdom": 14,
            "charisma": 19,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 12,
            "skills": {},
            "damage_vulnerabilities": "False",
            "damage_resistances": "thunder",
            "damage_immunities": "False",
            "condition_immunities": "charmed, frightened",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Common, Sylvan",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage plus 5 (2d4) necrotic damage."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 5 (2d4) necrotic damage."
                },
                {
                    "name": "Reconfiguring Curse",
                    "desc": "The mirror hag curses one creature she can see within 60 feet of her, corrupting its form. The target must make a DC 15 Constitution saving throw. On a success, the target is immune to the hag's Reconfiguring Curse for the next 24 hours. On a failure, the target is cursed, suffering one of the following effects of the hag's choice:"
                },
                {
                    "name": "Spellcasting",
                    "desc": "The mirror hag casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15):\nAt will: disguise self, ray of enfeeblement\n1/day each: dispel magic, locate creature"
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Confounding Ugliness",
                    "desc": "Any Humanoid that starts its turn within 60 feet of the hag and can see the hag's true form must succeed on a DC 15 Wisdom saving throw or be incapacitated until the start of its next turn. If the Humanoid's saving throw is successful, it is immune to the hag's Confounding Ugliness for the next 24 hours."
                }
            ],
            "spell_list": [],
            "page_no": 227,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_mirror-hag/"
        },
        {
            "slug": "ratfolk-tob1-2023",
            "desc": "False",
            "name": "Ratfolk",
            "size": "Small",
            "type": "Humanoid",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral",
            "armor_class": 14,
            "armor_desc": "studded leather",
            "hit_points": 17,
            "hit_dice": "5d6",
            "speed": {
                "walk": 10
            },
            "strength": 7,
            "dexterity": 15,
            "constitution": 11,
            "intelligence": 14,
            "wisdom": 10,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 12,
            "skills": {
                "Perception": 2
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Common",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Dagger",
                    "desc": "Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage."
                },
                {
                    "name": "Light Crossbow",
                    "desc": "Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Nimbleness",
                    "desc": "The ratfolk can move through the space of any Medium or larger hostile creature, and such a space isn't difficult terrain for the ratfolk."
                },
                {
                    "name": "Pack Tactics",
                    "desc": "The ratfolk has advantage on attack rolls against a creature if at least one of the ratfolk's allies is within 5 feet of the creature and the ally isn't incapacitated."
                }
            ],
            "spell_list": [],
            "page_no": 302,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_ratfolk/"
        },
        {
            "slug": "ratfolkrogue-tob1-2023",
            "desc": "False",
            "name": "Ratfolk Rogue",
            "size": "Small",
            "type": "Humanoid",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral",
            "armor_class": 15,
            "armor_desc": "studded leather",
            "hit_points": 31,
            "hit_dice": "7d6 + 7",
            "speed": {
                "walk": 10
            },
            "strength": 7,
            "dexterity": 16,
            "constitution": 12,
            "intelligence": 14,
            "wisdom": 10,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 12,
            "skills": {
                "Acrobatics": 5,
                "Perception": 2,
                "Stealth": 7
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Common, Thieves Cant",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Dagger",
                    "desc": "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage."
                },
                {
                    "name": "Light Crossbow",
                    "desc": "Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) poison damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Cunning Action",
                    "desc": "The ratfolk rogue takes the Dash, Disengage, or Hide action."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Nimbleness",
                    "desc": "The ratfolk rogue can move through the space of any Medium or larger hostile creature, and such a space isn't difficult terrain for the ratfolk."
                },
                {
                    "name": "Pack Tactics",
                    "desc": "The ratfolk rogue has advantage on attack rolls against a creature if at least one of the ratfolk's allies is within 5 feet of the creature and the ally isn't incapacitated."
                }
            ],
            "spell_list": [],
            "page_no": 302,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_ratfolk-rogue/"
        },
        {
            "slug": "ratking-tob1-2023",
            "desc": "False",
            "name": "Rat King",
            "size": "Medium",
            "type": "Monstrosity",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 76,
            "hit_dice": "9d8 + 36",
            "speed": {
                "walk": 20,
                "burrow": 30
            },
            "strength": 6,
            "dexterity": 16,
            "constitution": 18,
            "intelligence": 11,
            "wisdom": 15,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 12,
            "skills": {
                "Stealth": 6
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, frightened, paralyzed, petrified, poisoned, prone, stunned",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Common, Thieves’ Cant",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The rat king makes two Bite attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or suffer one level of exhaustion and become infected with a disease. Until the disease is cured, at the end of each long rest, the creature must repeat the saving throw. On a failure, the creature suffers another level of exhaustion. The exhaustion lasts until the creature finishes a long rest after the disease is cured. A creature that succeeds on two saving throws recovers from the disease."
                },
                {
                    "name": "Call Rats (1/Day)",
                    "desc": "The rat king magically calls 2d4 rats, 1d4 giant rats, or 1 swarm of rats. The rats arrive in 1d4 rounds, acting as allies of the rat king and obeying its spoken commands. The rats remain for 1 hour, until the rat king dies, or until the rat king dismisses them as a bonus action."
                }
            ],
            "bonus_actions": [],
            "reactions": [
                {
                    "name": "Absorption",
                    "desc": "When a friendly rat, giant rat, or swarm of rats starts its turn within 5 feet of the rat king, the rat king can absorb it. If the rat king does so, the target dies, and the rat king gains temporary hp equal to the target's remaining hp."
                }
            ],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Keen Smell",
                    "desc": "The rat king has advantage on Wisdom (Perception) checks that rely on smell."
                },
                {
                    "name": "Plague of Ill Omen",
                    "desc": "The rat king radiates a magical aura of misfortune. A creature that starts its turn within 15 feet of the rat king must succeed on a DC 14 Charisma saving throw or have disadvantage on attack rolls and saving throws until the start of its next turn."
                }
            ],
            "spell_list": [],
            "page_no": 300,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_rat-king/"
        },
        {
            "slug": "red-bandedlinespider-tob1-2023",
            "desc": "False",
            "name": "Red-Banded Line Spider",
            "size": "Tiny",
            "type": "Beast",
            "subtype": "",
            "group": "null",
            "alignment": "Unaligned",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 15,
            "hit_dice": "6d4",
            "speed": {
                "walk": 30
            },
            "strength": 4,
            "dexterity": 16,
            "constitution": 10,
            "intelligence": 1,
            "wisdom": 10,
            "charisma": 2,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 12,
            "skills": {
                "Perception": 2,
                "Stealth": 5
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "psychic",
            "condition_immunities": "charmed, frightened",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "—",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 5 (2d4) poison damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned until the end of its next turn."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Swingline",
                    "desc": "The spider throws a length of webbing at a point on a surface, such as the ground or wall, it can see within 30 feet of it, attaching one end of the webbing to that point. It then reels in the webbing, pulling itself to an unoccupied space within 5 feet of that point. When the spider moves in this way, opportunity attacks against it have disadvantage. If the spider pulled itself at least 15 feet straight toward a creature, it has advantage on the next Bite attack it makes against that creature before the start of its next turn."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Reactive Venom",
                    "desc": "If the spider deals poison damage to a creature that is poisoned, the target takes an extra 2 (1d4) poison damage."
                },
                {
                    "name": "Spider Climb",
                    "desc": "The spider can climb difficult surfaces, including upside down and on ceilings, without needing to make an ability check."
                },
                {
                    "name": "Web Walker",
                    "desc": "The spider ignores movement restrictions caused by webbing."
                }
            ],
            "spell_list": [],
            "page_no": 345,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_red-banded-line-spider/"
        },
        {
            "slug": "shadhavar-tob1-2023",
            "desc": "False",
            "name": "Shadhavar",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral",
            "armor_class": 14,
            "armor_desc": "natural",
            "hit_points": 82,
            "hit_dice": "11d10 + 22",
            "speed": {
                "walk": 50
            },
            "strength": 14,
            "dexterity": 15,
            "constitution": 14,
            "intelligence": 8,
            "wisdom": 10,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 10,
            "skills": {
                "Stealth": 4
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "understands Elvish and Umbral but can’t speak",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The shadhavar makes one Gore attack and one Hooves attack."
                },
                {
                    "name": "Gore",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage."
                },
                {
                    "name": "Hooves",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage."
                },
                {
                    "name": "Darkness Aura (1/Day)",
                    "desc": "A 15-foot radius of magical darkness extends out from the shadhavar, moves with it, and spreads around corners. The darkness lasts as long as the shadhavar maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can't penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Plaintive Melody (3/Day)",
                    "desc": "The shadhavar plays a captivating melody through its hollow horn. Each creature within 60 feet of the shadhavar that can hear it must succeed on a DC 13 Wisdom saving throw or be charmed until the start of the shadhavar's next turn. While charmed, a creature is incapacitated, its speed is reduced to 0, and the shadhavar has advantage on attack rolls against it."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Magic Horn",
                    "desc": "The shadhavar's Gore attacks are magical."
                },
                {
                    "name": "Shadesight",
                    "desc": "Magical darkness doesn't impede the shadhavar's darkvision."
                }
            ],
            "spell_list": [],
            "page_no": 323,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_shadhavar/"
        },
        {
            "slug": "shadowbeast-tob1-2023",
            "desc": "False",
            "name": "Shadow Beast",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Evil",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 112,
            "hit_dice": "15d8 + 45",
            "speed": {
                "walk": 40
            },
            "strength": 6,
            "dexterity": 20,
            "constitution": 17,
            "intelligence": 14,
            "wisdom": 14,
            "charisma": 19,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": null,
            "perception": 12,
            "skills": {
                "Stealth": 8
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "False",
            "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, restrained",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Common, Elvish, Umbral, Void Speech",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The shadow beast makes one Bite attack and two Claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) necrotic damage."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 7 (2d6) necrotic damage."
                },
                {
                    "name": "Frightful Shadows (Recharge 5-6)",
                    "desc": "The shadow beast releases a wave of shadows filled with frightening images of eyes, fangs, and other barely seen and terrifying beasts in a 30-foot cone. Each creature in the area must make a DC 15 Wisdom saving throw. On a failure, a creature takes 42 (12d6) necrotic damage and is frightened for 1 minute. On a success, a creature takes half the damage and isn't frightened. A frightened creature must take the Dash action and move away from the shadow beast by the safest available route on each of its turns, unless there is nowhere to move. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Incorporeal Movement",
                    "desc": "The shadow beast can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The shadow beast has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Shadow Weapons",
                    "desc": "The shadow beast's weapon attacks are magical. When the shadow beast hits with any weapon, the weapon deals an extra 2d6 necrotic damage (included in the attack)."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "While in sunlight, the shadow beast has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
                }
            ],
            "spell_list": [],
            "page_no": 324,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_shadow-beast/"
        },
        {
            "slug": "shadowfey-tob1-2023",
            "desc": "False",
            "name": "Shadow Fey",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "",
            "group": "null",
            "alignment": "Lawful Evil",
            "armor_class": 15,
            "armor_desc": "chain shirt",
            "hit_points": 31,
            "hit_dice": "7d8",
            "speed": {
                "walk": 30
            },
            "strength": 10,
            "dexterity": 14,
            "constitution": 10,
            "intelligence": 11,
            "wisdom": 11,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 12,
            "skills": {
                "Arcana": 2,
                "Perception": 2
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Common, Elvish, Umbral",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Shortsword",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage."
                },
                {
                    "name": "Shortbow",
                    "desc": "Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Shadow Traveler (2/Day)",
                    "desc": "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 bonus action."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "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": "Sunlight Sensitivity",
                    "desc": "While in sunlight, the shadow fey has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
                }
            ],
            "spell_list": [],
            "page_no": 158,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_shadow-fey/"
        },
        {
            "slug": "strife-tob1-2023",
            "desc": "False",
            "name": "Strife",
            "size": "Small",
            "type": "Fey",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Evil",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 60,
            "hit_dice": "11d6 + 22",
            "speed": {
                "walk": 40,
                "fly": 40
            },
            "strength": 8,
            "dexterity": 20,
            "constitution": 14,
            "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": 12,
            "skills": {
                "Deception": 7,
                "Stealth": 9
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Common, Sylvan",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The strife can use its Sow Discord. It then makes two Claw attacks."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft. one target. Hit: 8 (1d6 + 5) slashing damage."
                },
                {
                    "name": "Sow Discord",
                    "desc": "The strife attempts to sow discord in up to two creatures it can see within 30 feet of it. Each target must make a DC 13 Wisdom saving throw. On a failure, a creature takes 7 (2d6) psychic damage and distrusts its allies until the start of the strife's next turn. On a success, a creature takes half the damage and doesn't distrust its allies. A creature that distrusts its allies can't give or receive aid from its allies, including spells, class features like Sneak Attack, and the Help action."
                },
                {
                    "name": "Invisibility",
                    "desc": "The strife magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the strife wears or carries is invisible with it."
                }
            ],
            "bonus_actions": [],
            "reactions": [
                {
                    "name": "Induce Doubt",
                    "desc": "If a creature misses the strife with an attack, the strife can cause the attacker to doubt itself. The attacker must succeed on a DC 13 Wisdom saving throw or each time it makes an attack roll or saving throw before the end of its next turn, it must roll a d4 and subtract the number rolled from the attack roll or saving throw."
                },
                {
                    "name": "Familiar",
                    "desc": "The stryx can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the stryx senses as long as they are within 1 mile of each other. While the stryx is within 10 feet of its companion, the companion shares the stryx's Keen Hearing and Sight trait. At any time and for any reason, the stryx can end its service as a familiar, ending the telepathic bond."
                }
            ],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Mimicry",
                    "desc": "The strife can mimic Humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 17 Wisdom (Insight) check."
                },
                {
                    "name": "Delight",
                    "desc": "When a creature within 30 feet of the strife takes psychic damage, the strife gains 5 temporary hp or gains advantage on the next attack roll it makes before the end of its next turn (the strife's choice)."
                }
            ],
            "spell_list": [],
            "page_no": 349,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_strife/"
        },
        {
            "slug": "tuskedskyfish-tob1-2023",
            "desc": "False",
            "name": "Tusked Skyfish",
            "size": "Large",
            "type": "Aberration",
            "subtype": "",
            "group": "null",
            "alignment": "Unaligned",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 102,
            "hit_dice": "12d10 + 36",
            "speed": {
                "walk": 20,
                "fly": 5
            },
            "strength": 19,
            "dexterity": 12,
            "constitution": 17,
            "intelligence": 3,
            "wisdom": 14,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 12,
            "skills": {},
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "lightning",
            "condition_immunities": "False",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "—",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The tusked skyfish makes one Gore attack and one Electrified Tentacles attack."
                },
                {
                    "name": "Gore",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage."
                },
                {
                    "name": "Electrified Tentacles",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 14 (3d6 + 4) bludgeoning damage, and the target is grappled (escape DC 13) if it is a Medium or smaller creature. Until this grapple ends, the target is restrained and takes 14 (4d6) lightning damage at the start of each of its turns, and the skyfish can't use its Electrified Tentacles on another target."
                },
                {
                    "name": "Stench Spray (Recharge 5-6)",
                    "desc": "The tusked skyfish sprays foul-smelling liquid in a 20-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Constitution saving throw. On a failure, a creature takes 21 (6d6) poison damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn't poisoned. If the saving throw fails by 5 or more, the creature falls unconscious while poisoned in this way. The unconscious creature wakes up if it takes damage or if another creature takes an action to shake it awake. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Electrified Tendrils",
                    "desc": "A creature that touches the skyfish or hits it with a melee attack while within 5 feet of it takes 3 (1d6) lightning damage. In addition, a creature that starts its turn beneath the skyfish while the skyfish is hovering takes 3 (1d6) lightning damage, provided the creature is within 15 feet of the skyfish."
                },
                {
                    "name": "Mobile Grappler",
                    "desc": "While grappling a creature, the tusked skyfish can move at its full speed, carrying the grappled creature along with it."
                }
            ],
            "spell_list": [],
            "page_no": 372,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_tusked-skyfish/"
        },
        {
            "slug": "wampuscat-tob1-2023",
            "desc": "False",
            "name": "Wampus Cat",
            "size": "Medium",
            "type": "Monstrosity",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Neutral",
            "armor_class": 14,
            "armor_desc": "",
            "hit_points": 39,
            "hit_dice": "6d8 + 12",
            "speed": {
                "walk": 30
            },
            "strength": 14,
            "dexterity": 18,
            "constitution": 15,
            "intelligence": 12,
            "wisdom": 14,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 12,
            "skills": {
                "Deception": 5,
                "Persuasion": 5
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Common",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Claw (True Form Only)",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage."
                },
                {
                    "name": "Sweet Song (Recharge 5-6)",
                    "desc": "The wampus cat sings a sweet melody. Each creature within 60 feet of her that can hear the song must succeed on a DC 13 Charisma saving throw or be charmed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the wampus cat's Sweet Song for the next 24 hours."
                },
                {
                    "name": "Terrifying Yowl (Recharge 5-6)",
                    "desc": "The wampus cat emits an ear-piercing yowl. Each creature within 15 feet of the wampus cat that can hear the yowl must make a DC 13 Wisdom saving throw. On a failure, a creature takes 10 (3d6) thunder damage and is frightened until the end of its next turn. On a success, a creature takes half the damage and isn't frightened."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Change Shape",
                    "desc": "The wampus cat magically polymorphs into a Medium female Humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying transforms with her. She reverts to her true form if she dies."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Divine Animosity",
                    "desc": "The wampus cat has advantage on attack rolls against creatures wielding divine or celestial power, such as clerics, paladins, or aasimars."
                }
            ],
            "spell_list": [],
            "page_no": 392,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_wampus-cat/"
        },
        {
            "slug": "zimwi-tob1-2023",
            "desc": "False",
            "name": "Zimwi",
            "size": "Medium",
            "type": "Giant",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 110,
            "hit_dice": "13d8 + 52",
            "speed": {
                "walk": 60
            },
            "strength": 13,
            "dexterity": 18,
            "constitution": 19,
            "intelligence": 6,
            "wisdom": 9,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 12,
            "skills": {
                "Perception": 2
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Giant",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The zimwi makes one Bite attack and one Claw attack. It can replace its Bite attack with a use of Swallow."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage."
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage, and the target is grappled (escape DC 12) if it is a Medium or smaller creature. The zimwi has two claws, each of which can grapple only one target."
                },
                {
                    "name": "Swallow",
                    "desc": "The zimwi makes one Bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the zimwi, and it takes 10 (3d6) acid damage at the start of each of the zimwi's turns. A zimwi can have up to two creatures swallowed at a time."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Desperate Hunger",
                    "desc": "When the zimwi is below half its hp maximum, it has advantage on melee attack rolls against creatures that aren't Constructs."
                }
            ],
            "spell_list": [],
            "page_no": 402,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_zimwi/"
        },
        {
            "slug": "ash-drake",
            "desc": "_A lean and dull-scaled ash drake often perches on a chimney as if it just crawled out, its tail still hanging into the chimney as smoke billows out._  \n**Chimney Nesting.** Ash drakes clog chimney flues and delight in dusting crowds with thick, choking ash and soot, while the drakes laugh with sneering, wheezing tones. To placate the creatures, owners of smelters and smithies leave large piles of ash for the drakes to play in, with the hope they leave the shop and its workers alone. Anyone hunting ash drakes finds them very difficult to attack in their cramped lairs because the creatures blend in with the surroundings. Ash drakes often befriend kobolds, who have little trouble appeasing the beasts and appreciate the added security they bring.  \n**Hunt Strays and Pets.** Ash drakes eat rats and stray animals, although few can resist snatching an unattended, possibly beloved pet. Contrary to popular opinion, this drake doesn’t consume ash, but enjoys a pile of ash like a cat would catnip, rolling around in it and becoming wild-eyed. Anyone who disrupts such play becomes the target of the creature’s intensely hot and sooty breath weapon.  \nWhile an ash drake is three feet long with a four-foot long tail that seems to trail off into smoke, it weighs less than one might expect—approximately ten lb. Every third winter, when chimneys are active, a male drake leaves his lair to find a mate. If the new couple roosts in a city or town, the nearby streets know it, as the air becomes nearly unbreathable with soot. The resulting eggs are left in a suitable chimney, and one of the parents protects the young until they leave the nest at two years of age.  \n**Volcanic Haunts.** Ash drakes outside a city live in or near volcanic plateaus, and mutter about the lack of neighbors to bully. In the wild, an ash drake may partner with a red dragon or flame dragon, since the dragon provides its lesser cousin with plenty of ash.",
            "name": "Ash Drake",
            "size": "Small",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 117,
            "hit_dice": "18d6+54",
            "speed": {
                "walk": 30,
                "fly": 60
            },
            "strength": 14,
            "dexterity": 15,
            "constitution": 16,
            "intelligence": 9,
            "wisdom": 15,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": 4,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "stealth": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "fire",
            "damage_immunities": "",
            "condition_immunities": "paralyzed, unconscious",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Common, Draconic",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The ash drake makes one bite attack and two claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage + 3 (1d6) fire damage.",
                    "attack_bonus": 4,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.",
                    "attack_bonus": 4,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Ash Cloud",
                    "desc": "An ash drake can beat its wings and create a cloud of ash that extends 10 feet in all directions, centered on itself. This cloud provides half cover, though the ash drake can see normally through its own cloud. Any creature that enters or starts its turn in the cloud must succeed on a DC 14 Constitution saving throw or become blinded for 1d6 rounds."
                },
                {
                    "name": "Ash Breath (recharge 6)",
                    "desc": "An ash drake spews a 20-foot cone of blistering hot, choking ash. Any targets in the path of this spray takes 14 (4d6) fire damage and become poisoned for one minute; a successful DC 13 Dexterity saving throw reduces damage by half and negates the poisoning. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on itself with a successful save."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 149,
            "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_ash-drake/"
        },
        {
            "slug": "chernomoi",
            "desc": "_These scaly creatures resemble nothing so much as tiny, batwinged dragonkin._  \n**Dragon Sprites.** Chernomoi (which means “lair sprite” in Draconic) often reside discreetly in a dragon lair or dragonborn household, cleaning and tidying up at night, and only occasionally keeping a small trinket or shiny gemstone as compensation. They appear as tiny, winged dragonkin, dressed in metallic armor made of small coins and semi-precious stones.  \n**Lair Alarms.** Chernomoi are terrified of wyverns and never lair anywhere near them. Otherwise, they are very protective of their draconic masters and raise an alarm if an intruder is undetected. They fight with their tiny blades and Shriek attack if cornered, though they always flee from danger as a first option— usually straight to a dragon, dragonborn, or drake ally.",
            "name": "Chernomoi",
            "size": "Tiny",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 32,
            "hit_dice": "5d4+20",
            "speed": {
                "walk": 20,
                "fly": 20
            },
            "strength": 9,
            "dexterity": 18,
            "constitution": 18,
            "intelligence": 12,
            "wisdom": 11,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "acrobatics": 6,
                "perception": 2,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with silver weapons",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Common, Draconic, Sylvan",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Scimitar",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Shriek (Recharge 5-6)",
                    "desc": "The chernomoi emits a loud shriek. All creatures within 60 feet who can hear take 10 (3d6) thunder damage, or half damage with a successful DC 13 Constitution saving throw."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Innate Spellcasting",
                    "desc": "the chernomoi's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:\n\nat will: detect magic, invisibility, mage hand, mending, message, prestidigitation\n\n1/day each: detect poison and disease, dimension door"
                }
            ],
            "spell_list": [],
            "page_no": 55,
            "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_chernomoi/"
        },
        {
            "slug": "degenerate-titan",
            "desc": "_This giant retains a look of daunting power despite its stooped bearing, tattered clothing, and pieces of slapdash armor strapped on wherever it fits._  \n**Haunt Ruins.** The degenerate descendants of once-noble titans haunt the ruins where their cities once flourished. They hunt for any living thing to eat, including each other, and sometimes chase after herds of goats or other animals for miles. While they are easily distracted, they always find their way home unerringly.  \n**Insane and Moody.** Degenerate titans are prone to insanity and unexpected mood shifts. They are fiercely territorial creatures who worship the still-active magical devices of their cities and any surviving statuary as if they were gods. Their lairs are filled with items scavenged from the city. These collections are a hodgepodge of dross and delight, as the degenerate titans are not intelligent enough to discern treasure from trash.  \n**Primal Power.** Degenerate titans cannot command magical words of power, but they have tapped into the earth's latent mystic power to generate strange geomancy. These devolved misfits may have lost most of their former gifts, but what remains are primal powers that tap, without subtlety or skill, into the fundamental building blocks of magic.",
            "name": "Degenerate Titan",
            "size": "Huge",
            "type": "Giant",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 12,
            "armor_desc": "crude armored coat",
            "hit_points": 161,
            "hit_dice": "14d12+70",
            "speed": {
                "walk": 40
            },
            "strength": 24,
            "dexterity": 6,
            "constitution": 20,
            "intelligence": 6,
            "wisdom": 9,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "intimidation": 1,
                "perception": 2
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Titan",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The degenerate titan makes two greatclub attacks."
                },
                {
                    "name": "Greatclub",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.",
                    "attack_bonus": 10,
                    "damage_dice": "3d8"
                },
                {
                    "name": "Rock",
                    "desc": "Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.",
                    "attack_bonus": 10,
                    "damage_dice": "4d10"
                },
                {
                    "name": "Earthstrike (Recharge 4-6)",
                    "desc": "The degenerate titan slams his fists onto the ground, creating a shockwave in a line 60 feet long and 10 feet wide. Each creature in the line takes 35 (10d6) force damage and is flung up 20 feet away from the titan and knocked prone; a successful DC 18 Dexterity saving throw halves the damage and prevents the creature from being flung or knocked prone. A creature that's flung against an unyielding object such as a wall or floor takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If it collides with another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage (1d6 bludgeoning per 10 feet) and be knocked prone."
                },
                {
                    "name": "Shout of the Void (Recharge 4-6)",
                    "desc": "The degenerate titan utters a scream that rends reality in a 30-foot cone. Any ongoing spell or magical effect of 3rd level or lower in the area ends. For every spell or effect of 4th level or higher in the area, the degenerate titan makes a Constitution check against DC (10 + the level of the spell or effect). On a success, the spell or effect ends."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Magic Resistance",
                    "desc": "The degenerate titan has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 381,
            "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_degenerate-titan/"
        },
        {
            "slug": "domovoi",
            "desc": "_The domovoi enjoy violence and bonebreaking; this makes them useful to more delicate creatures that need enforers._  \n**Long Armed Bruisers.** Domovoi resemble nothing so much as large, stony goblins, with oversized heads and leering grins, and with mossy beards as well as massive shoulders and forearms. Their large limbs give them reach and powerful slam attacks.  \n**Abandoned Servants.** The domovoi were the portal guards and house lackeys of the elvish nobility, and some were left behind—some say on purpose.  \n**Debt Collectors.** These smirking stragglers seek work as tireless sentinels and fey button men, collecting debts for criminal syndicates. They can use alter self and invisibility at will, and they delight in frustrating the progress of would-be thieves and tomb robbers. They enjoy roughing up weaker creatures with their powerful, stony fists.",
            "name": "Domovoi",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 93,
            "hit_dice": "11d8+44",
            "speed": {
                "walk": 30
            },
            "strength": 19,
            "dexterity": 13,
            "constitution": 18,
            "intelligence": 6,
            "wisdom": 10,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "intimidation": 5,
                "perception": 2
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "acid, lightning",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Common, Dwarvish, Elvish",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The domovoi makes two slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Innate Spellcasting",
                    "desc": "the domovoi's innate spellcasting ability is Charisma (spell save DC 15). He can innately cast the following spells, requiring no material components:\n\nat will: alter self, invisibility\n\n3/day each: darkness, dimension door, haste"
                }
            ],
            "spell_list": [],
            "page_no": 122,
            "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_domovoi/"
        },
        {
            "slug": "fellforged",
            "desc": "_A darkly foreboding intelligence glows behind this automaton’s eyes, and its joints seep hissing green vapors._  \n**Wraith Constructs.** Fellforged are the castoffs of gearforged and clockworks production, given foul sentience when the construct bodies attract wraiths yearning to feel the corporeal world. The clockwork bodies trap the wraiths, which dulls many of their supernatural abilities but gives them physical form. The wraiths twist the bodies to their own use—going so far as to destroy the body to harm the living.  \n**Soldiers for Vampires.** Fellforged commonly seek out greater undead as their masters. Vampires and liches are favorite leaders, but banshees and darakhul also make suitable commanders.  \n**Grave Speech.** The voice of the fellforged is echoing and sepulchral, a tomb voice that frightens animals and children.  \n**Constructed Nature.** A fellforged doesn’t require air, food, drink, or sleep.",
            "name": "Fellforged",
            "size": "Medium",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 135,
            "hit_dice": "18d8+54",
            "speed": {
                "walk": 30
            },
            "strength": 14,
            "dexterity": 12,
            "constitution": 17,
            "intelligence": 12,
            "wisdom": 14,
            "charisma": 15,
            "strength_save": 8,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold, fire, lightning",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, exhaustion, poisoned",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "any languages it knew in life",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The fellforged makes two necrotic slam attacks."
                },
                {
                    "name": "Necrotic Slam",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage plus 4 (1d8) necrotic damage, and the target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the total damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.",
                    "attack_bonus": 5,
                    "damage_dice": "2d8"
                },
                {
                    "name": "Violent Escapement",
                    "desc": "With little regard for the clockwork bodies they inhabit, fellforged wraiths can stress and strain their mechanisms in such a violent manner that flywheels become unbalanced, gears shatter, and springs snap. As a bonus action, this violent burst of gears and pulleys deals 7 (2d6) piercing damage to all foes within 5 feet who fail a DC 14 Dexterity saving throw. Each use of this ability imposes a cumulative reduction in movement of 5 feet upon the fellforged. If its speed is reduced to 0 feet, the fellforged becomes paralyzed."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Expelled Spirit",
                    "desc": "While the fellforged body was made to bind spirits, the wraith within is vulnerable to turning attempts. Any successful turn attempt exorcises the wraith from its clockwork frame. The expelled wraith retains its current hp total and fights normally. The construct dies without an animating spirit."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "While in sunlight, the fellforged has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
                },
                {
                    "name": "Unnatural Aura",
                    "desc": "All animals, whether wild or domesticated, can sense the unnatural presence of fellforged at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so, and they remain panicked as long as they are within that range."
                }
            ],
            "spell_list": [],
            "page_no": 182,
            "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_fellforged/"
        },
        {
            "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": "ghoul-iron",
            "desc": "",
            "name": "Ghoul, Iron",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 16,
            "armor_desc": "breastplate",
            "hit_points": 143,
            "hit_dice": "22d8+44",
            "speed": {
                "walk": 30,
                "burrow": 20
            },
            "strength": 18,
            "dexterity": 16,
            "constitution": 14,
            "intelligence": 14,
            "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": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The iron ghoul makes one bite attack and one claw attack, or three glaive attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target is humanoid, it must succeed on a separate DC 13 Constitution saving throw or contract darakhul fever.",
                    "attack_bonus": 7,
                    "damage_dice": "3d8"
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target is humanoid, it must succeed on a separate DC 13 Constitution saving throw or contract darakhul fever.",
                    "attack_bonus": 7,
                    "damage_dice": "4d6"
                },
                {
                    "name": "Glaive",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 4) slashing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "1d10"
                },
                {
                    "name": "Heavy Bone Crossbow",
                    "desc": "Ranged Weapon Attack: +6 to hit, range 100/400, one target. Hit: 8 (1d10 + 3) piercing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d10"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Turning Defiance",
                    "desc": "The iron 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-iron/"
        },
        {
            "slug": "greater-death-butterfly-swarm",
            "desc": "_These enormous clouds of orange and green butterflies add a reek of putrefaction to the air, stirred by the flapping of their delicate wings._  \n**Demon-Haunted.** A death butterfly swarm results when a rare breed of carrion-eating butterflies, drawn to the stench of great decay, feeds on the corpse of a fiend, demon, or similar creature.  \n**Dizzying and Poisonous.** The colorful and chaotic flapping of the insects’ wings blinds and staggers those in its path, allowing the swarm to necrotize more flesh from those it overruns. Attracted to rotting material, the swarm spreads a fast-acting, poison on its victims, creating carrion it can feed on immediately.  \n**Devour the Undead.** Undead creatures are not immune to a death butterfly swarm’s poison, and a swarm can rot an undead creature’s animating energies as easily as those of the living. Given the choice between an undead and living creature, a death butterfly swarm always attacks the undead. Such swarms find ghouls and vampires particularly appealing. Some good-aligned forces regard summoning these swarms as a necessary evil.",
            "name": "Greater Death Butterfly Swarm",
            "size": "Huge",
            "type": "Beast",
            "subtype": "Swarm",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 84,
            "hit_dice": "13d12",
            "speed": {
                "hover": true,
                "walk": 5,
                "fly": 40
            },
            "strength": 1,
            "dexterity": 16,
            "constitution": 10,
            "intelligence": 1,
            "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": {},
            "damage_vulnerabilities": "cold, fire",
            "damage_resistances": "bludgeoning, piercing, and slashing",
            "damage_immunities": "",
            "condition_immunities": "charmed, frightened, paralyzed, petrified, prone, restrained, petrified",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The swarm makes a Bite attack against every target in its spaces."
                },
                {
                    "name": "Bites",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 0 ft., every target in the swarm's space. Hit: 24 (6d6 + 3) piercing damage, or 13 (3d6 + 3) piercing damage if the swarm has half of its hit points or fewer. The target also takes 17 (5d6) poison damage and becomes poisoned for 1d4 rounds; a successful DC 15 Constitution saving throw reduces poison damage by half and prevents the poisoned condition.",
                    "attack_bonus": 6,
                    "damage_dice": "6d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Potent Poison",
                    "desc": "The death butterfly swarm's poison affects corporeal undead who are otherwise immune to poison."
                },
                {
                    "name": "Swarm",
                    "desc": "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points."
                },
                {
                    "name": "Weight of Wings",
                    "desc": "As death butterfly swarm but with DC 16 Dexterity saving throw"
                }
            ],
            "spell_list": [],
            "page_no": 71,
            "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_greater-death-butterfly-swarm/"
        },
        {
            "slug": "krake-spawn",
            "desc": "_This twisted, unnatural beast looks like the unholy union of squid and spider. Its shell-covered core has six small rubbery legs, peculiar antennae, and six tentacles around a squid’s enormous beak. Unlike krakens and giant squid, krake spawn can scuttle onto land._  \n**Demonic Crossbreeds.** Some believe krake spawn are demonic crossbreeds created by the aboleth, fusing kraken blood with demonic souls. Others say that krake spawn are the horrible creation of a long-forgotten meddling god, summoned to the mortal world by deep ones. Certainly krake spawn do respond to summoning magic, and sorcerers do summon krake spawn through blood sacrifices to work evil in the world. However, they do so at considerable peril: unlike demons and devils, krake spawn are seldom bound by pacts of any kind.  \n**Outwit Humans.** Though enormous and carrying an armored green shell on their six spindly legs, krake spawn are surprisingly quick and agile. Worse, they have a malicious and bloodthirsty intellect. A krake spawn is considerably smarter than most humans, who mistake them for dumb beasts—an error that can often prove fatal.  \n**Iceberg Fortresses.** Krake spawn live in remote, icy regions, where they fashion elaborate iceberg fortresses. When they venture into warmer climes in search of magic or slaves, they can preserve their icebergs with ice storms. These fortresses are stocked with frozen creatures (an emergency food supply), the krake spawn’s treasure and library, slaves or prisoners of many races, and a hellish nest filled with the krake spawn’s offspring.  \nA krake spawn measures 40 feet in length and weighs 2,000 lb.",
            "name": "Krake Spawn",
            "size": "Huge",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 150,
            "hit_dice": "12d12+72",
            "speed": {
                "walk": 20,
                "swim": 30
            },
            "strength": 24,
            "dexterity": 12,
            "constitution": 22,
            "intelligence": 17,
            "wisdom": 15,
            "charisma": 18,
            "strength_save": 11,
            "dexterity_save": null,
            "constitution_save": 10,
            "intelligence_save": 7,
            "wisdom_save": null,
            "charisma_save": 8,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "cold, poison, psychic",
            "condition_immunities": "charmed, poisoned",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Common, Infernal, Primordial, Void Speech",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The krake spawn makes eight tentacle attacks and one bite attack. It can substitute one constrict attack for two tentacle attacks if it has a creature grappled at the start of the krake spawn's turn, but it never constricts more than once per turn."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 12 (1d10 + 7) slashing damage.",
                    "attack_bonus": 11,
                    "damage_dice": "1d10+7"
                },
                {
                    "name": "Tentacle",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 10 (1d6 + 7) necrotic damage. If two tentacle attacks hit the same target in one turn, the target is also grappled (escape DC 17).",
                    "attack_bonus": 11,
                    "damage_dice": "1d6+7"
                },
                {
                    "name": "Constrict",
                    "desc": "The constricted creature takes 26 (3d12 + 7) bludgeoning damage and is grappled (escape DC 17) and restrained."
                },
                {
                    "name": "Ink Cloud (Recharge 6)",
                    "desc": "The krake spawn emits black, venomous ink in a 30-foot cloud as a bonus action while underwater. The cloud affects vision as the darkness spell, and any creature that starts its turn inside the cloud takes 10 (3d6) poison damage, or half damage with a successful DC 18 Constitution saving throw. The krake spawn's darkvision is not impaired by this cloud. The cloud persists for 1 minute, then disperses."
                },
                {
                    "name": "Vomit Forth the Deeps (1/Day)",
                    "desc": "The krake spawn sprays half-digested food from its maw over a 15-foot cone. This acidic slurry causes 3 (1d6) acid damage and targets must make a successful DC 18 Constitution saving throw or be incapacitated until the end of their next turn."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The krake spawn can breathe air and water."
                },
                {
                    "name": "Jet",
                    "desc": "While underwater, the krake spawn can take the withdraw action to jet backward at a speed of 140 feet. It must move in a straight line while using this ability."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the krake spawn's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:\n\nat will: protection from energy, ray of frost\n\n1/day each: ice storm, wall of ice"
                }
            ],
            "spell_list": [],
            "page_no": 269,
            "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_krake-spawn/"
        },
        {
            "slug": "mirror-hag",
            "desc": "_A mirror hag forces an unsuspecting creature to reflect on its own superficiality by gazing into the hag’s horrible face._  \n**Hideous Hex.** Until a creature can see past the hag’s deformities, it suffers the pain of a disfigured life. Some mirror hags do this for the betterment of all, but most do it because causing pain amuses them.  \n**Warped Features.** Mirror hags are hunchbacked, with growths and lesions covering their skin. Their joints misalign, and the extremities of their bones press against their skin. However, it is their faces that inspire legends: the blackest moles sprouting long white hairs, noses resembling half-eaten carrots, and eyes mismatched in size, color, and alignment. If a creature recoils from a mirror hag’s looks, she bestows her reconfiguring curse on it.  \n**Mirror Covens.** Mirror hags can form a coven with two other hags. Generally, mirror hags only form covens with other mirror hags, but from time to time a mirror hag will join a coven of witches or green hags.",
            "name": "Mirror Hag",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 168,
            "hit_dice": "16d8+96",
            "speed": {
                "walk": 30,
                "fly": 10
            },
            "strength": 15,
            "dexterity": 16,
            "constitution": 22,
            "intelligence": 12,
            "wisdom": 14,
            "charisma": 19,
            "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": "thunder",
            "damage_immunities": "",
            "condition_immunities": "charmed, frightened",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Common",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "A mirror hag can use its Reconfiguring Curse and make one melee attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (4d8 + 3) piercing damage, or 39 (8d8 + 3) piercing damage against a stunned target.",
                    "attack_bonus": 6,
                    "damage_dice": "4d8"
                },
                {
                    "name": "Quarterstaff",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Reconfiguring Curse",
                    "desc": "The mirror hag curses a living creature within 60 feet, giving it beastly or hideous features. The target of the reconfiguring curse must succeed on a DC 15 Constitution saving throw or take 1d6 Charisma damage. A successful save renders the target immune to further uses of that hag's curse for 24 hours."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Innate Spellcasting",
                    "desc": "the hag's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). She can innately cast the following spells, requiring no material components:\n\nat will: disguise self, inflict wounds (4d10), message, ray of enfeeblement\n\n1/day each: detect thoughts, dispel magic, lightning bolt, locate creature, shillelagh, stinking cloud, teleport"
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The hag has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Confounding Ugliness",
                    "desc": "When confronting a mirror hag at any range, a creature must make a choice at the start of each of its turns: either avert its eyes so that it has disadvantage on attack rolls against the hag until the start of its next turn, or look at the hag and make a DC 15 Constitution saving throw. Failure on the saving throw leaves the character stunned until the start of its next turn."
                }
            ],
            "spell_list": [],
            "page_no": 243,
            "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_mirror-hag/"
        },
        {
            "slug": "rat-king",
            "desc": "_A great knot of scabrous rats scrabbles together as a mass, with skulls, bones, and flesh entangled in the whole. Teeth, eyes, and fur all flow as a single disturbing rat swarm walking on two legs._  \n**Fused at the Tail.** A rat king forms when dozens of rats twist their tails together in a thick knot of bone and lumpy cartilage. Its numbers and powers grow quickly.  \n**Rule Sewers and Slums.** The rat king is a cunning creature that stalks city sewers, boneyards, and slums. Some even command entire thieves’ guilds or hordes of beggars that give it obeisance. They grow larger and more powerful over time until discovered.  \n**Plague and Dark Magic.** The rat king is the result of plague infused with twisted magic, and a malignant ceremony that creates one is called “Enthroning the Rat King.” Rats afflicted with virulent leavings of dark magic rites or twisted experiments become bound to one another. As more rats add to the mass, the creature’s intelligence and force of will grow, and it invariably goes quite mad.",
            "name": "Rat King",
            "size": "Medium",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 76,
            "hit_dice": "9d8+36",
            "speed": {
                "walk": 30,
                "burrow": 20
            },
            "strength": 6,
            "dexterity": 16,
            "constitution": 18,
            "intelligence": 11,
            "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": {
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, slashing",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, frightened, paralyzed, petrified, prone, restrained, stunned",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Common, Thieves' Cant",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The rat king makes four bite attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage, and a bitten creature must succeed on a DC 15 Constitution saving throw or be infected with a disease. A diseased creature gains one level of exhaustion immediately. When the creature finishes a long rest, it must repeat the saving throw. On a failure, the creature gains another level of exhaustion. On a success, the disease does not progress. The creature recovers from the disease if its saving throw succeeds after two consecutive long rests or if it receives a lesser restoration spell or comparable magic. The creature then recovers from one level of exhaustion after each long rest.",
                    "attack_bonus": 6,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Summon Swarm (1/Day)",
                    "desc": "The rat king summons three swarms of rats. The swarms appear immediately within 60 feet of the rat king. They can appear in spaces occupied by other creatures. The swarms act as allies of the rat king. They remain for 1 hour or until the rat king dies."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Absorption",
                    "desc": "When the rat king does damage to a rat or rat swarm, it can absorb the rat, or part of the swarm, into its own mass. The rat king regains hit points equal to the damage it did to the rat or swarm."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Keen Smell",
                    "desc": "The rat king has advantage on Wisdom (Perception) checks that rely on smell."
                },
                {
                    "name": "Plague of Ill Omen",
                    "desc": "The rat king radiates a magical aura of misfortune in a 30-foot radius. A foe of the rat king that starts its turn in the aura must make a successful DC 14 Charisma saving throw or be cursed with bad luck until the start of its next turn. When a cursed character makes an attack roll, ability check, or saving throw, it must subtract 1d4 from the result."
                }
            ],
            "spell_list": [],
            "page_no": 318,
            "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_rat-king/"
        },
        {
            "slug": "ratfolk",
            "desc": "_Ratfolk are the size of halflings, though smaller in girth and quicker in their movements. At a glance they might even be mistaken for halflings if not for their twitching snouts, bony feet, and long, pink tails._  \nThe ratfolk are canny survivors, rogues and tricksters all. Their strong family ties make it easy for them to found or join criminal societies--though others serve as expert scouts and saboteurs, able to infiltrate army camps, city sewers, and even castle dungeons with equal ease. Ratfolk leaders are often spellcasters and rogues.  \n**Adaptable.** Ratfolk swim well and can survive on little. Some groups are endemic to tropical and subtropical islands. Others inhabit forests, sewers, labyrinths, and ancient, ruined cities.  \n**Fast Fighters.** Ratfolk prefer light weapons and armor, fighting with speed and using numbers to bring a foe down. They have been known to ally themselves with goblins, darakhul, and kobolds on occasion, but more often prefer to serve a “Rat King” who may or may not be a rat of any kind. Such rat rulers might include a wererat, a rat king, an ogre, a minor demon or intelligent undead.",
            "name": "Ratfolk",
            "size": "Small",
            "type": "Humanoid",
            "subtype": "ratfolk",
            "group": null,
            "alignment": "neutral",
            "armor_class": 14,
            "armor_desc": "studded leather armor",
            "hit_points": 7,
            "hit_dice": "2d6",
            "speed": {
                "walk": 25,
                "swim": 10
            },
            "strength": 7,
            "dexterity": 15,
            "constitution": 11,
            "intelligence": 14,
            "wisdom": 10,
            "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": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Common",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Dagger",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d4"
                },
                {
                    "name": "Light crossbow",
                    "desc": "Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Nimbleness",
                    "desc": "The ratfolk can move through the space of any creature size Medium or larger."
                },
                {
                    "name": "Pack Tactics",
                    "desc": "The ratfolk has advantage on its attack roll against a creature if at least one of the ratfolk's allies is within 5 feet of the creature and the ally is capable of attacking."
                }
            ],
            "spell_list": [],
            "page_no": 320,
            "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_ratfolk/"
        },
        {
            "slug": "ratfolk-rogue",
            "desc": "_Ratfolk are the size of halflings, though smaller in girth and quicker in their movements. At a glance they might even be mistaken for halflings if not for their twitching snouts, bony feet, and long, pink tails._  \nThe ratfolk are canny survivors, rogues and tricksters all. Their strong family ties make it easy for them to found or join criminal societies--though others serve as expert scouts and saboteurs, able to infiltrate army camps, city sewers, and even castle dungeons with equal ease. Ratfolk leaders are often spellcasters and rogues.  \n**Adaptable.** Ratfolk swim well and can survive on little. Some groups are endemic to tropical and subtropical islands. Others inhabit forests, sewers, labyrinths, and ancient, ruined cities.  \n**Fast Fighters.** Ratfolk prefer light weapons and armor, fighting with speed and using numbers to bring a foe down. They have been known to ally themselves with goblins, darakhul, and kobolds on occasion, but more often prefer to serve a “Rat King” who may or may not be a rat of any kind. Such rat rulers might include a wererat, a rat king, an ogre, a minor demon or intelligent undead.",
            "name": "Ratfolk Rogue",
            "size": "Small",
            "type": "Humanoid",
            "subtype": "ratfolk",
            "group": null,
            "alignment": "neutral",
            "armor_class": 15,
            "armor_desc": "studded leather armor",
            "hit_points": 18,
            "hit_dice": "4d6+4",
            "speed": {
                "walk": 25,
                "swim": 10
            },
            "strength": 7,
            "dexterity": 16,
            "constitution": 12,
            "intelligence": 14,
            "wisdom": 10,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "acrobatics": 5,
                "perception": 2,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Common, Thieves' Cant",
            "challenge_rating": "1",
            "cr": 1.0,
            "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"
                },
                {
                    "name": "Light Crossbow",
                    "desc": "Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d8"
                },
                {
                    "name": "Rat Dagger Flurry",
                    "desc": "Ranged Weapon Attack: +5 to hit, range 20/60 ft., three targets. Hit: 7 (1d4 + 3) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Cunning Action",
                    "desc": "A ratfolk rogue can use a bonus action to Dash, Disengage, or Hide."
                },
                {
                    "name": "Nimbleness",
                    "desc": "A ratfolk rogue can move through the space of any creature size Medium or larger."
                },
                {
                    "name": "Pack Tactics",
                    "desc": "A ratfolk rogue has advantage on its attack roll against a creature if at least one of the ratfolk's allies is within 5 feet of the creature and the ally is capable of attacking."
                },
                {
                    "name": "Sneak Attack (1/Turn)",
                    "desc": "A ratfolk rogue deals an extra 3 (1d6) 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 one of its allies that isn't incapacitated and the rogue doesn't have disadvantage on the attack roll."
                }
            ],
            "spell_list": [],
            "page_no": 320,
            "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_ratfolk-rogue/"
        },
        {
            "slug": "red-banded-line-spider",
            "desc": "_These spiders are named for both the deep red swirls on their abdomens, unique to each spider, and for their peculiar hunting technique. The largest ones hunt in the dark canopy of temperate and subtropical forests._  \n**Hand-Sized Hunters.** These furry, brown spiders are not enormous monsters, but they are big enough to be alarming. A typical one is as big as a human hand with fingers spread wide, but some grow as large as small dogs.  \n**Webbed Line.** Line spiders don’t spin webs but instead perch and watch for prey. When prey wanders near, the spider launches a line of webbing to snare it, then pounces unerringly along that line to deliver a deep bite. Their potent venom can incapacitate creatures much larger than themselves, and they quickly devour flesh with their powerful jaws.  \n**City Dwellers.** Line spiders are often found in cities, and their size makes them a good replacement for a garroter crab in certain forms of divination. They’re favorites among exotic-pet dealers—usually with their venom sacs removed, sometimes not. Goblins, kobolds, and some humans use them rather than cats to control a mouse or rat infestation, and they make reasonably good pets if they’re kept well-fed. If they get hungry, line spiders may devour other small pets or even their owners.",
            "name": "Red-Banded Line Spider",
            "size": "Tiny",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 2,
            "hit_dice": "1d4",
            "speed": {
                "walk": 30,
                "climb": 30
            },
            "strength": 4,
            "dexterity": 16,
            "constitution": 10,
            "intelligence": 1,
            "wisdom": 10,
            "charisma": 2,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "perception": 2,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "psychic",
            "condition_immunities": "charmed, frightened",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "-",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 3 (1d6) poison damage and be poisoned until the start of the spider's next turn. The target fails the saving throw automatically and takes an extra 1d6 poison damage if it is bitten by another red-banded line spider while poisoned this way.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Swingline",
                    "desc": "Ranged Weapon Attack: +5 to hit, range 60 ft., one target. Hit: the spider immediately moves the full length of the webbing (up to 60 feet) to the target and delivers a bite with advantage. This attack can be used only if the spider is higher than its target and at least 10 feet away.",
                    "attack_bonus": 5,
                    "damage_dice": "0"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Spider Climb",
                    "desc": "The spider can climb difficult surfaces, including upside down and on ceilings, without needing to make an ability check."
                },
                {
                    "name": "Web Walker",
                    "desc": "The spider ignores movement restrictions caused by webbing."
                }
            ],
            "spell_list": [],
            "page_no": 363,
            "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_red-banded-line-spider/"
        },
        {
            "slug": "rusalka",
            "desc": "_A barefoot woman with long hair and almost transparent skin sits upon a willow branch. Her hair and clothing are wet, as if she has just returned from a swim. Her smile seems friendly enough._  \nWhen a woman drowns, her dripping body may rise again as a rusalka. Some claim the drowning must be a suicide. Others say that the water itself must be tainted with murder or some great evil spirit.  \n**Near Water.** Rusalkas dwell in the water where they died, emerging only at night. Some climb a nearby tree, dangle their feet in the water, and sing alluring songs. Others sit on the bank, combing their wet tresses and awaiting prey. They must, however, remain in or near the water where they died, as part of their curse. However, during a full moon, the rusalki can leave the water to dance along the shore or the riverbank, singing all night long and inviting young men to join them.  \n**Songs and Poetry.** Rusalkas mesmerize and seduce passersby with song and dance and poetry. Young men are their usual victims, but they also prey on curious children, lonely older men, and other heartbroken women. When a potential victim comes near enough, the rusalki entangles the person with her hair and drags him or her beneath the water to drown.  \n**Lover’s Walks.** A rusalka cannot pass for human on any but the darkest night, but she might claim to be a lonely tree spirit or a benevolent nymph willing to grant a wish in exchange for a kiss. She may part the water of a lake and coax her victim toward the center with the promise of a kiss—delivered as her hair entraps the victim and the water rushes around him. Alternatively, she may use water walk so she and the victim can stroll across the surface of the water, reward him with a long kiss (to prevent him from catching a deep breath), then end the spell over deep water and drag him to the bottom.  \n**Undead Nature.** A rusalka doesn’t require air, food, drink, or sleep.",
            "name": "Rusalka",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 88,
            "hit_dice": "16d8+16",
            "speed": {
                "walk": 30,
                "swim": 40
            },
            "strength": 17,
            "dexterity": 13,
            "constitution": 12,
            "intelligence": 11,
            "wisdom": 15,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "necrotic, poison; piercing and slashing from nonmagical attacks",
            "condition_immunities": "charmed, frightened, paralyzed, poisoned",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Common",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Breathless Kiss",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: the target is grappled (escape DC 13) and the rusalka draws all the air from the target's lungs with a kiss. If the rusalka has movement remaining, she drags the grappled creature into deep water, where it begins suffocating.",
                    "attack_bonus": 6,
                    "damage_dice": "0"
                },
                {
                    "name": "Drowning Hair (1/Day)",
                    "desc": "The rusalka's long hair tangles around a creature the rusalka has grappled. The creature takes 33 (6d10) necrotic damage, or half damage with a successful DC 15 Constitution saving throw. In addition, until it escapes the rusalka's grapple, it is restrained and has disadvantage on Strength checks to break free of the grapple."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Withered Tresses",
                    "desc": "If a rusalka is kept out of water for 24 consecutive hours, its hair and body dry into desiccated swamp weeds and the creature is utterly destroyed."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the rusalka's innate casting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components:\n\nat will: control water, suggestion, tongues, water walk (can be ended freely at will)\n\n1/day: dominate person"
                },
                {
                    "name": "Watery Camouflage",
                    "desc": "In dim light or darkness, a rusalka that's underwater is invisible."
                }
            ],
            "spell_list": [],
            "page_no": 331,
            "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_rusalka/"
        },
        {
            "slug": "shadhavar",
            "desc": "_Often a shadhavar is first noticed for the haunting melody it makes, and some mistake them for unicorns or fey steeds. On closer inspection, they look like desiccated unicorns, their skeletons clearly visible beneath their taut flesh._  \n**Shadow Horses.** Shadhavar are natives of the plane of Shadow. Although they resemble undead unicorns, they are living creatures imbued with shadow essences.  \n**Fey and Undead Riders.** While the shadhavar are intelligent creatures, they sometimes serve as mounts for the shadow fey, noctiny, hobgoblins, wights, or other creatures. They expect to be treated well during such an arrangement; more than one unkind rider has ridden off on a shadhavar and never returned.  \n**Deceptive Hunters.** Shadhavar use their hollow horn to play captivating sounds for defense or to draw in prey. They hunt when they must and are not discriminating about their quarry, but shadhavar primarily eat carrion. Despite their horrific appearance, they are not naturally evil.",
            "name": "Shadhavar",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 14,
            "armor_desc": "natural",
            "hit_points": 97,
            "hit_dice": "13d10+26",
            "speed": {
                "walk": 50
            },
            "strength": 14,
            "dexterity": 15,
            "constitution": 14,
            "intelligence": 8,
            "wisdom": 10,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "stealth": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "understands Elvish and Umbral but can't speak",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "A shadhavar makes one gore attack and one hooves attack."
                },
                {
                    "name": "Gore",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d8"
                },
                {
                    "name": "Hooves",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) bludgeoning damage.",
                    "attack_bonus": 4,
                    "damage_dice": "3d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Innate Spellcasting",
                    "desc": "a shadhavar's innate spellcasting ability score is Charisma (spell save DC 13). It can cast the following spells, requiring no components:\n\nat will: disguise self (as horse or unicorn only)\n\n2/day: darkness (centered on itself, moves with the shadhavar)"
                },
                {
                    "name": "Magic Weapons",
                    "desc": "A shadhavar's gore attacks are magical."
                },
                {
                    "name": "Plaintive Melody (3/day)",
                    "desc": "As a bonus action, a shadhavar can play a captivating melody through its hollow horn. Creatures within 60 feet that can hear the shadhavar must make a successful DC 13 Wisdom saving throw or be charmed until the start of the shadhavar's next turn. A creature charmed in this way is incapacitated, its speed is reduced to 0, and a shadhavar has advantage on attack rolls against it."
                },
                {
                    "name": "Shadesight",
                    "desc": "A shadhavar's darkvision functions in magical darkness."
                }
            ],
            "spell_list": [],
            "page_no": 344,
            "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_shadhavar/"
        },
        {
            "slug": "shadow-beast",
            "desc": "_A mass of shadows and cloudstuff, never touching the ground, a shadow beast may at first look harmless—except for its clawed hands and the glint of its jagged teeth._  \n**Called from the Void.** Shadow beasts are thought to be the result of shadow fey dabbling in the magic of the void. Almost shapeless and largely incorporeal, through an act of will they can form rough semblances of their old bodies when needed.  \n**Hate the Past.** The motivations of these creatures are inscrutable. They despise light and anything that reminds them of light or of their former existence. Beyond that, little is understood about them.  \n**Cryptic Messages.** Shadow beasts are seldom found in groups, but when they are, they seem to have no difficulty or reluctance about operating and fighting together. They have been known to deliver cryptic and threatening messages, but speaking is difficult for them. At times, they perform arcane rituals with the aid of evil humanoids and the use of dark materials. In these rituals they sacrifice magical energies and life blood as well as the tears of innocents and the souls of the damned.",
            "name": "Shadow Beast",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 14,
            "armor_desc": "",
            "hit_points": 135,
            "hit_dice": "18d8+54",
            "speed": {
                "hover": true,
                "walk": 0,
                "fly": 40
            },
            "strength": 20,
            "dexterity": 18,
            "constitution": 17,
            "intelligence": 14,
            "wisdom": 14,
            "charisma": 19,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Common, Elvish, Umbral, Void Speech",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The shadow beast makes one bite attack and two claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d8"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) slashing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d10"
                },
                {
                    "name": "Shadow Push (Recharge 5-6)",
                    "desc": "The shadow beast buffets opponents with a gale of animated shadows in a 15-foot cone. Any creatures in the area of effect must succeed on a DC 15 Strength saving throw or be pushed back 10 feet and knocked prone."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amorphous",
                    "desc": "The shadow beast can move through a space as narrow as 1 inch wide without squeezing."
                },
                {
                    "name": "Incorporeal Movement",
                    "desc": "The shadow beast can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the shadow beast's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:\n\n3/day each: fear, telekinesis"
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The beast has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "While in sunlight, the shadow beast has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
                }
            ],
            "spell_list": [],
            "page_no": 345,
            "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-beast/"
        },
        {
            "slug": "shadow-fey",
            "desc": "_“Kind words open even iron doors.”_ \n _—Twilight, a courtier to the shadow fey_  \nTo most, the shadow fey are little more than a dancing shadow among the leaves. To savants, they are the creatures that taught the shadowdancers all they know, and kept many secrets to themselves. They were once elves like all others, dwelling in mortal lands beneath the sun. An ancient catastrophe drove them to darkness, and now they are creatures of the shadow. Though they can be found on the Material Plane, they are inextricably tied to the plane of Shadows, and that is the seat of their power and culture.  \nShadow fey superficially resemble other elves, but they’re rarely mistaken for their lighted cousins. Skin tones among the shadow fey range from alabaster white to ebony black, with varying shades of gray in between, but they are otherwise lacking in color. A few have a scintillating shimmer to their skin. Many shadow fey grow horns that sweep out from their hair, varying in size from subtle nubs to obvious spikes. Others have shocking sets of teeth.  \n**Dual Natured.** The shadow fey are contradictory beings. They boast some of the best features of elves, tempered by aspects of a fouler nature. They can be deliberate and purposeful, but they’re also given to perplexing whimsy. Mortal creatures trying to fathom shadow fey motivations are in for a maddening experience; they are often illogical, capricious, and seemingly thrive on annoying others.  \n**Split Rulership.** The Summer Court and Winter Court each rule the shadow fey in the appropriate season. The turning of these seasons follows no clear calendar or schedule, though it is skewed toward summer.  \nOther fey call them the Scáthsidhe (pronounced scAH-shee), or shadow faeries, and they are usually counted among the unseelie, though they would dispute that characterization. They simply call themselves part of the sidhe, and consider themselves an extension of the Seelie Court.  \n**The Reach of Darkness.** Their bond with darkness allows the shadow fey to slip through distant spaces, traversing darkness itself from one place to another. Not only can every shadow fey slip from a shadow or patch of darkness to instantly appear elsewhere, they also control the mysterious and powerful shadow roads. Shadow roads are magical pathways that connect points on the Material Plane by dipping through the plane of shadow, allowing rapid and completely secret travel for the fey—and more importantly, for their weapons of war, their trade goods, and their allies.  \nThe shadow fey all have an instinctive understanding of how a shadow road functions, and they are adept at both operating the entrance portals and navigating any hazards on the road. This bond with darkness has a price, of course, and the shadow fey shun the sun’s light.",
            "name": "Shadow Fey",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "elf",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 15,
            "armor_desc": "chain shirt",
            "hit_points": 31,
            "hit_dice": "7d8",
            "speed": {
                "walk": 30
            },
            "strength": 10,
            "dexterity": 14,
            "constitution": 10,
            "intelligence": 11,
            "wisdom": 11,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "arcana": 2,
                "perception": 2
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Common, Elvish, Umbral",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Shortsword",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d6"
                },
                {
                    "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"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "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\n1/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/"
        },
        {
            "slug": "tusked-skyfish",
            "desc": "_This horrid creature looks like an enormous flying jellyfish, with long, wicked tusks curving from its gaping mouth and tentacle-whiskers trailing behind it._  \n**Alchemical Flotation.** These aerial jellyfish waft through the air like balloons, suspended by internal alchemical reactions. This mode of movement takes them almost vertically when they wish, or drifts with the winds. They can reach altitudes of 30,000 feet.  \n**Shocking Tendrils.** Tusked skyfish catch slow-moving or inattentive prey in their tentacles, and sometimes fish in shallow lakes and streams. They can suppress their natural electrical charge, allowing them to manipulate objects or interact with other creatures safely.  \n**Slow Mounts.** When fitted with special saddles, tusked skyfish can be ridden without harming their riders, although their slow speed makes them most suitable for casual excursions or unhurried long-distance travel. The jinnborn and genies seem to find them congenial beasts of burden, carrying as much as 4,000 pounds.",
            "name": "Tusked Skyfish",
            "size": "Large",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "lawful good",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 102,
            "hit_dice": "12d10+36",
            "speed": {
                "hover": true,
                "walk": 5,
                "fly": 20
            },
            "strength": 17,
            "dexterity": 12,
            "constitution": 17,
            "intelligence": 3,
            "wisdom": 14,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "lightning",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "-",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The tusked skyfish makes one gore attack and one tentacles attack."
                },
                {
                    "name": "Gore",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "2d8+3"
                },
                {
                    "name": "Tentacles",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 13 (3d6 + 3) bludgeoning damage plus 10 (3d6) lightning damage. The target is also grappled (escape DC 13). Until this grapple ends, the target is restrained. While grappling the target, the tusked skyfish can't use this attack against other targets. When the tusked skyfish moves, a Medium or smaller target it is grappling moves with it.",
                    "attack_bonus": 5,
                    "damage_dice": "3d6"
                },
                {
                    "name": "Stench Spray (Recharge 5-6)",
                    "desc": "The tusked skyfish sprays foul-smelling liquid in a line 20 feet long and 5 feet wide. Each creature in that line must make a successful DC 13 Constitution saving throw or become poisoned for 1 minute. If the saving throw fails by 5 or more, the creature falls unconscious for the same duration. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Tendril Curtain",
                    "desc": "When the tusked skyfish is flying, its wispy, electrified tendrils dangle beneath it and touch all creatures within 20 feet directly below its space as it moves. Any creatures in the path of its movement take 10 (3d6) lightning damage, or half damage with a successful DC 13 Dexterity saving throw."
                }
            ],
            "spell_list": [],
            "page_no": 391,
            "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_tusked-skyfish/"
        },
        {
            "slug": "vine-troll-skeleton",
            "desc": "_These troll skeletons are completely covered in mold and wrapped in flowering vines, and lurk in the shadows of dead tree and profaned groves._  \n**Black Earth Magic.** Vine troll skeletons guard duskthorn dryad glades and the sacred circles of druids; others serve the vila or even moss lurker colonies as guardians. In each case, they were created by dark earth magic for a purpose, and that energy empowers great strength and endurance—but little in the way of wits.  \n**Constant Regrowth.** Their vines regenerate quickly, even after they die. Their powerful regeneration allows vine troll skeletons to reattach severed limbs. Only fire or acid can destroy them and render the living vines harmless.  \n**Bound to a Tree’s Heart.** Vine troll skeletons are direct offshoots of the main vine wrapped around a duskthorn dryad’s tree, a treant, or a weeping treant. Vine troll skeletons are mindless aside from a desire to defend their parent tree, and enchanted troll hearts inside the tree provide their power. Destroying the heart at the center of the tree kills the skeleton bound to that heart instantly.",
            "name": "Vine Troll Skeleton",
            "size": "Large",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 119,
            "hit_dice": "14d10+42",
            "speed": {
                "walk": 30
            },
            "strength": 20,
            "dexterity": 12,
            "constitution": 16,
            "intelligence": 6,
            "wisdom": 8,
            "charisma": 5,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 12,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning,",
            "damage_immunities": "poison",
            "condition_immunities": "deafened, exhaustion, poisoned",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "-",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The skeleton makes one bite attack and two claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "3d10"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) slashing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "3d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Regeneration",
                    "desc": "The vine troll skeleton regains 5 hit points at the start of its turn if it is within 10 feet of the duskthorn dryad's vines and it hasn't taken acid or fire damage since its previous turn. The skeleton dies only if it starts its turn with 0 hit points and doesn't regenerate, or if the duskthorn dryad who created it dies, or if the troll's heart inside the dryad's or treant's tree is destroyed."
                }
            ],
            "spell_list": [],
            "page_no": 351,
            "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_vine-troll-skeleton/"
        },
        {
            "slug": "wampus-cat",
            "desc": "_A raven-haired young woman rises to the surface of the water as she swims, singing softly to herself—and her lower body is that of a mountain lion. Her sweet song turns to a yowl of rage when she spots prey._  \nWampus cats are all born from an ancient shaman’s curse. Trollkin, orc, goblin, and human shamans alike all claim to be able to transform those who practice forbidden magic into wampus cats.  \n**Forest Streams.** The wampus cat stalks the shores of woodland waterways, using her magic to disguise her true form and lure unsuspecting victims to the water’s edge. She is particularly fond of attacking bathers or those pulling water from a stream.  \n**Hatred of the Holy.** While she prefers to feast on intelligent male humanoids, she holds a special animosity toward and hunger for holy men of any kind. Unless near starvation or if provoked, however, she will not kill women. Indeed, a wampus cat may strike up a temporary friendship with any woman who is having difficulties with men, though these friendships typically last only as long as their mutual enemies live. Some witches are said to command gain their trust and keep them as companions.  \n**Swamp Team Ups.** Will-o’-wisps and miremals enjoy working in tandem with wampus cats; the wisps alter their light to mimic the flicker of a torch or candle and illuminate the disguised cat, the better to lure in victims, then assist the cat in the ensuing battle. Miremals use a tall story to lure travelers into a swamp when the hour grows late, then abandon them.",
            "name": "Wampus Cat",
            "size": "Medium",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 14,
            "armor_desc": "",
            "hit_points": 58,
            "hit_dice": "9d8+18",
            "speed": {
                "walk": 40,
                "climb": 20,
                "swim": 20
            },
            "strength": 14,
            "dexterity": 18,
            "constitution": 15,
            "intelligence": 12,
            "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": {
                "deception": 5,
                "persuasion": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Common",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d6+4"
                },
                {
                    "name": "Yowl (Recharge 5-6)",
                    "desc": "Intelligent creatures within 60 feet of the cat who are able to hear its voice must make a DC 13 Charisma saving throw. Those who fail find the sound of the wampus cat's voice pleasant and alluring, so that the cat has advantage on Charisma checks against them for 1 minute. The affected characters cannot attack the wampus cat during this time unless they are wounded in that time."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Focused Animosity",
                    "desc": "The wampus cat has advantage on melee attacks against any male she has seen employ divine magic or wield a holy symbol."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the wampus cat's innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells, requiring no material components:\n\nat will: disguise self (appearance of a female human), mage hand\n\n2/day: hex"
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The wampus cat has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 405,
            "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_wampus-cat/"
        },
        {
            "slug": "ettin-a5e",
            "desc": "",
            "name": "Ettin",
            "size": "Large",
            "type": "Giant",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 12,
            "armor_desc": "",
            "hit_points": 85,
            "hit_dice": "10d10+30",
            "speed": {
                "walk": 40
            },
            "strength": 20,
            "dexterity": 8,
            "constitution": 16,
            "intelligence": 8,
            "wisdom": 10,
            "charisma": 8,
            "strength_save": 7,
            "dexterity_save": null,
            "constitution_save": 5,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "perception": 2
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 12 (17 with Two Heads)",
            "languages": "Common, Giant, Orc",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The ettin makes a battleaxe attack and a club attack."
                },
                {
                    "name": "Battleaxe",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage."
                },
                {
                    "name": "Club",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a creature and the ettin is bloodied  the target makes a DC 15 Strength check and is knocked prone on a failure."
                },
                {
                    "name": "Rock",
                    "desc": "Ranged Weapon Attack: +7 to hit, range 30/90 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage."
                },
                {
                    "name": "Axe Whirl (1/Day)",
                    "desc": "The ettin makes a battleaxe attack against each creature within 10 feet."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Reactive Heads",
                    "desc": "The ettin can take two reactions each round, but not more than one per turn."
                },
                {
                    "name": "Two Heads",
                    "desc": "While both heads are awake, the ettin has advantage on Perception checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious, and it can't be flanked."
                },
                {
                    "name": "Wakeful",
                    "desc": "When one of the ettins heads is asleep, the other is awake."
                }
            ],
            "spell_list": [],
            "page_no": 197,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_ettin/"
        },
        {
            "slug": "ettercap",
            "desc": "",
            "name": "Ettercap",
            "size": "Medium",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 44,
            "hit_dice": "8d8+8",
            "speed": {
                "walk": 30,
                "climb": 30
            },
            "strength": 14,
            "dexterity": 15,
            "constitution": 13,
            "intelligence": 7,
            "wisdom": 12,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3,
                "stealth": 4,
                "survival": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The ettercap makes two attacks: one with its bite and one with its claws."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                    "attack_bonus": 4,
                    "damage_dice": "1d8",
                    "damage_bonus": 2
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.",
                    "attack_bonus": 4,
                    "damage_dice": "2d4",
                    "damage_bonus": 2
                },
                {
                    "name": "Web (Recharge 5-6)",
                    "desc": "Ranged Weapon Attack: +4 to hit, range 30/60 ft., one Large or smaller creature. Hit: The creature is restrained by webbing. As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, vulnerability to fire damage and immunity to bludgeoning, poison, and psychic damage."
                },
                {
                    "name": "Variant: Web Garrote",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one Medium or Small creature against which the ettercap has advantage on the attack roll. Hit: 4 (1d4 + 2) bludgeoning damage, and the target is grappled (escape DC 12). Until this grapple ends, the target can't breathe, and the ettercap has advantage on attack rolls against it.",
                    "attack_bonus": 4,
                    "damage_dice": "1d4",
                    "damage_bonus": 2
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Spider Climb",
                    "desc": "The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
                },
                {
                    "name": "Web Sense",
                    "desc": "While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web."
                },
                {
                    "name": "Web Walker",
                    "desc": "The ettercap ignores movement restrictions caused by webbing."
                }
            ],
            "spell_list": [],
            "page_no": 308,
            "environments": [
                "Jungle",
                "Forest",
                "Swamp"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_ettercap/"
        },
        {
            "slug": "giant-weasel",
            "desc": "",
            "name": "Giant Weasel",
            "size": "Medium",
            "type": "Beast",
            "subtype": "",
            "group": "Miscellaneous Creatures",
            "alignment": "unaligned",
            "armor_class": 13,
            "armor_desc": null,
            "hit_points": 9,
            "hit_dice": "2d8",
            "speed": {
                "walk": 40
            },
            "strength": 11,
            "dexterity": 16,
            "constitution": 10,
            "intelligence": 4,
            "wisdom": 12,
            "charisma": 5,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "",
            "challenge_rating": "1/8",
            "cr": 0.125,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d4",
                    "damage_bonus": 3
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Keen Hearing and Smell",
                    "desc": "The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell."
                }
            ],
            "spell_list": [],
            "page_no": 381,
            "environments": [
                "Hill",
                "Feywild",
                "Grassland",
                "Forest"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_giant-weasel/"
        },
        {
            "slug": "owlbear",
            "desc": "",
            "name": "Owlbear",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 59,
            "hit_dice": "7d10+21",
            "speed": {
                "walk": 40
            },
            "strength": 20,
            "dexterity": 12,
            "constitution": 17,
            "intelligence": 3,
            "wisdom": 12,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The owlbear makes two attacks: one with its beak and one with its claws."
                },
                {
                    "name": "Beak",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (1d10 + 5) piercing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "1d10",
                    "damage_bonus": 5
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d8",
                    "damage_bonus": 5
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Keen Sight and Smell",
                    "desc": "The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell."
                }
            ],
            "spell_list": [],
            "page_no": 339,
            "environments": [
                "Jungle",
                "Hills",
                "Feywild",
                "Mountains",
                "Forest"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_owlbear/"
        },
        {
            "slug": "rakshasa",
            "desc": "",
            "name": "Rakshasa",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 110,
            "hit_dice": "13d8+52",
            "speed": {
                "walk": 40
            },
            "strength": 14,
            "dexterity": 17,
            "constitution": 18,
            "intelligence": 13,
            "wisdom": 16,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "deception": 10,
                "insight": 8
            },
            "damage_vulnerabilities": "piercing from magic weapons wielded by good creatures",
            "damage_resistances": "",
            "damage_immunities": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Common, Infernal",
            "challenge_rating": "13",
            "cr": 13.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The rakshasa makes two claw attacks"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic.",
                    "attack_bonus": 7,
                    "damage_dice": "2d6",
                    "damage_bonus": 2
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Limited Magic Immunity",
                    "desc": "The rakshasa can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The rakshasa's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The rakshasa can innately cast the following spells, requiring no material components:\n\nAt will: detect thoughts, disguise self, mage hand, minor illusion\n3/day each: charm person, detect magic, invisibility, major image, suggestion\n1/day each: dominate person, fly, plane shift, true seeing"
                }
            ],
            "spell_list": [
                "https://api-beta.open5e.com/v2/spells/detect-thoughts/?format=api",
                "https://api-beta.open5e.com/v2/spells/disguise-self/?format=api",
                "https://api-beta.open5e.com/v2/spells/mage-hand/?format=api",
                "https://api-beta.open5e.com/v2/spells/minor-illusion/?format=api",
                "https://api-beta.open5e.com/v2/spells/charm-person/?format=api",
                "https://api-beta.open5e.com/v2/spells/detect-magic/?format=api",
                "https://api-beta.open5e.com/v2/spells/invisibility/?format=api",
                "https://api-beta.open5e.com/v2/spells/major-image/?format=api",
                "https://api-beta.open5e.com/v2/spells/suggestion/?format=api",
                "https://api-beta.open5e.com/v2/spells/dominate-person/?format=api",
                "https://api-beta.open5e.com/v2/spells/fly/?format=api",
                "https://api-beta.open5e.com/v2/spells/plane-shift/?format=api",
                "https://api-beta.open5e.com/v2/spells/true-seeing/?format=api"
            ],
            "page_no": 341,
            "environments": [
                "Urban",
                "Desert",
                "Abyss",
                "Forest",
                "Grassland",
                "Jungle",
                "Hills",
                "Swamp",
                "Settlement",
                "Hell"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_rakshasa/"
        },
        {
            "slug": "tiger",
            "desc": "",
            "name": "Tiger",
            "size": "Large",
            "type": "Beast",
            "subtype": "",
            "group": "Miscellaneous Creatures",
            "alignment": "unaligned",
            "armor_class": 12,
            "armor_desc": null,
            "hit_points": 37,
            "hit_dice": "5d10+10",
            "speed": {
                "walk": 40
            },
            "strength": 17,
            "dexterity": 15,
            "constitution": 14,
            "intelligence": 3,
            "wisdom": 12,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d10",
                    "damage_bonus": 3
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Keen Smell",
                    "desc": "The tiger has advantage on Wisdom (Perception) checks that rely on smell."
                },
                {
                    "name": "Pounce",
                    "desc": "If the tiger moves at least 20 ft. 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 tiger can make one bite attack against it as a bonus action."
                }
            ],
            "spell_list": [],
            "page_no": 391,
            "environments": [
                "Jungle",
                "Grassland",
                "Forest"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_tiger/"
        },
        {
            "slug": "unicorn",
            "desc": "",
            "name": "Unicorn",
            "size": "Large",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "lawful good",
            "armor_class": 12,
            "armor_desc": null,
            "hit_points": 67,
            "hit_dice": "9d10+18",
            "speed": {
                "walk": 50
            },
            "strength": 18,
            "dexterity": 14,
            "constitution": 15,
            "intelligence": 11,
            "wisdom": 17,
            "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": "poison",
            "condition_immunities": "charmed, paralyzed, poisoned",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Celestial, Elvish, Sylvan, telepathy 60 ft.",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The unicorn makes two attacks: one with its hooves and one with its horn."
                },
                {
                    "name": "Hooves",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d6",
                    "damage_bonus": 4
                },
                {
                    "name": "Horn",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "1d8",
                    "damage_bonus": 4
                },
                {
                    "name": "Healing Touch (3/Day)",
                    "desc": "The unicorn touches another creature with its horn. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target."
                },
                {
                    "name": "Teleport (1/Day)",
                    "desc": "The unicorn magically teleports itself and up to three willing creatures it can see within 5 ft. of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "The unicorn can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The unicorn regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "name": "Hooves",
                    "desc": "The unicorn makes one attack with its hooves."
                },
                {
                    "name": "Shimmering Shield (Costs 2 Actions)",
                    "desc": "The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 ft. of it. The target gains a +2 bonus to AC until the end of the unicorn's next turn."
                },
                {
                    "name": "Heal Self (Costs 3 Actions)",
                    "desc": "The unicorn magically regains 11 (2d8 + 2) hit points."
                }
            ],
            "special_abilities": [
                {
                    "name": "Charge",
                    "desc": "If the unicorn moves at least 20 ft. straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.",
                    "attack_bonus": 0,
                    "damage_dice": "2d8"
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The unicorn's innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components:\n\nAt will: detect evil and good, druidcraft, pass without trace\n1/day each: calm emotions, dispel evil and good, entangle"
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The unicorn has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The unicorn's weapon attacks are magical."
                }
            ],
            "spell_list": [
                "https://api-beta.open5e.com/v2/spells/detect-evil-and-good/?format=api",
                "https://api-beta.open5e.com/v2/spells/druidcraft/?format=api",
                "https://api-beta.open5e.com/v2/spells/pass-without-trace/?format=api",
                "https://api-beta.open5e.com/v2/spells/calm-emotions/?format=api",
                "https://api-beta.open5e.com/v2/spells/dispel-evil-and-good/?format=api",
                "https://api-beta.open5e.com/v2/spells/entangle/?format=api"
            ],
            "page_no": 351,
            "environments": [
                "Jungle",
                "Forest",
                "Feywild"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_unicorn/"
        },
        {
            "slug": "vampire-spawn",
            "desc": "",
            "name": "Vampire Spawn",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": "Vampires",
            "alignment": "neutral evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 82,
            "hit_dice": "11d8+33",
            "speed": {
                "walk": 30
            },
            "strength": 16,
            "dexterity": 16,
            "constitution": 16,
            "intelligence": 11,
            "wisdom": 10,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 3,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "the languages it knew in life",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The vampire makes two attacks, only one of which can be a bite attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.",
                    "attack_bonus": 61
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).",
                    "attack_bonus": 6,
                    "damage_dice": "2d4",
                    "damage_bonus": 3
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Regeneration",
                    "desc": "The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn."
                },
                {
                    "name": "Spider Climb",
                    "desc": "The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
                },
                {
                    "name": "Vampire Weaknesses",
                    "desc": "The vampire has the following flaws:\nForbiddance. The vampire can't enter a residence without an invitation from one of the occupants.\nHarmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water.\nStake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.\nSunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks."
                }
            ],
            "spell_list": [],
            "page_no": 354,
            "environments": [
                "Underdark",
                "Urban",
                "Mountains",
                "Forest",
                "Ruin",
                "Tomb",
                "Hills",
                "Shadowfell",
                "Settlement"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_vampire-spawn/"
        },
        {
            "slug": "wight",
            "desc": "",
            "name": "Wight",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 14,
            "armor_desc": "studded leather",
            "hit_points": 45,
            "hit_dice": "6d8+18",
            "speed": {
                "walk": 30
            },
            "strength": 15,
            "dexterity": 14,
            "constitution": 16,
            "intelligence": 10,
            "wisdom": 13,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3,
                "stealth": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "necrotic; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "condition_immunities": "poisoned",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "the languages it knew in life",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack."
                },
                {
                    "name": "Life Drain",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.\nA humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time.",
                    "attack_bonus": 4,
                    "damage_dice": "1d6",
                    "damage_bonus": 2
                },
                {
                    "name": "Longsword",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.",
                    "attack_bonus": 4,
                    "damage_dice": "1d8",
                    "damage_bonus": 2
                },
                {
                    "name": "Longbow",
                    "desc": "Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d8",
                    "damage_bonus": 2
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
                }
            ],
            "spell_list": [],
            "page_no": 354,
            "environments": [
                "Underdark",
                "Swamp",
                "Urban"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_wight/"
        },
        {
            "slug": "barometz",
            "desc": "This creature resembles a large horned goat covered in thick green moss. A vine trails from the beast’s udder to a nearby tree. The creature smells of fresh bread and floral grapes._  \n**Born of Fruit.** The barometz is a strange plant-like monster that arises spontaneously from a normal fruit tree, some say as the result of ancient druidic magic or fey meddling. A fruit tree bearing a barometz grows an unusually large fruit that soon drops from the tree and bursts open to reveal the goat-like creature. The barometz remains attached to its parent plant by a vine and spends its life clearing the area around the fruit tree of weeds and other noxious plants.  \n**A Feast for Kings.** The flesh of a barometz is considered a delicacy by almost all humanoids and giants, and few barometz survive for long once they are discovered by a band of trollkin hunters or foraging hill giants. Elves and other woodland humanoids have attempted to breed barometz, without success. The creature does not reproduce naturally and the methods by which they appear are still unknown.",
            "name": "Barometz",
            "size": "Large",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 95,
            "hit_dice": "10d10+40",
            "speed": {
                "walk": 20
            },
            "strength": 16,
            "dexterity": 11,
            "constitution": 18,
            "intelligence": 5,
            "wisdom": 16,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "exhaustion, poisoned",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "understands Sylvan but can’t speak",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The barometz makes two attacks: one with its gore and one with its hooves."
                },
                {
                    "name": "Gore",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage. If the target is Medium or smaller, it must succeed on a DC 14 Strength saving throw or be knocked prone.",
                    "attack_bonus": 6,
                    "damage_dice": "2d10+3"
                },
                {
                    "name": "Hooves",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d8+3"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Fruit of the Land",
                    "desc": "When a barometz dies, its body sprouts a myriad of nourishing fruits and vegetables. If a creature spends 10 minutes consuming the produce, it gains the benefits of a heroes' feast spell for 8 hours. If the feast isn't consumed within 1 hour, it disintegrates into a mound of dirt and dried leaves."
                },
                {
                    "name": "Parent Vine",
                    "desc": "The barometz is attached to a nearby tree by a thick vine that is between 50 and 100 feet long. The vine has AC 13, 20 hp, and resistance to all damage except for slashing damage. If this vine is severed, the barometz loses its Regeneration trait and suffers one level of exhaustion per hour until it dies."
                },
                {
                    "name": "Regeneration",
                    "desc": "The barometz regains 5 hit points at the start of its turn. This regeneration can only be halted if the barometz's parent vine is severed, whereupon it loses this trait. The barometz dies only if it starts its turn with 0 hit points and doesn't regenerate."
                },
                {
                    "name": "Wildland Runner",
                    "desc": "Difficult terrain composed of forest underbrush, bushes, or vines doesn't cost the barometz extra movement. In addition, the barometz can pass through magical and nonmagical plants without being slowed by them and without taking damage from them, including plants that are magically created or manipulated, such as those produced by the entangle and wall of thorns spells."
                }
            ],
            "spell_list": [],
            "page_no": 38,
            "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_barometz/"
        },
        {
            "slug": "bloodsapper",
            "desc": "This hairless, dog-like creature has pale skin, an enormous bladder underneath its throat, and a conical head with two deepset, black eyes. A long, thick red tongue, ending in a hollow spike, flicks from its shrew-like mouth._  \n**Ravenous Blood Eaters.** The bloodsapper is a vampiric creature with an unrelenting thirst for blood. While it can drink the blood of animals and wild beasts, it vastly prefers the blood of sapient bipedal creatures, such as giants and humanoids. When it catches prey, it uses its long, spiked tongue to impale and drain them until they are little more than husks. Due to its appetite, the bloodsapper frequently comes into conflict with other creatures reliant on blood such as Open Game License",
            "name": "Bloodsapper",
            "size": "Medium",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 90,
            "hit_dice": "12d8+36",
            "speed": {
                "walk": 40,
                "climb": 20
            },
            "strength": 16,
            "dexterity": 14,
            "constitution": 16,
            "intelligence": 5,
            "wisdom": 12,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 5,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3,
                "stealth": 4,
                "survival": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "understands Common but can’t speak",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "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": "Draining Tongue",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and the bloodsapper attaches to the target. While attached, the bloodsapper doesn't attack. Instead, at the start of each of the bloodsapper's turns, the target loses 12 (2d8 + 3) hp due to blood loss. The bloodsapper can detach itself from a target by spending 5 feet of its movement, which it does once it has drained 25 hp from the target or the target dies. A creature, including the target, can take its action to detach the bloodsapper's tongue by succeeding on a DC 14 Strength check. Alternatively, the bloodsapper's tongue can be attacked and severed (AC 12; hp 20). The bloodsapper regrows a severed tongue when it completes a long rest or when it reduces a creature to 0 hp.",
                    "attack_bonus": 5,
                    "damage_dice": "2d8+3"
                },
                {
                    "name": "Bloody Breath (Recharge Special)",
                    "desc": "The bloodsapper can expel a 15-foot cone of acrid gas and blood from its bladder. Each creature in the area must make a DC 13 Constitution saving throw. On a failure, a creature takes 14 (4d6) acid damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn't poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once a bloodsapper uses its Bloody Breath, it can't use Bloody Breath again until it has drained at least 25 hp of blood from a creature."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Blood Scent",
                    "desc": "A bloodsapper can smell blood within 240 feet of it. It can determine whether the blood is fresh or old and what type of creature shed the blood. In addition, the bloodsapper has advantage on Wisdom (Perception) and Wisdom (Survival) checks to find or track a creature that doesn't have all its hp."
                }
            ],
            "spell_list": [],
            "page_no": 44,
            "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_bloodsapper/"
        },
        {
            "slug": "chill-haunt",
            "desc": "This ghostly humanoid’s hands end in frozen claws. Water drips from the claws, freezing before it hits the ground._  \n**Forlorn Spirits.** Chill haunts arise from the corpses of humanoids that froze to death. While most chill haunts derive from those who died alone in the cold, stories tell of entire families or villages returning as chill haunts. Because of the intensity of their demise, chill haunts dread cold and flee when targeted by cold magic.  \n**Hungry for Body Heat.** The chill haunt’s disdain for cold leads it to seek out warm buildings or open fires. While ambient heat or direct contact with fire diminishes its shivering and restores wounds it has received in combat, it craves heat from living creatures. Contact with the chill haunt sets off a deepening freeze in the victim, which is hard to reverse without the application of fire. The haunt comes into contact with living creatures to remember the feeling of warmth, and it does not care about the side effects of its touch. After it has drained the warmth from one creature, it immediately moves on to the next, ever-hungry.  \n**Restless Undead.** Destroying a chill haunt is only a temporary solution to the undead creature’s depredations. Similar to a ghost, a destroyed chill haunt returns to unlife 24 hours after its demise, attaining eternal rest only after being slain under a specific set of circumstances. For most chill haunts, the surest way to eternal rest is by coaxing the haunt to a warm building where it can sit by a hearth and nestle in blankets or furs. Though physical objects normally pass through the spectral creature, such conditions allow the coverings to conform to the shape of the haunt’s former body. Moments later, the haunt lets out a contented sigh and winks out of existence.  \n**Undead Nature.** A chill haunt doesn’t require air, food, drink, or sleep.",
            "name": "Chill Haunt",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 13,
            "armor_desc": null,
            "hit_points": 39,
            "hit_dice": "6d8+12",
            "speed": {
                "walk": 0,
                "fly": 30
            },
            "strength": 7,
            "dexterity": 16,
            "constitution": 14,
            "intelligence": 8,
            "wisdom": 16,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "acrobatics": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "cold, fire, necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "the languages it knew in life",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Shivering Touch",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) cold damage plus 3 (1d6) necrotic damage. The target must succeed on a DC 12 Constitution saving throw or take 3 (1d6) cold damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target takes fire damage, the effect ends.",
                    "attack_bonus": 5,
                    "damage_dice": "2d6+3"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Cryophobia",
                    "desc": "Whenever the chill haunt is subjected to cold damage, it takes no damage, but it must succeed on a DC 13 Wisdom saving throw or become frightened of the source of the damage for 1 minute. This trait overrides the haunt's normal immunity to the frightened condition."
                },
                {
                    "name": "Fire Absorption",
                    "desc": "Whenever the chill haunt is subjected to fire damage, it takes no damage and instead regains a number of hp equal to the fire damage dealt."
                },
                {
                    "name": "Incorporeal Movement",
                    "desc": "The chill haunt can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."
                }
            ],
            "spell_list": [],
            "page_no": 62,
            "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_chill-haunt/"
        },
        {
            "slug": "corpse-worm",
            "desc": "A large, bloated worm, its body the gray-white pallor of death and slicked with yellow mucus, crawls across a pile of corpses. As its dozens of legs propel it over the bodies, its fang-filled maw opens to reveal a second jaw that repeatedly bursts outward, slurping up chunks of flesh with each strike._  \nThese creatures prowl deep caverns, seeking flesh to devour.  \n**Eaters of the Dead.** The corpse worm feeds primarily on death and decay, though it hunts and kills living prey it encounters if hungry. Corpse worms have a keen sense of smell that they can use to locate wounded prey or sources of carrion on which to feed.  \n**Ignore the Unliving.** While both the living and the dead are food for the corpse worm, it doesn’t feed upon the undead. Unless attacked, the corpse worm ignores undead near it. Some intelligent undead tame and train corpse worms, using them as pets, guardians, or shock troops.  \n**Slimy Eggs.** A female corpse worm lays up to two dozen eggs in crevasses, cul-de-sacs, or other remote areas. Corpse worm eggs are about the size of a human head and are sheathed in a rubbery, translucent gray membrane. The eggs are deposited with a sticky, mustard-colored excretion, allowing them to be placed on walls or even ceilings. This excretion exudes a powerful smell that many subterranean predators find unpleasant, and it allows the mother to relocate the eggs as she watches over them until they hatch.",
            "name": "Corpse Worm",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 76,
            "hit_dice": "8d10+32",
            "speed": {
                "walk": 30,
                "climb": 30
            },
            "strength": 16,
            "dexterity": 12,
            "constitution": 19,
            "intelligence": 1,
            "wisdom": 12,
            "charisma": 5,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "—",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) piercing damage and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the corpse worm can't bite another target or use its Regurgitate reaction. The target must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hp maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hp maximum to 0.",
                    "attack_bonus": 5,
                    "damage_dice": "2d6+3"
                },
                {
                    "name": "Swallow",
                    "desc": "The corpse worm makes a bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and effects outside the corpse worm, and it takes 10 (3d6) acid damage at the start of each of the corpse worm's turns. The corpse worm can have only one creature swallowed at a time. If the corpse worm takes 20 damage or more on a single turn from the swallowed creature, the worm must succeed on a DC 12 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the worm. If the corpse worm dies, the target is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Regurgitate (Recharge 5-6)",
                    "desc": "When a creature the corpse worm can see hits it with an attack while within 10 feet of it, the corpse worm regurgitates a portion of its stomach contents on the attacker. The target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. If the corpse worm has a swallowed creature when it uses this reaction, the worm must succeed on a DC 14 Constitution saving throw or also regurgitate the swallowed creature, which falls prone in a space within 5 feet of the target. If it regurgitates the swallowed creature, the target and the swallowed creature take 7 (2d6) acid damage."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Keen Smell",
                    "desc": "The corpse worm has advantage on Wisdom (Perception) checks that rely on smell."
                }
            ],
            "spell_list": [],
            "page_no": 71,
            "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_corpse-worm/"
        },
        {
            "slug": "crinaea",
            "desc": "A beautiful figure made of water and plants steps from the lake and smiles._  \nCrinaea are nymph-like water fey that inhabit small bodies of water such as wells and fountains.  \n**Water-bound Fey.** Similar to dryads, crinaea are bound to a body of water which becomes their home and focal point. Unlike dryads, crinaea can choose to be bound to a water source and can change which water source they call home. A crinaea must submerge itself in its bound water source every day or suffer. As long as the water source stays pure and the crinaea never travels more than a mile from it, the crinaea can live indefinitely. If its home water source is ever dried up or destroyed, the crinaea quickly fades until it finds a new home or dies.  \n**Friendly but Poisonous.** One of the most gregarious fey, the crinaea enjoys long conversations with intelligent creatures. The crinaea is often well-versed in the goings-on around its home and happily shares such information with friendly creatures. It offers its pure water to those in need and those who are polite, but woe be unto those who anger the fey after having tasted its water, as the crinaea can poison any water taken from its home.",
            "name": "Crinaea",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 13,
            "armor_desc": null,
            "hit_points": 44,
            "hit_dice": "8d8+8",
            "speed": {
                "swim": 60,
                "walk": 30
            },
            "strength": 11,
            "dexterity": 16,
            "constitution": 12,
            "intelligence": 14,
            "wisdom": 12,
            "charisma": 17,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "fire",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Common, Sylvan",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Dagger",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) cold damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d4+3"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Crinaea's Curse",
                    "desc": "The crinaea can sense water within 300 feet of it that was drawn from its bonded source within the last 24 hours. As a bonus action, the crinaea can poison up to 1 gallon of water within 300 feet of it that was drawn from its bonded source. This can even affect water that has been used to make another nonmagical substance, such as soup or tea, or water that was consumed within the last 30 minutes. The poison can affect a target through contact or ingestion. A creature subjected to this poison must make a DC 13 Constitution saving throw. On a failure, a creature takes 18 (4d8) poison damage and is poisoned for 1 hour. On a success, a creature takes half the damage and isn't poisoned."
                },
                {
                    "name": "Water-bound Form",
                    "desc": "The crinaea is bound to its water source. If the crinaea is separated from its water source for more than 24 hours, the crinaea gains 1 level of exhaustion. It gains an additional level of exhaustion for each day until it bonds with another water source or it dies. The crinaea can bond with a new water source and remove its levels of exhaustion by finishing a long rest while submerged in the new water source."
                },
                {
                    "name": "Watery Form",
                    "desc": "While fully immersed in water, the crinaea is invisible and it can move through a space as narrow as 1 inch wide without squeezing."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The crinaea's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:\nAt will: poison spray\n3/day each: create or destroy water (create water only), purify food and drink (water only)\n1/day each: disguise self, fog cloud, protection from poison"
                }
            ],
            "spell_list": [],
            "page_no": 74,
            "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_crinaea/"
        },
        {
            "slug": "death-vulture",
            "desc": "The putrid stench of death wafts off a grotesquely muscled vulture with glowing green eyes. It opens its mouth in a shrill call, rotting meat dripping from its beak._  \nDeath vultures are giant birds transformed by their diet of undead flesh.  \n**Mutated Monstrosities.** When a giant vulture gorges on undead flesh, the necromantic magic suffused in the meal warps and changes the bird’s body. The vulture’s muscles bulge in odd places, making it stronger and tougher, its eyes burn with green fire, and it reeks of rot, earning these mutated monsters the name “death vultures.” The vulture also gains the ability to regurgitate necromantic energy, which can cause the flesh of living creatures to decay and age rapidly.  \n**Massive Meat Appetites.** Death vultures have incredible appetites and are far more willing to attack live prey than other vultures. They have a special taste for rotting flesh, and they use their decaying breath weapon to “season” their foes with necrotic energy before using their talons and beaks to tear apart their quarry.  \n**Necromancer Neighbors.** Death vultures often form kettles near the lairs of necromancers as they feed on their undead creations. While some necromancers find the birds to be a nuisance, many necromancers feed the vultures, encouraging them to stay. Most death vultures are willing to trade service as guardians of the lairs for food.",
            "name": "Death Vulture",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 12,
            "armor_desc": "natural armor",
            "hit_points": 76,
            "hit_dice": "8d10+32",
            "speed": {
                "fly": 60,
                "walk": 10
            },
            "strength": 18,
            "dexterity": 10,
            "constitution": 18,
            "intelligence": 6,
            "wisdom": 12,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "understands Common but can’t speak",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The death vulture makes two attacks: one with its beak and one with its talons."
                },
                {
                    "name": "Beak",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d4+4"
                },
                {
                    "name": "Talons",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d6+4"
                },
                {
                    "name": "Decaying Breath (Recharge 6)",
                    "desc": "The vulture breathes necrotic energy in a 15-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one. Creatures that fail this saving throw by 5 or more also age a number of years equal to half the damage taken."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Awful Stench",
                    "desc": "The vulture has a disgusting body odor. Any creature that starts its turn within 5 feet of the vulture must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn."
                },
                {
                    "name": "Keen Sight and Smell",
                    "desc": "The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell."
                },
                {
                    "name": "Pack Tactics",
                    "desc": "The vulture has advantage on attack rolls against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally isn't incapacitated."
                }
            ],
            "spell_list": [],
            "page_no": 81,
            "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_death-vulture/"
        },
        {
            "slug": "far-dorocha",
            "desc": "The fey lady’s attendant stands by, waiting on her from the shadows. The lady voices her desire, and the attendant leaps into action, calling a phantasmal charger made of midnight and shadow._  \n**Fey Stewards.** The far dorocha manage the servants of the fey courts and, when tasked, carry out the more sinister biddings of their masters. Fey lords and ladies prize the far dorocha for their attention to detail and composed mien.  \n**Abductor of Mortals.** Sometimes called the “dark man” or “fear dorcha,” these malicious fey are described in grim folk tales. Parents scare their children into obedience by telling bedtime stories of villains who ride black horses in the night and steal the ill-behaved away to lands of perpetual darkness. Woe betide the children who wake up to find they are the ones alone.",
            "name": "Far Dorocha",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 14,
            "armor_desc": "natural armor), 18 while in dim light or darkness",
            "hit_points": 82,
            "hit_dice": "15d8+15",
            "speed": {
                "walk": 30
            },
            "strength": 10,
            "dexterity": 18,
            "constitution": 13,
            "intelligence": 14,
            "wisdom": 10,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "deception": 7,
                "perception": 3,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "charmed, frightened",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Common, Elvish, Sylvan, Umbral",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The far dorocha makes two dirk attacks."
                },
                {
                    "name": "Dirk",
                    "desc": "Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 14 (4d6) poison damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                    "attack_bonus": 7,
                    "damage_dice": "1d6+4"
                },
                {
                    "name": "Dark Invitation",
                    "desc": "One humanoid within 30 feet of the far dorocha and that can hear it must succeed on a DC 15 Charisma saving throw or be magically charmed for 1 day. The charmed target believes it has been invited to meet with the far dorocha's master and accompanies the far dorocha. Although the target isn't under the far dorocha's control, it takes the far dorocha's requests or actions in the most favorable way it can. Each time the far dorocha or its companions do anything harmful to the target, the target can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect ends if the far dorocha is destroyed, is on a different plane of existence than the target, or uses its bonus action to end the effect. If the target successfully saves against the effect, or if the effect ends for it, the target is immune to the far dorocha's Dark Invitation for the next 24 hours.\n\nThe far dorocha can have only one target charmed at a time. If it charms another, the effect on the previous target ends."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Shadow Traveler (3/Day)",
                    "desc": "As a bonus action while in shadows, dim light, or darkness, the far dorocha 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": "Traveler in Darkness",
                    "desc": "The far dorocha has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items."
                },
                {
                    "name": "Under the Cloak of Night",
                    "desc": "While in dim light or darkness, the far dorocha's AC includes its Charisma modifier, and it has advantage on saving throws."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The far dorocha's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components.\nAt will: disguise self, thaumaturgy\n3/day each: command, phantom steed\n1/day each: compulsion, darkness"
                }
            ],
            "spell_list": [],
            "page_no": 142,
            "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_far-dorocha/"
        }
    ]
}