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

GET /v1/monsters/?format=api&ordering=wisdom&page=62
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=wisdom&page=63",
    "previous": "https://api-beta.open5e.com/v1/monsters/?format=api&ordering=wisdom&page=61",
    "results": [
        {
            "slug": "treant-a5e",
            "desc": "",
            "name": "Treant",
            "size": "Huge",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 18,
            "armor_desc": "",
            "hit_points": 138,
            "hit_dice": "12d12+60",
            "speed": {
                "walk": 30
            },
            "strength": 22,
            "dexterity": 8,
            "constitution": 20,
            "intelligence": 12,
            "wisdom": 20,
            "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": "",
            "damage_resistances": "bludgeoning, piercing",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 15",
            "languages": "Common, Druidic, Elvish, Sylvan",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The treant makes two attacks  or makes one attack and uses Animate Plant."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage."
                },
                {
                    "name": "Rock",
                    "desc": "Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage."
                },
                {
                    "name": "Animate Plant",
                    "desc": "The treant magically animates a Large or larger plant within 60 feet. The plant is immobile  but it acts on the treants initiative and can make slam attacks  or rock attacks if there are rocks to throw within 10 feet of it. Non-plant creatures treat the ground within 15 feet of the plant as difficult terrain  as surrounding roots conspire to trip and grasp moving creatures. The plant remains animated for 1 hour. If the treant uses this action while it has three plants animated in this way  the plant that has been animated the longest returns to normal."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "False Appearance",
                    "desc": "While motionless, the treant is indistinguishable from a tree."
                },
                {
                    "name": "Flammable",
                    "desc": "If the treant takes fire damage, it catches fire, taking 10 (3d6) ongoing fire damage, unless it is already on fire. It can use an action to extinguish itself, ending the ongoing damage."
                },
                {
                    "name": "Forest Speaker",
                    "desc": "The treant can communicate with beasts and plants."
                },
                {
                    "name": "Siege Monster",
                    "desc": "The treant deals double damage to objects and structures."
                }
            ],
            "spell_list": [],
            "page_no": 408,
            "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_treant/"
        },
        {
            "slug": "unicorn-a5e",
            "desc": "",
            "name": "Unicorn",
            "size": "Large",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 14,
            "armor_desc": "",
            "hit_points": 85,
            "hit_dice": "9d10+36",
            "speed": {
                "walk": 80
            },
            "strength": 20,
            "dexterity": 18,
            "constitution": 18,
            "intelligence": 16,
            "wisdom": 20,
            "charisma": 20,
            "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 15",
            "languages": "Celestial, Elvish, Sylvan, telepathy 60 ft.",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The unicorn attacks once with its hooves and once with its horn."
                },
                {
                    "name": "Hooves",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage."
                },
                {
                    "name": "Horn",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 10 (3d6) radiant damage. If the target is a creature and the unicorn moves at least 20 feet straight towards the target before the attack  the target takes an extra 9 (2d8) bludgeoning damage and makes a DC 16 Strength saving throw  falling prone on a failure."
                },
                {
                    "name": "Grant Boon (3/Day)",
                    "desc": "The unicorn touches a willing creature  including itself  with its horn and grants one of the following boons:"
                },
                {
                    "name": "Healing: The creature magically regains 21 (6d6) hit points",
                    "desc": "It is cured of all diseases  and poisons affecting it are neutralized."
                },
                {
                    "name": "Luck: During the next 24 hours, the creature can roll a d12 and add the result to one ability check, attack roll, or saving throw after seeing the result",
                    "desc": ""
                },
                {
                    "name": "Protection: A glowing mote of light orbits the creatures head",
                    "desc": "The mote lasts 24 hours. When the creature fails a saving throw  it can use its reaction to expend the mote and succeed on the saving throw."
                },
                {
                    "name": "Resolution: The creature is immune to being charmed or frightened for 24 hours",
                    "desc": ""
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Good",
                    "desc": "The unicorn radiates a Good aura."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The unicorns innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: At will: animal messenger, detect evil and good, druidcraft, pass without trace, scrying (locations within its domain only), 1/day: calm emotions, dispel evil and good, teleport (between locations within its domain only)"
                }
            ],
            "spell_list": [],
            "page_no": 415,
            "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_unicorn/"
        },
        {
            "slug": "couatl",
            "desc": "",
            "name": "Couatl",
            "size": "Medium",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "lawful good",
            "armor_class": 19,
            "armor_desc": "natural armor",
            "hit_points": 97,
            "hit_dice": "13d8+39",
            "speed": {
                "walk": 30,
                "fly": 90
            },
            "strength": 16,
            "dexterity": 20,
            "constitution": 17,
            "intelligence": 18,
            "wisdom": 20,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 5,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": 6,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "radiant",
            "damage_immunities": "psychic; bludgeoning, piercing, and slashing from nonmagical attacks",
            "condition_immunities": "",
            "senses": "truesight 120 ft., passive Perception 15",
            "languages": "all, telepathy 120 ft.",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake.",
                    "attack_bonus": 8,
                    "damage_dice": "1d6",
                    "damage_bonus": 5
                },
                {
                    "name": "Constrict",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one Medium or smaller creature. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the couatl can't constrict another target.",
                    "attack_bonus": 6,
                    "damage_dice": "2d6",
                    "damage_bonus": 3
                },
                {
                    "name": "Change Shape",
                    "desc": "The couatl magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the couatl's choice).\nIn a new form, the couatl retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the couatl can use its bite in that form."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Innate Spellcasting",
                    "desc": "The couatl's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal components:\n\nAt will: detect evil and good, detect magic, detect thoughts\n3/day each: bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield\n1/day each: dream, greater restoration, scrying"
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The couatl's weapon attacks are magical."
                },
                {
                    "name": "Shielded Mind",
                    "desc": "The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location."
                }
            ],
            "spell_list": [
                "https://api-beta.open5e.com/v2/spells/detect-evil-and-good/?format=api",
                "https://api-beta.open5e.com/v2/spells/detect-magic/?format=api",
                "https://api-beta.open5e.com/v2/spells/detect-thoughts/?format=api",
                "https://api-beta.open5e.com/v2/spells/bless/?format=api",
                "https://api-beta.open5e.com/v2/spells/create-food-and-water/?format=api",
                "https://api-beta.open5e.com/v2/spells/cure-wounds/?format=api",
                "https://api-beta.open5e.com/v2/spells/lesser-restoration/?format=api",
                "https://api-beta.open5e.com/v2/spells/protection-from-poison/?format=api",
                "https://api-beta.open5e.com/v2/spells/sanctuary/?format=api",
                "https://api-beta.open5e.com/v2/spells/shield/?format=api",
                "https://api-beta.open5e.com/v2/spells/dream/?format=api",
                "https://api-beta.open5e.com/v2/spells/greater-restoration/?format=api",
                "https://api-beta.open5e.com/v2/spells/scrying/?format=api"
            ],
            "page_no": 269,
            "environments": [
                "Urban",
                "Desert",
                "Jungle",
                "Astral Plane",
                "Grassland",
                "Forest"
            ],
            "img_main": "http://api-beta.open5e.com/static/img/object_illustrations/open5e-illustrations/monsters/couatl.png",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_couatl/"
        },
        {
            "slug": "deva",
            "desc": "",
            "name": "Deva",
            "size": "Medium",
            "type": "Celestial",
            "subtype": "",
            "group": "Angels",
            "alignment": "lawful good",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 136,
            "hit_dice": "16d8+64",
            "speed": {
                "walk": 30,
                "fly": 90
            },
            "strength": 18,
            "dexterity": 18,
            "constitution": 18,
            "intelligence": 17,
            "wisdom": 20,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 9,
            "charisma_save": 9,
            "perception": 9,
            "skills": {
                "insight": 9,
                "perception": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "radiant; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "charmed, exhaustion, frightened",
            "senses": "darkvision 120 ft., passive Perception 19",
            "languages": "all, telepathy 120 ft.",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The deva makes two melee attacks."
                },
                {
                    "name": "Mace",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage.",
                    "attack_bonus": 8,
                    "damage_dice": "1d6+4d8",
                    "damage_bonus": 4
                },
                {
                    "name": "Healing Touch (3/Day)",
                    "desc": "The deva touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness."
                },
                {
                    "name": "Change Shape",
                    "desc": "The deva magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice).\nIn a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Angelic Weapons",
                    "desc": "The deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack)."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The deva's spellcasting ability is Charisma (spell save DC 17). The deva can innately cast the following spells, requiring only verbal components:\nAt will: detect evil and good\n1/day each: commune, raise dead"
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The deva has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [
                "https://api-beta.open5e.com/v2/spells/detect-evil-and-good/?format=api",
                "https://api-beta.open5e.com/v2/spells/commune/?format=api",
                "https://api-beta.open5e.com/v2/spells/raise-dead/?format=api"
            ],
            "page_no": 261,
            "environments": [
                "Temple",
                "Astral Plane"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_deva/"
        },
        {
            "slug": "chort-devil",
            "desc": "_Small horns crown this pig-faced devil’s head. It stands on shaggy goat legs and holds a flaming polearm in its clawed hands. It bears a wicked gleam in its black eyes._  \n**Bad Bargains.** Quick and canny, a chort devil uses varied, pleasing forms to entice mortals to make terrible bargains, but it revels in its obvious devilishness. A chort wants its victim to know it is dealing with a devil. The relative straightforwardness of this approach enables the creature to better deceive those whom it bargains with. After all, the chort affirms, if the victim weren’t so desperate, he wouldn’t be bargaining with a devil. If necessary, an implied threat of immolation gives it greater bargaining power, but the creature is careful not to torture or otherwise harm its patsy, since that voids any potential contract.  \n**Recitation of Contracts.** An annual spectacle in large cities involves some poor fool who believes he can trick a chort and escape a legal bargain. The devil appears and recites the entirety of the contract its victim signed, replete with embarrassing details about a dispatched rival, the ensnarement of a love who once spurned him, and other disclosures. A chort ensures all those entangled in its victim’s affairs are present to hear it, and it disappears once all the victim's dark secrets have been revealed.  \n**Smear Tactics.** A zealous opponent of the chort often finds himself the victim of his own hubris, as the devil digs up or creates vile tales about its foe and brings his folly to light. A chort enjoys tarnishing the reputation of tools of good. For example, it may steal a paladin’s sword and use it to murder an especially pious person, leaving the sword in the victim. Thus, a chort dispatches a foe strongly resistant to its manipulations, brings suspicion to another potential foe, and taints a weapon—at least in reputation—which might be used against it.",
            "name": "Chort Devil",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "devil",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 187,
            "hit_dice": "15d8+120",
            "speed": {
                "walk": 30
            },
            "strength": 24,
            "dexterity": 20,
            "constitution": 26,
            "intelligence": 18,
            "wisdom": 20,
            "charisma": 20,
            "strength_save": 11,
            "dexterity_save": 9,
            "constitution_save": 12,
            "intelligence_save": 8,
            "wisdom_save": null,
            "charisma_save": 9,
            "perception": 9,
            "skills": {
                "athletics": 11,
                "deception": 9,
                "insight": 9,
                "perception": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "cold, fire, poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 120 ft., passive Perception 19",
            "languages": "Celestial, Common, Draconic, Infernal, Primordial; telepathy (120 ft.)",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The chort devil makes three melee attacks with its flaming ranseur, or three melee attacks with its claws."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d4 + 7) slashing damage plus 2 (1d4) Charisma damage.",
                    "attack_bonus": 11,
                    "damage_dice": "2d4"
                },
                {
                    "name": "Flaming Ranseur",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 12 (1d10 + 7) piercing damage plus 10 (3d6) fire damage.",
                    "attack_bonus": 11,
                    "damage_dice": "1d10"
                },
                {
                    "name": "Devilish Weapons",
                    "desc": "Any weapons wielded by a chort devil do 10 (3d6) fire damage in addition to their normal weapon damage."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Devil's Sight",
                    "desc": "Magical darkness doesn't impede the devil's darkvision."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The devil has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the chort devil's spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The chort devil can innately cast the following spells, requiring no material components:\n\nat will: blur, magic circle, teleport\n\n3/day: scorching ray (5 rays)\n\n1/day each: dispel magic, dominate person, flame strike, haste"
                }
            ],
            "spell_list": [],
            "page_no": 104,
            "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_chort-devil/"
        },
        {
            "slug": "emerald-order-cult-leader",
            "desc": "",
            "name": "Emerald Order Cult Leader",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "any race",
            "group": null,
            "alignment": "lawful neutral or evil",
            "armor_class": 14,
            "armor_desc": "breastplate",
            "hit_points": 117,
            "hit_dice": "18d8+36",
            "speed": {
                "walk": 30
            },
            "strength": 10,
            "dexterity": 10,
            "constitution": 14,
            "intelligence": 15,
            "wisdom": 20,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": 5,
            "wisdom_save": 8,
            "charisma_save": 5,
            "perception": null,
            "skills": {
                "arcana": 5,
                "deception": 5,
                "history": 5,
                "religion": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, fire, lightning",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 15",
            "languages": "any three languages",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The Emerald Order cult leader makes one melee attack and casts a cantrip."
                },
                {
                    "name": "Mace",
                    "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.",
                    "attack_bonus": 3,
                    "damage_dice": "1d6"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Esoteric Vengeance",
                    "desc": "As a reaction when struck by a melee attack, the emerald order cult leader can expend a spell slot to do 10 (3d6) necrotic damage to the attacker. If the emerald order cult leader expends a spell slot of 2nd level or higher, the damage increases by 1d6 for each level above 1st."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Key of Prophecy",
                    "desc": "The Emerald Order cult leader can always act in a surprise round, but if he fails to notice a foe, he is still considered surprised until he takes an action. He receives a +3 bonus on initiative checks."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the Emerald Order cult leader's innate spellcasting ability is Wisdom (spell save DC 16). He can innately cast the following spells, requiring no material components:\n\n2/day each: detect thoughts, dimension door, haste, slow\n\n1/day each: suggestion, teleport"
                },
                {
                    "name": "Spellcasting",
                    "desc": "the Emerald Order cult leader is a 10th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The cult leader has the following cleric spells prepared:\n\ncantrips (at will): guidance, light, sacred flame, spare the dying, thaumaturgy\n\n1st level (4 slots): cure wounds, identify, guiding bolt\n\n2nd level (3 slots): lesser restoration, silence, spiritual weapon\n\n3rd level (3 slots): dispel magic, mass healing word, spirit guardians\n\n4th level (3 slots): banishment, death ward, guardian of faith\n\n5th level (2 slots): flame strike"
                }
            ],
            "spell_list": [],
            "page_no": 421,
            "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_emerald-order-cult-leader/"
        },
        {
            "slug": "haugbui",
            "desc": "_A thick swirl of dust rises, settles, and forms the vague outline of a man—two points of yellow light shine where its eyes should be, staring malevolently._  \n**Mound Haunter.** A haugbui is an undead spirit tied to its burial mound or barrow. It serves as a familiar, protective spirit to nearby farmsteads or villages, so long as tribute is regularly paid to the haugbui. Traditional offerings may include pouring the first beer from a barrel, leaving portions of meals out overnight, sacrificing blood or livestock, or burying a portion of any income in the mound. A freshly-woken haugbui devours the remains of creatures it was buried with, such as a hawk, hound, or horse.  \n**Milder Spirits.** Haugbuis are related to vaettir, but much older. They are more humble and less prone to taking umbrage, and indeed, a great many haugbui have long since forgotten their own names. They are not quick to spill blood when irritated, and thus are viewed with greater tolerance by the living.  \n**Scrye and Watch.** They prefer to watch over their people from within their mound, and only come forth over the most grievous insults or injuries. They can do a great deal from within their mounds thanks to their scrying ability.  \n**Undead Nature.** A haugbui doesn’t require air, food, drink, or sleep.",
            "name": "Haugbui",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "lawful neutral",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 136,
            "hit_dice": "16d8+64",
            "speed": {
                "hover": true,
                "walk": 0,
                "fly": 40
            },
            "strength": 18,
            "dexterity": 17,
            "constitution": 18,
            "intelligence": 15,
            "wisdom": 20,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": 9,
            "intelligence_save": null,
            "wisdom_save": 10,
            "charisma_save": null,
            "perception": 10,
            "skills": {
                "arcana": 7,
                "history": 7,
                "intimidation": 8,
                "perception": 10,
                "religion": 12
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, lightning, necrotic",
            "damage_immunities": "poison; bludgeoning, piercing, and slashing from nonmagical attacks",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned",
            "senses": "truesight 60 ft., passive Perception 20",
            "languages": "the languages it spoke in life; telepathy 120 ft.",
            "challenge_rating": "13",
            "cr": 13.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The haugbui makes two psychic claw attacks."
                },
                {
                    "name": "Psychic Claw",
                    "desc": "Ranged Magical Attack: +10 to hit, range 40 ft., one target. Hit: 32 (6d8 + 5) psychic damage.",
                    "attack_bonus": 10,
                    "damage_dice": "6d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Incorporeal Movement",
                    "desc": "The haugbui 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 haugbui's innate spellcasting ability is Wisdom (spell save DC 18). It can innately cast the following spells, requiring no material components:\n\nconstant: detect thoughts, invisibility, mage hand, scrying\n\nat will: dancing lights, druidcraft, mending, spare the dying\n\n7/day each: bane, create or destroy water, fog cloud, purify food and drink\n\n5/day each: blindness/deafness, gust of wind, locate object, moonbeam, shatter\n\n3/day each: bestow curse, dispel magic, plant growth, remove curse, telekinesis\n\n1/day each: blight, contagion, dream\n\n1/week each: geas, hallow"
                },
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "If the haugbui fails a saving throw it can choose to succeed instead."
                },
                {
                    "name": "Sepulchral Scrying (1/Day)",
                    "desc": "An invisible magical eye is created under the haugbui's control, allowing it to watch its territory without leaving the burial mound. The eye travels at the speed of thought and can be up to 5 miles from the haugbui's location. The haugbui can see and hear as if it were standing at the eye's location, and it can use its innate spellcasting abilities as if it were at the eye's location. The eye can be noticed with a successful DC 18 Wisdom (Perception) check and can be dispelled as if it were 3rd-level spell. Spells that block other scrying spells work against Sepulchral Scrying as well. Unless dismissed by its creator or dispelled, lasts for up to 12 hours after its creation; only one can be created per 24-hour period."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "While in sunlight, the haugbui has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
                },
                {
                    "name": "Turn Resistance",
                    "desc": "The haugbui has advantage on saving throws against any effect that turns undead."
                }
            ],
            "spell_list": [],
            "page_no": 247,
            "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_haugbui/"
        },
        {
            "slug": "hundun",
            "desc": "_A toothless mouth adorns the headless shoulders of this oversized, four-armed, doughy humanoid. Colors and half-formed phantasmal shapes appear and vanish around it, to the creature’s obvious delight._  \n**Creative Chaos.** Wise yet child-like creatures of chaos, hunduns are four-armed, headless humanoids that embody spontaneous creation and the confusion that precedes enlightenment. Taking delight in creation of all kinds, they bring change to the staid and stagnant, spin revelation from confusion, and inspire moments of great creation—from works of art to new nations and faiths, and even the formation of planets and planes.  \n**Nonsense Speech.** Although not mindless, hunduns rarely seem to act out of conscious thought, yet their actions seem wise and usually benevolent. They communicate only in nonsense words, but have no trouble communicating among themselves or acting in coordination with other hunduns.  \n**Flesh of Creation.** Hundun blood is a powerful catalyst, and their spittle a potent drug. Each hundun’s heart is an Egg of Worlds—an artifact that can give birth to new concepts, powers, or even worlds. Obviously, the hundun must die for its heart to be used this way, but this is a sacrifice one might make willingly under the right circumstances.",
            "name": "Hundun",
            "size": "Large",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "chaotic good",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 153,
            "hit_dice": "18d10+54",
            "speed": {
                "walk": 40,
                "fly": 40
            },
            "strength": 20,
            "dexterity": 14,
            "constitution": 16,
            "intelligence": 4,
            "wisdom": 20,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": 9,
            "charisma_save": 8,
            "perception": 9,
            "skills": {
                "athletics": 9,
                "insight": 9,
                "perception": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "acid, psychic",
            "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, stunned, unconscious",
            "senses": "blindsight 60 ft., passive Perception 20",
            "languages": "understands Celestial and Primordial, but cannot speak intelligibly",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The hundun makes four slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage.",
                    "attack_bonus": 9,
                    "damage_dice": "3d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Brainless",
                    "desc": "Hunduns are immune to any spell or effect that allows an Intelligence, Wisdom, or Charisma saving throw. Trying to contact or read a Hundun's mind confuses the caster as the spell for 1 round."
                },
                {
                    "name": "Dance of Creation",
                    "desc": "Hunduns can perform an act of magical creation almost unlimited in scope every 1d8 days. The effect is equivalent to a wish spell, but it must create something."
                },
                {
                    "name": "Enlightening Befuddlement",
                    "desc": "when a hundun's confusion spell affects a target, it can elect to use the following table rather than the standard one:\n\n1d100 Result"
                },
                {
                    "name": "01-10 Inspired:",
                    "desc": "Advantage on attack rolls, ability checks, and saving throws"
                },
                {
                    "name": "11-20 Distracted:",
                    "desc": "Disadvantage on attack rolls, ability checks, and saving throws"
                },
                {
                    "name": "21-50 Incoherent:",
                    "desc": "The target does nothing but babble or scribble incoherent notes on a new idea"
                },
                {
                    "name": "51-75 Obsessed:",
                    "desc": "Target is recipient of geas to create a quality magical object"
                },
                {
                    "name": "76-100 Suggestible:",
                    "desc": "Target receives a suggestion from the hundun"
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the hundun's innate spellcasting ability is Wisdom (spell save DC 17). It can cast the following spells, requiring no material components:\n\nconstant: confusion (always centered on the hundun), detect thoughts\n\nat will: create or destroy water, dancing lights, mending, prestidigitation\n\n3/day each: compulsion, dimension door, black tentacles, irresistible dance\n\n1/day each: awaken, creation, heroes' feast, magnificent mansion, plant growth, reincarnate, stone shape"
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The hundun's weapon attacks are magical."
                }
            ],
            "spell_list": [],
            "page_no": 253,
            "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_hundun/"
        },
        {
            "slug": "jotun-giant",
            "desc": "_The earth shudders with every footfall of a Jotun giant, the immortal enemies of the gods. Tall enough to look a titan in the eye and strong enough to wrestle a linnorm, Jotun gaints are the lords of giantkind. Their enormous halls are carved in mountains and glaciers throughout the frozen wastes._  \n**Foes of the Gods.** As foes of the northern gods, they plot to regain their former status as lords of Creation. Many know ancient secrets and snippets of antediluvian arcane lore, and so may have abilities beyond those listed below. More powerful Jotun giants straddle the line between mortal and demigod.  \n**Contests and Challenges.** Like many giants, the Jotun enjoy a challenge, even from tiny little humans. Only the mightiest heroes can challenge a Jotun giant’s might in physical combat. Using cunning or trickery is a safer bet—though being too cunning is also angers them, and Jotun giants are no fools.  \n**Seekers of Ragnarok.** The Jotun giants know great magic, and strive to bring about end times of Ragnarok.",
            "name": "Jotun Giant",
            "size": "Gargantuan",
            "type": "Giant",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 20,
            "armor_desc": "natural armor",
            "hit_points": 407,
            "hit_dice": "22d20+176",
            "speed": {
                "walk": 60
            },
            "strength": 30,
            "dexterity": 8,
            "constitution": 26,
            "intelligence": 18,
            "wisdom": 20,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 14,
            "intelligence_save": null,
            "wisdom_save": 11,
            "charisma_save": 8,
            "perception": null,
            "skills": {
                "arcana": 10,
                "history": 10,
                "nature": 10,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., passive Perception 15",
            "languages": "Common, Giant",
            "challenge_rating": "22",
            "cr": 22.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The giant makes two greatclub attacks and a frightful presence attack, or one rock throwing attack."
                },
                {
                    "name": "Greatclub",
                    "desc": "Melee Weapon Attack: +16 to hit, reach 30 ft., one target. Hit: 55 (10d8 + 10) bludgeoning damage.",
                    "attack_bonus": 16,
                    "damage_dice": "10d8"
                },
                {
                    "name": "Rock",
                    "desc": "Ranged Weapon Attack: +16 to hit, range 90/240 ft., one target. Hit: 49 (6d12 + 10) bludgeoning damage.",
                    "attack_bonus": 16,
                    "damage_dice": "6d12"
                },
                {
                    "name": "Frightful Presence",
                    "desc": "Each creature of the giant's choice that is within 120 feet of the giant and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. Once a creature's saving throw is successful, it is immune to the giant's Frightful Presence for the next 24 hours."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Rock Catching",
                    "desc": "If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it."
                }
            ],
            "legendary_desc": "The Jotun giant can take 1 legendary action, and only at the end of another creature's turn. The giant regains the spent legendary action at the start of its turn.",
            "legendary_actions": [
                {
                    "name": "Detect",
                    "desc": "The Jotun giant makes a Wisdom (Perception) check."
                },
                {
                    "name": "Planar Return",
                    "desc": "If banished, a Jotun giant can return to the plane it departed 2/day. If banished a third time, it cannot return."
                },
                {
                    "name": "Sweeping Blow",
                    "desc": "The Jotun giant can sweep its greatclub in an arc around itself. The sweep affects a semicircular path 30 feet wide around the giant. All targets in that area take 46 (8d8 + 10) bludgeoning damage, or no damage with a successful DC 19 Dexterity saving throw."
                }
            ],
            "special_abilities": [
                {
                    "name": "Immortality",
                    "desc": "Jotuns suffer no ill effects from age, and are immune to effects that reduce ability scores and hit point maximum."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the Jotun giant's innate spellcasting ability is Wisdom (spell save DC 19). It can innately cast the following spells, requiring no material components:\n\nat will: earthquake, shapechange, speak with animals\n\n3/day: bestow curse, gust of wind\n\n1/day: divination"
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The giant has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The giant's weapon attacks are magical."
                },
                {
                    "name": "Too Big to Notice",
                    "desc": "The sheer size of the Jotun giant often causes those near it to confuse one at rest for part of the landscape. The jotun has advantage on Stealth checks when not moving."
                }
            ],
            "spell_list": [],
            "page_no": 222,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_jotun-giant/"
        },
        {
            "slug": "skein-witch",
            "desc": "_Skein witches are androgynous humanoids mummified in writhing diamond thread. Their skin is translucent, and suspended inside their bodies are dozens of quivering hourglasses in place of organs._  \n**Shepherd Destiny.** Skein witches are curators of destiny and enforcers of what must be. They voyage across the planes, weaving the strands of fate at the behest of their goddess-creator. Although they carry out their charge without regard to petty mortal concerns, they can be persuaded to bend fate for powerful petitioners whose interests align with those of their goddess.  \n**Surrounded by Guardians.** Despite their supernatural abilities, a skein witch’s physical body is frail. Because of that, they tend to surround themselves with undead, constructs, or other brutish, soulless guardians cut free from the thread of fate.  \n**Fear All Cards.** If a deck of many things is brought within 30 feet of a skein witch, she emits a psychic wail and disintegrates.",
            "name": "Skein Witch",
            "size": "Medium",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 20,
            "armor_desc": "natural armor",
            "hit_points": 162,
            "hit_dice": "25d8+50",
            "speed": {
                "walk": 30,
                "fly": 30
            },
            "strength": 6,
            "dexterity": 12,
            "constitution": 14,
            "intelligence": 16,
            "wisdom": 20,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": 8,
            "wisdom_save": 10,
            "charisma_save": 10,
            "perception": 15,
            "skills": {
                "history": 8,
                "insight": 15,
                "perception": 15
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "radiant",
            "damage_immunities": "fire, lightning, psychic",
            "condition_immunities": "",
            "senses": "truesight 60 ft., passive Perception 25",
            "languages": "Celestial, telepathy (100 ft.)",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The skein witch makes two Inexorable Thread attacks."
                },
                {
                    "name": "Inexorable Threads",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 30 ft., one target. Hit: 27 (5d8 + 5) radiant damage, and the target is \"one step closer to death.\"If the target is reduced to 0 hit points, it's treated as if it's already failed one death saving throw. This effect is cumulative; each inexorable threads hit adds one unsuccessful death saving throw. If a character who's been hit three or more times by inexorable threads is reduced to 0 hit points, he or she dies immediately. This effect lasts until the character completes a long rest.",
                    "attack_bonus": 9,
                    "damage_dice": "5d8"
                },
                {
                    "name": "Bind Fates (1/Day)",
                    "desc": "One target within 60 feet of the skein witch must make a DC 18 Wisdom saving throw. On a failed save, the target's fate is bound to one random ally of the target. Any damage or condition the target suffers is inflicted on the individual to which they are bound instead, and vice versa. A creature can be bound to only one other creature at a time. This effect lasts until either of the affected creatures gains a level, or until a heal or heroes' feast lifts this binding."
                },
                {
                    "name": "Destiny Distortion Wave (Recharge 5-6)",
                    "desc": "The skein witch projects a 60-foot cone of distortion that frays the strands of fate. All targets in the cone take 55 (10d10) force damage, or half damage with a successful DC 18 Wisdom saving throw. In addition, if more than one target that failed its saving throw is affected by a condition, those conditions are randomly redistributed among the targets with failed saving throws."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Bend Fate (3/day)",
                    "desc": "If the skein witch fails a saving throw, she may choose to succeed instead and reflect the effect of the failed saving throw onto one enemy within 30 feet. The skein witch still suffers the effect of a successful saving throw, if any. The new target is entitled to a saving throw as if it were the original target of the attack, but with disadvantage."
                },
                {
                    "name": "Fear All Cards",
                    "desc": "If a deck of many things is brought within 30 feet of a skein witch, she emits a psychic wail and disintegrates."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The skein witch has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Misty Step (At Will)",
                    "desc": "The skein witch can step between places as a bonus action."
                },
                {
                    "name": "Sealed Destiny (1/Day)",
                    "desc": "The skein witch attunes herself to the threads of the PCs' fates. Ask each player to write down their prediction of how the PC to their left will die, and at what level. Collect the notes without revealing the answers. When one of those PCs dies, reveal the prediction. If the character died in the manner predicted, they fulfill their destiny and are immediately resurrected by the gods as a reward. If they died at or within one level of the prediction, they return to life with some useful insight into the destiny of someone important."
                }
            ],
            "spell_list": [],
            "page_no": 349,
            "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_skein-witch/"
        },
        {
            "slug": "angelic-enforcer",
            "desc": "A gold-furred, lion-headed angel with white wings gives an intense stare, releasing a roar as it raises a flaming greatsword._  \nAngelic enforcers are lion-headed celestials that hunt rogue angels.  \n**Divine Mission.** Angelic enforcers are made from souls selected for their unwavering adherence to the tenants of law and good. These elite angels have a special task: police other angels that go rogue. If an angel breaks one of its god’s tenets but remains good at heart, the enforcers usually only seek to capture the offending celestial to stand trial in the upper planes. If an angel becomes fully corrupted by evil, one or more enforcers are sent to destroy the fallen celestial.  \n**Nothing Gets in the Way.** Angelic enforcers show no mercy to any creature or obstacle between them and their quarries. Those who obstruct the enforcers stand in the way of divine justice and are therefore considered agents of evil. Any killings or collateral damage done by enforcers are usually seen as the fault of their quarry for stepping out of line in the first place.  \n**Immortal Nature.** An angelic enforcer doesn’t require food, drink, or sleep.",
            "name": "Angelic Enforcer",
            "size": "Large",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "lawful good",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 152,
            "hit_dice": "16d10+64",
            "speed": {
                "walk": 30,
                "fly": 90
            },
            "strength": 22,
            "dexterity": 18,
            "constitution": 18,
            "intelligence": 18,
            "wisdom": 20,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 9,
            "charisma_save": 9,
            "perception": 9,
            "skills": {
                "insight": 9,
                "intimidation": 9,
                "perception": 9,
                "survival": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "radiant",
            "condition_immunities": "charmed, exhaustion, frightened",
            "senses": "truesight 120 ft., passive Perception 19",
            "languages": "all, telepathy 120 ft.",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The angelic enforcer makes two melee attacks, but can use its bite only once."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage, and the target must succeed on a DC 17 Constitution saving throw or be cursed for 1 minute. While cursed, the target can't regain hit points or benefit from an angel's Healing Touch action. The curse can be lifted early by a remove curse spell or similar magic.",
                    "attack_bonus": 10,
                    "damage_dice": "2d10+6"
                },
                {
                    "name": "Greatsword",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) slashing damage plus 18 (4d8) fire damage.",
                    "attack_bonus": 10,
                    "damage_dice": "4d6+6"
                },
                {
                    "name": "Change Shape",
                    "desc": "The angelic enforcer magically polymorphs into a humanoid or a lion that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the enforcer's choice). In a new form, the enforcer retains its own game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Blazing Weapons",
                    "desc": "The angelic enforcer's weapon attacks are magical. When the enforcer hits with any weapon other than its bite, the weapon deals an extra 4d8 fire damage (included in the attack)."
                },
                {
                    "name": "Divine Awareness",
                    "desc": "The angelic enforcer knows if it hears a lie."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The enforcer has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The angelic enforcer's spellcasting ability is Charisma (spell save DC 17). The enforcer can innately cast the following spells, requiring only verbal components:\nAt will: detect evil and good\n3/day each: counterspell, dispel evil and good, dispel magic, protection from evil and good"
                }
            ],
            "spell_list": [],
            "page_no": 17,
            "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_angelic-enforcer/"
        },
        {
            "slug": "black-crier",
            "desc": "This skeletal figure is dressed in the style of a town crier. It carries an elaborate silver bell in its bony hands, and its skull gleams white in the moonlight._  \n**Heralds of Calamity.** The black crier is an undead that appears hours, days, or even months before a great catastrophe. The larger the catastrophe, the earlier the black crier appears.  \n**Servants of Fate.** Black criers are not malicious or vengeful undead and exist to warn of coming danger. They defend themselves if attacked but don’t pursue fleeing opponents.  \n**Mute Messengers.** Despite their name, black criers cannot speak; instead, they use cryptic hand gestures or other mysterious signs to warn people of the impending calamity.  \n**Undead Nature.** A black crier doesn’t require air, food, drink, or sleep.  \n\n## Portents of Disaster\n\n  \nA black crier is always accompanied by signs of impending disaster. The crier isn’t affected or targeted by these portents, but it otherwise has no control over them. The portents appear within a black crier’s bound region (see the Bound by Calamity trait) and can be one or more of the following, becoming more frequent as the date of the catastrophe approaches:\n* Swarms of rats or insects appear, destroying crops, eating food stores, and spreading disease.\n* The ground in the region experiences minor tremors, lasting 1d6 minutes.\n* Thunderstorms, blizzards, and tornadoes plague the region, lasting 1d6 hours.\n* Natural water sources in the region turn the color of blood for 1d4 hours. The water is safe to drink, and the change in color has no adverse effect on local flora and fauna.",
            "name": "Black Crier",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 150,
            "hit_dice": "20d8+60",
            "speed": {
                "walk": 30,
                "hover": true,
                "fly": 30
            },
            "strength": 14,
            "dexterity": 19,
            "constitution": 16,
            "intelligence": 11,
            "wisdom": 20,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": 4,
            "wisdom_save": 9,
            "charisma_save": null,
            "perception": 9,
            "skills": {
                "history": 4,
                "perception": 9,
                "performance": 9,
                "religion": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic, psychic; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned, stunned",
            "senses": "darkvision 60 ft., passive Perception 15",
            "languages": "understands all languages but can’t speak",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The black crier uses its Bell Toll. It then makes two melee attacks."
                },
                {
                    "name": "Bell",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 4) bludgeoning damage plus 14 (4d6) necrotic damage.",
                    "attack_bonus": 8,
                    "damage_dice": "1d8+4"
                },
                {
                    "name": "Bell Toll",
                    "desc": "The black crier targets one creature it can see within 60 feet of it. The creature must make a DC 17 Wisdom saving throw. On a failure, the target takes 14 (4d6) necrotic damage and is frightened until the end of its next turn. On a success, the target takes half the damage and isn't frightened. If the saving throw fails by 5 or more, the target suffers one level of exhaustion."
                },
                {
                    "name": "Crier's Lament (1/Day)",
                    "desc": "The black crier unleashes a devastating peal of anguish and rage in a 30-foot cone. Each creature in the area must make a DC 16 Charisma saving throw. On a failure, a creature drops to 0 hp. On a success, a creature takes 21 (6d6) psychic damage and is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Bound by Calamity",
                    "desc": "The black crier is bound to a region where a major catastrophe will happen. This region can be of any size but is never smaller than 1 square mile. If the crier leaves this region, it loses its Rejuvenation trait and Crier's Lament action. It permanently dies if it remains outside of its bound region for more than 24 hours."
                },
                {
                    "name": "Rejuvenation",
                    "desc": "If it dies within its bound region before the catastrophe it heralds happens, the black crier returns to life in 1d6 days and regains all its hp. The black crier dies after the catastrophe ends and doesn't rejuvenate. Only a wish spell can prevent this trait from functioning."
                }
            ],
            "spell_list": [],
            "page_no": 42,
            "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_black-crier/"
        },
        {
            "slug": "forest-emperor",
            "desc": "The smell of freshly turned soil and bubbling sulfur accompanies this terrible monster, an amalgam of wood and flesh vaguely reminiscent of a giant centaur with bony wooden limbs. Vast draconic wings sprout from the creature’s back, and it bears a serpentine tail ending in a cone-shaped rattle._  \n**Born of Dragons.** When a particularly hardy Open Game License",
            "name": "Forest Emperor",
            "size": "Huge",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 161,
            "hit_dice": "14d12+70",
            "speed": {
                "walk": 30,
                "climb": 30,
                "fly": 60
            },
            "strength": 23,
            "dexterity": 12,
            "constitution": 21,
            "intelligence": 12,
            "wisdom": 20,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 10,
            "intelligence_save": null,
            "wisdom_save": 10,
            "charisma_save": null,
            "perception": 10,
            "skills": {
                "nature": 6,
                "perception": 10,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "acid, cold; bludgeoning from nonmagical attacks",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 20",
            "languages": "Common, Giant",
            "challenge_rating": "15",
            "cr": 15.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The forest emperor makes two claw attacks and one tail attack. If both claws hit the same target, the target must succeed on a DC 18 Constitution saving throw or its hp maximum is reduced by 7 (2d6) and the forest emperor regains hp equal to this amount. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0."
                },
                {
                    "name": "Acidic Claw",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) slashing damage plus 7 (2d6) acid damage.",
                    "attack_bonus": 11,
                    "damage_dice": "3d6+6"
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage.",
                    "attack_bonus": 11,
                    "damage_dice": "2d10+6"
                },
                {
                    "name": "Toxic Nectar Spray (Recharge 5-6)",
                    "desc": "The forest emperor sprays a 60-foot cone of acid from its flower-ringed eye pits. Creatures in the path of this cone must make a DC 18 Dexterity saving throw, taking 42 (12d6) acid damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Forest Camouflage",
                    "desc": "The forest emperor has advantage on Dexterity (Stealth) checks made to hide in forest terrain."
                },
                {
                    "name": "Keen Smell",
                    "desc": "The forest emperor has advantage on Wisdom (Perception) checks that rely on smell."
                },
                {
                    "name": "Rattle",
                    "desc": "The forest emperor constantly rattles its tail when in combat. Each creature that starts its turn within 60 feet of the forest emperor and that can hear it must succeed on a DC 18 Wisdom saving throw or become frightened until the start of its next turn. A creature that succeeds on two saving throws is unaffected by the forest emperor's rattle for the next 24 hours."
                }
            ],
            "spell_list": [],
            "page_no": 155,
            "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_forest-emperor/"
        },
        {
            "slug": "onyx-magistrate",
            "desc": "This large onyx statue looks down critically from an ornate chair. It wears long ceremonial robes and carries a scepter in one hand and an orb in the other. With a slow grinding sound, the statue animates and rises in the air, still seated in its onyx chair._  \n**Grand Sculptures.** Built to oversee great libraries, courts of law, royal houses, and the seats of government in corrupt and evil lands, onyx magistrates are intelligent constructs resembling judges, court officials, or bishops seated on massive thrones. The onyx magistrate is often placed in an area of importance such as within a great meeting hall or next to an important gate and remains motionless until it deems someone worthy of its attention or in need of punishment.  \n**Judge, Jury, and Executioner.** Onyx magistrates pursue their tasks with diligence and patience, never shirking from their responsibilities or showing pity or remorse for their actions. They never tolerate falsehoods or those seeking to cajole or intimidate them, though they have a soft spot for flattery, especially that which praises their abilities or dedication to their role. The construction of an onyx magistrate requires the binding of a Open Game License",
            "name": "Onyx Magistrate",
            "size": "Large",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 123,
            "hit_dice": "13d10+52",
            "speed": {
                "fly": 30,
                "walk": 0,
                "hover": true
            },
            "strength": 19,
            "dexterity": 10,
            "constitution": 18,
            "intelligence": 16,
            "wisdom": 20,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 8,
            "skills": {
                "insight": 8,
                "intimidation": 8,
                "perception": 8,
                "persuasion": 8,
                "religion": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, fire, psychic",
            "damage_immunities": "necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned, prone",
            "senses": "darkvision 60 ft., passive Perception 18",
            "languages": "Common, Infernal",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The onyx magistrate makes three scepter attacks. Alternatively, it can use Necrotic Ray twice."
                },
                {
                    "name": "Scepter",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone.",
                    "attack_bonus": 7,
                    "damage_dice": "2d10+4"
                },
                {
                    "name": "Necrotic Ray",
                    "desc": "Ranged Spell Attack: +8 to hit, range 30/120 ft., one target. Hit: 17 (3d8 + 4) necrotic damage.",
                    "attack_bonus": 8,
                    "damage_dice": "3d8+4"
                },
                {
                    "name": "Dire Judgement (1/Day)",
                    "desc": "Each creature of the onyx magistrate's choice that is within 30 feet of the magistrate and aware of it must succeed on a DC 16 Wisdom saving throw or be cursed with dire judgment. While cursed in this way, the creature can't regain hp by magical means, though it can still regain hp from resting and other nonmagical means. In addition, when a cursed creature makes an attack roll or a saving throw, it must roll a d4 and subtract the number from the attack roll or saving throw. The curse lasts until it is lifted by a remove curse spell or similar magic."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Tip the Scales (Recharge 5-6)",
                    "desc": "The onyx magistrate adds 3 to its AC against one attack that would hit it. Alternatively, the onyx magistrate succeeds on a saving throw it failed."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Immutable Form",
                    "desc": "The onyx magistrate is immune to any spell or effect that would alter its form."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The onyx magistrate has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The onyx magistrate's weapon attacks are magical."
                }
            ],
            "spell_list": [],
            "page_no": 276,
            "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_onyx-magistrate/"
        },
        {
            "slug": "akkorokamui",
            "desc": "",
            "name": "Akkorokamui",
            "size": "Gargantuan",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "chaotic good",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 189,
            "hit_dice": "14d20+42",
            "speed": {
                "walk": 15,
                "swim": 60
            },
            "strength": 21,
            "dexterity": 16,
            "constitution": 16,
            "intelligence": 19,
            "wisdom": 20,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "perception": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "blindsight 30', darkvision 120', passive Perception 19",
            "languages": "understands all but can't speak, telepathy 120'",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Three Tentacles. Can replace one with Spellcasting or Healing Touch."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Guardian's Grasp",
                    "desc": "When a creature akkorokamui can see within 30' is attack target akkorokamui can pull creature out of harm's way. If creature is willing it is pulled up to 10 ft. closer to akkorokamui and akkorokamui becomes new attack target. If creature isn't willing this reaction fails."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": [
                {
                    "name": "Discern",
                    "desc": "Makes a Wis (Perception) or Wis (Insight) check."
                },
                {
                    "name": "Jet",
                    "desc": "Swims up to half its swimming speed with o provoking opportunity attacks."
                },
                {
                    "name": "Cast a Spell (2)",
                    "desc": "Uses Spellcasting."
                },
                {
                    "name": "Tentacle Sweep (2)",
                    "desc": "Spins in place with its tentacles extended. Each creature within 20' of it that isn't grappled by it: DC 17 Dex save or take 19 (4d6+5) bludgeoning damage and be knocked prone. Each creature grappled by akkorokamui must make DC 17 Str save or take 12 (2d6+5) bludgeoning damage."
                }
            ],
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "Can breathe air and water."
                },
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "Choose to succeed failed save."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "Advantage: spell/magic effect saves."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "Weapon attacks are magical."
                },
                {
                    "name": "Offering of Flesh",
                    "desc": "Can spend 1 min carefully detaching part or all of one of its 100-foot-long tentacles dealing no damage to itself. Tentacle contains a magic-imbued fleshy hook and enough meat for 25 rations (if part of a tentacle) or 50 rations (if a full tentacle) if properly preserved. Fleshy hook remains imbued with magic for 4 hrs or until a creature eats it. A creature that eats magic-infused fleshy hook regains 50 hp then it is cured of blindness deafness and all diseases or restores all lost limbs (creature's choice). Limb restoration effect works like regenerate spell. Hook's magic works only if the akkorokamui offered it willingly."
                },
                {
                    "name": "Regeneration",
                    "desc": "Regains 15 hp at start of its turn if it has at least 1 hp."
                },
                {
                    "name": "Siege Monster",
                    "desc": "Double damage to objects/structures."
                }
            ],
            "spell_list": [],
            "page_no": 11,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_akkorokamui/"
        },
        {
            "slug": "angel-pelagic-deva",
            "desc": "",
            "name": "Angel, Pelagic Deva",
            "size": "Medium",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "neutral good",
            "armor_class": 17,
            "armor_desc": "Living Coral Armor",
            "hit_points": 142,
            "hit_dice": "15d8+75",
            "speed": {
                "walk": 20,
                "swim": 90
            },
            "strength": 19,
            "dexterity": 18,
            "constitution": 20,
            "intelligence": 17,
            "wisdom": 20,
            "charisma": 22,
            "strength_save": 8,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 9,
            "charisma_save": 1,
            "perception": 5,
            "skills": {
                "perception": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, radiant; nonmagic B/P/S attacks",
            "damage_immunities": "",
            "condition_immunities": "charmed, exhaustion, frightened",
            "senses": "darkvision 120', passive Perception 19",
            "languages": "all, telepathy 120'",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Three Trident attacks."
                },
                {
                    "name": "Trident",
                    "desc": "Melee or Ranged Weapon Attack: +8 to hit 5 ft. or range 20/60' one target 7 (1d6+4) piercing damage + 18 (4d8) radiant. If deva makes a ranged attack with its trident trident returns to its hands at start of its next turn."
                },
                {
                    "name": "Transforming Touch (5/Day)",
                    "desc": "Can magically polymorph a willing creature into a giant octopus hunter shark or plesiosaurus. Transformation lasts 8 hrs until target uses a bonus action to transform back into its true form or until target dies. Items target is wearing/carrying are absorbed into new form. In new form target retains its alignment and Int Wis and Cha scores as well as its ability to speak. Its other stats are replaced by those of its new form and it gains any capabilities that new form has but it lacks."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Anoxic Aura (1/Day)",
                    "desc": "Removes oxygen from nearby water for 1 min. Each creature that requires oxygen to live (including air-breathing creatures under effects of water breathing) and starts its turn within 20' of deva: DC 17 Con save or begin suffocating. Deva never suffers effects of this; can choose any creatures in area to ignore it."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "Can breathe air and water."
                },
                {
                    "name": "Angelic Weapons",
                    "desc": "Its weapon attacks are magical. When it hits with any weapon deals extra 4d8 radiant (included below)."
                },
                {
                    "name": "Immortal Nature",
                    "desc": "Doesn't require food drink or sleep"
                },
                {
                    "name": "Living Coral Armor",
                    "desc": "Its armor is made of living coral. If armor is damaged such as from a black pudding's Pseudopod armor fully repairs itself within 1 min provided it wasn't destroyed."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "Advantage: spell/magic effect saves."
                }
            ],
            "spell_list": [],
            "page_no": 27,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_angel-pelagic-deva/"
        },
        {
            "slug": "aphasian-abomination",
            "desc": "",
            "name": "Aphasian Abomination",
            "size": "Large",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 170,
            "hit_dice": "20d10+60",
            "speed": {
                "walk": 0,
                "fly": 60
            },
            "strength": 1,
            "dexterity": 20,
            "constitution": 16,
            "intelligence": 17,
            "wisdom": 20,
            "charisma": 5,
            "strength_save": null,
            "dexterity_save": 9,
            "constitution_save": null,
            "intelligence_save": 7,
            "wisdom_save": 9,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "perception": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison, psychic; nonmagic bludgeoning, piercing, and slashing attacks",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone",
            "senses": "darkvision 120', passive Perception 19",
            "languages": "Common, telepathy 120'",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Three Force Blast attacks."
                },
                {
                    "name": "Force Blast",
                    "desc": "Melee or Ranged Spell Attack: +9 to hit 5 ft. or range 120' one target 23 (4d8+5) force."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amorphous",
                    "desc": "Move through space 1ft.+ wide with o squeezing."
                },
                {
                    "name": "Aphasic Field",
                    "desc": "Generates a field of psychic distortion around itself. Each creature that starts its turn within 60' of abomination: DC 17 Int save or lose ability to speak coherently saying coherent words that make no sense in context instead of what it intends to say. If creature attempts to cast a spell with verbal components it fails taking 9 (2d8) psychic per spell level of spell it attempted to cast and expends spell slot."
                },
                {
                    "name": "Construct Nature",
                    "desc": "Doesn't require air food drink or sleep."
                },
                {
                    "name": "Immutable Form",
                    "desc": "Immune: form-altering spells/effects."
                },
                {
                    "name": "Made of Magic",
                    "desc": "Is formed of magical energy. It temporarily winks out of existence when inside an antimagic field instantly reappearing once space it occupied is no longer within area of effect. If targeted by dispel magic: 21 (6d6) damage + extra 7 (2d6) psychic for each spell level beyond 3rd if spell is cast using a higher spell slot."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "Advantage: spell/magic effect saves."
                }
            ],
            "spell_list": [],
            "page_no": 39,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_aphasian-abomination/"
        },
        {
            "slug": "archon-siege",
            "desc": "",
            "name": "Archon, Siege",
            "size": "Huge",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "lawful good",
            "armor_class": 18,
            "armor_desc": "plate",
            "hit_points": 187,
            "hit_dice": "15d12+90",
            "speed": {
                "walk": 40,
                "fly": 60
            },
            "strength": 22,
            "dexterity": 14,
            "constitution": 22,
            "intelligence": 10,
            "wisdom": 20,
            "charisma": 17,
            "strength_save": 1,
            "dexterity_save": null,
            "constitution_save": 1,
            "intelligence_save": null,
            "wisdom_save": 1,
            "charisma_save": 8,
            "perception": 5,
            "skills": {
                "perception": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "radiant; nonmagic B/P/S attacks",
            "damage_immunities": "",
            "condition_immunities": "charmed, exhaustion, frightened",
            "senses": "truesight 120', passive Perception 20",
            "languages": "all, telepathy 120'",
            "challenge_rating": "13",
            "cr": 13.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Two Trunk Maul attacks or four Trumpeting Blasts."
                },
                {
                    "name": "Trunk Maul",
                    "desc": "Melee Weapon Attack: +11 to hit, 10 ft., one target, 20 (4d6+6) bludgeoning damage + 22 (5d8) force."
                },
                {
                    "name": "Stomp",
                    "desc": "Melee Weapon Attack: +11 to hit 10 ft. one prone creature. 22 (3d10+6) bludgeoning damage."
                },
                {
                    "name": "Trumpeting Blast",
                    "desc": "Ranged Spell Attack: +10 to hit, 120 ft., one target, 19 (4d6+5) thunder."
                },
                {
                    "name": "Sundering Quake (Recharge 5-6)",
                    "desc": "Slams its forelegs into the ground. Each creature in contact with the ground within 20' of it: 49 (14d6) force (DC 19 Dex half). Each structure in contact with the ground within 20' of archon also takes the damage and collapses if the damage reduces it to 0 hp."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Celestial Weapons",
                    "desc": "Its weapon attacks are magical. When archon hits with its Trunk Maul weapon deals extra 5d8 force (included below)."
                },
                {
                    "name": "False Appearance",
                    "desc": "While motionless indistinguishable from inanimate statue."
                },
                {
                    "name": "Immortal Nature",
                    "desc": "Doesn't require food drink or sleep"
                },
                {
                    "name": "Magic Resistance",
                    "desc": "Advantage: spell/magic effect saves."
                },
                {
                    "name": "Siege Monster",
                    "desc": "Double damage to objects/structures."
                },
                {
                    "name": "Trampling Charge",
                    "desc": "If it moves 20'+ straight toward a creature and then hits it with trunk maul on same turn target: DC 19 Str save or be pushed up to 10 ft. and knocked prone. If target is prone archon can make one Stomp attack vs. it as a bonus action."
                }
            ],
            "spell_list": [],
            "page_no": 42,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_archon-siege/"
        },
        {
            "slug": "devil-infernal-tutor",
            "desc": "",
            "name": "Devil, Infernal Tutor",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 182,
            "hit_dice": "28d8+56",
            "speed": {
                "walk": 30
            },
            "strength": 10,
            "dexterity": 16,
            "constitution": 15,
            "intelligence": 18,
            "wisdom": 20,
            "charisma": 21,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 7,
            "intelligence_save": 9,
            "wisdom_save": 1,
            "charisma_save": 1,
            "perception": 5,
            "skills": {
                "perception": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold; bludgeoning, piercing & slashing from nonmagical attacks not made w/silvered weapons",
            "damage_immunities": "fire, poison",
            "condition_immunities": "charmed, frightened, poisoned",
            "senses": "darkvision 120', passive Perception 15",
            "languages": "all, telepathy 120'",
            "challenge_rating": "13",
            "cr": 13.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Three Claws or Tutor's Batons or one Claw and two Tutor's Batons. It can replace one attack with Spellcasting."
                },
                {
                    "name": "Claw (True Form Only)",
                    "desc": "Melee Weapon Attack: +8 to hit, 5 ft., one target, 12 (2d8+3) slashing damage + 14 (4d6) psychic."
                },
                {
                    "name": "Tutor's Baton",
                    "desc": "Melee Weapon Attack: +8 to hit, 5 ft., one target, 10 (2d6+3) bludgeoning damage + 14 (4d6) psychic. Instead of dealing psychic damage tutor can cause target to be incapacitated until target's next turn ends."
                },
                {
                    "name": "Fiendish Indoctrination (Recharge 5-6)",
                    "desc": "Speaks fiendish ideals couched in persuasive scholarly language. Each creature within 30' of tutor: 45 (13d6) psychic and is charmed for 1 min (DC 18 Cha half damage isn't charmed). Charmed creature isn't under tutor's control but regards tutor as a trusted friend taking tutor's requests or actions in most favorable way it can. Charmed creature can re-save at end of each of its turns success ends effect on itself. A creature that fails the save by 5+ is charmed for 1 day instead. Such a creature can re-save only when it suffers harm or receives a suicidal command ending effect on a success."
                },
                {
                    "name": "Spellcasting",
                    "desc": "Cha (DC 18) no material components: At will: bane calm emotions command detect thoughts suggestion3/day ea: bestow curse compulsion enthrall1/day ea: geas modify memory"
                }
            ],
            "bonus_actions": [
                {
                    "name": "Change Shape",
                    "desc": "Magically transforms into a Small or Med Humanoid or back into its true fiendish form. Its stats other than its size are same in each form. Items worn/carried aren't transformed. Reverts on death."
                }
            ],
            "reactions": [
                {
                    "name": "Strength of Character",
                    "desc": "When it succeeds on a save tutor responds with scathing magical insult if source of effect is a creature within 60' of tutor. That creature: DC 18 Wis save or take 14 (4d6) psychic and have disadvantage on next save it makes vs. a spell cast by tutor."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Devil's Sight",
                    "desc": "Magical darkness doesn't impede its darkvision."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "Advantage: spell/magic effect saves."
                },
                {
                    "name": "Phrenic Weapons",
                    "desc": "Its weapon attacks are magical. When it hits with any weapon extra 4d6 psychic (included below)."
                },
                {
                    "name": "Weaken Resolve",
                    "desc": "Its speech has subtle enchantments that make it seem logical or profound regardless of words used. It has advantage on Cha (Deception) and Cha (Persuasion) checks vs. Humanoids. Also if tutor spends 1+ min conversing with Humanoid that creature has disadvantage on saves vs. tutor's Fiendish Indoctrination and vs. enchantment spells tutor casts."
                }
            ],
            "spell_list": [],
            "page_no": 120,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_devil-infernal-tutor/"
        },
        {
            "slug": "dragon-sand-ancient",
            "desc": "",
            "name": "Dragon, Sand Ancient",
            "size": "Gargantuan",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 21,
            "armor_desc": "natural armor",
            "hit_points": 507,
            "hit_dice": "26d20+234",
            "speed": {
                "walk": 40,
                "burrow": 40,
                "fly": 80
            },
            "strength": 27,
            "dexterity": 12,
            "constitution": 29,
            "intelligence": 16,
            "wisdom": 20,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 9,
            "constitution_save": 1,
            "intelligence_save": null,
            "wisdom_save": 1,
            "charisma_save": 1,
            "perception": 5,
            "skills": {
                "perception": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "piercing",
            "damage_immunities": "fire",
            "condition_immunities": "blinded",
            "senses": "blindsight 60', darkvision 120', passive Perception 31",
            "languages": "Common, Draconic, Terran",
            "challenge_rating": "23",
            "cr": 23.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Uses Frightful Presence then one Bite and two Claws."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +16 to hit, 15 ft., one target, 19 (2d10+8) piercing damage."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +16 to hit, 10 ft., one target, 15 (2d6+8) slashing damage."
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +16 to hit, 20 ft., one target, 17 (2d8+8) slashing damage."
                },
                {
                    "name": "Frightful Presence",
                    "desc": "All it picks within 120' and aware of it frightened 1 min (DC 20 Wis negates) Can re-save at end of each of its turns. Save/effect ends: immune 24 hrs."
                },
                {
                    "name": "Breath Weapon (Recharge 5-6)",
                    "desc": "Uses one of the following:Sand Blast. Exhales superheated sand in a 90' cone. Each creature in area: 44 (8d10) piercing damage and 44 (8d10) fire (DC 25 Dex half). If a creature fails its save by 5+ it suffers one level of exhaustion as it dehydrates.Blinding Sand. Breathes fine sand in a 90' cone. Each creature in area: blinded for 1 min (DC 25 Con negates). Blinded creature can take an action to clear its eyes of sand ending effect for it."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": [
                {
                    "name": "Detect",
                    "desc": "Makes a Wis (Perception) check."
                },
                {
                    "name": "Tail Attack",
                    "desc": "Makes a tail attack."
                },
                {
                    "name": "Wing Attack (2)",
                    "desc": "All within 15 feet: 15 (2d6+8) bludgeoning damage and knocked prone (DC 24 Wis negates). Can then fly up to half its fly speed."
                }
            ],
            "special_abilities": [
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "Choose to succeed failed save."
                },
                {
                    "name": "Sand Camouflage",
                    "desc": "Advantage: Dex (Stealth) to hide in sandy terrain."
                },
                {
                    "name": "Sandy Nature",
                    "desc": "Is infused with elemental power and it requires only half the air food and drink that a typical dragon if its size needs."
                },
                {
                    "name": "Stinging Sand",
                    "desc": "1st time it hits target with melee weapon attack target: disadvantage attacks/ability checks til its next turn ends (DC 25 Con)."
                }
            ],
            "spell_list": [],
            "page_no": 144,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_dragon-sand-ancient/"
        },
        {
            "slug": "drake-shepherd",
            "desc": "",
            "name": "Drake, Shepherd",
            "size": "Medium",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "lawful neutral",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 110,
            "hit_dice": "13d8+52",
            "speed": {
                "walk": 25,
                "fly": 50
            },
            "strength": 12,
            "dexterity": 16,
            "constitution": 18,
            "intelligence": 12,
            "wisdom": 20,
            "charisma": 17,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "perception": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "charmed, frightened",
            "senses": "darkvision 60', passive Perception 15",
            "languages": "Common, Draconic, Halfling",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "One Ram attack and two Claw attacks."
                },
                {
                    "name": "Ram",
                    "desc": "Melee Weapon Attack: +6 to hit, 5 ft., one target, 12 (2d8+3) bludgeoning damage."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +6 to hit, 5 ft., one target, 10 (2d6+3) slashing damage."
                },
                {
                    "name": "Charm Animals",
                    "desc": "Charms any number of Beasts with an Int of 3 or less that it can see within 30' of it. Each target magically charmed for 1 hr (DC 15 Wis negates). Charmed targets obey drake's verbal commands. If target's savesucceeds/effect ends for it target is immune to drake's Charm Animals for next 24 hrs."
                },
                {
                    "name": "Breath Weapons (Recharge 5-6)",
                    "desc": "Uses one of the following:Calming Breath Breathes a cloud of soothing gas around itself. Each creature within 30' of it: become indifferent about creatures that it is hostile toward within 100' of the drake for 1 hr (DC 15 Cha negates). Indifference ends if creature is attacked harmed by a spell or witnesses any of its allies being harmed. Frightened creatures within 30' of drake are no longer frightened.Protective Roar Each hostile creature in 30' cone: 21 (6d6) thunder (DC 15 Con half). Each friendly Beast in area gains 5 (1d10) temp hp or 11 (2d10) temp hp if it is charmed by the drake."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Shepherd's Safeguard",
                    "desc": "When a Beast within 30' of the drake would be hit by an attack drake can chirp and beast adds 3 to its AC vs. the attack. To do so drake must see attacker and Beast."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Charge",
                    "desc": "If it moves 20'+ straight to a target and then hits with ram attack on same turn target: extra 9 (2d8) bludgeoning damage. If target is a creature knocked prone (DC 15 Str not prone)."
                },
                {
                    "name": "Speak with Beasts",
                    "desc": "Communicate with Beasts as if shared language."
                }
            ],
            "spell_list": [],
            "page_no": 156,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
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            "v2_converted_path": "/v2/creatures/tob3_drake-shepherd/"
        },
        {
            "slug": "kobold-empyrean",
            "desc": "",
            "name": "Kobold, Empyrean",
            "size": "Small",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 150,
            "hit_dice": "20d6+80",
            "speed": {
                "walk": 30,
                "fly": 90
            },
            "strength": 19,
            "dexterity": 18,
            "constitution": 18,
            "intelligence": 17,
            "wisdom": 20,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": 9,
            "charisma_save": 8,
            "perception": 5,
            "skills": {
                "perception": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold, fire, lightning, poison; nonmagic B/P/S attacks",
            "damage_immunities": "radiant",
            "condition_immunities": "charmed, exhaustion, frightened, poisoned",
            "senses": "darkvision 120', passive Perception 19",
            "languages": "all, telepathy 120'",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Three Claws. Can replace one Claw with Divine Command."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +8 to hit, 5 ft., one target, 7 (1d6+4) slashing damage + 13 (3d8) acid cold fire lightning or poison (the kobold's choice)."
                },
                {
                    "name": "Invoke the Dragon Gods (Recharge 5-6)",
                    "desc": "Exhales elemental energy in 60' cone. Each creature in area: 49 (14d6) acid cold fire lightning or poison (the kobold's choice; DC 16 Dex half)."
                },
                {
                    "name": "Divine Command",
                    "desc": "Chooses a creature it can see within its Aura of Draconic Virtue and directs a kobold within aura to attack target. Kobold can make one weapon attack vs. target as a reaction."
                },
                {
                    "name": "Invisibility",
                    "desc": "Magically turns invisible until it attacks/concentration ends (as if on a spell). Items worn/carried are invisible with it."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Draconic Ascension",
                    "desc": "When a kobold it can see is reduced to 0 hp empyrean can reincarnate the kobold as a wyrmling dragon of a type befitting that kobold and its virtues. Empyrean can provide ascension to up to two kobolds each hr with this reaction."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Aura of Draconic Virtue",
                    "desc": "Kobolds within 30' of an empyrean kobold have advantage on attack rolls and ability checks. At the start of each of its turns empyrean kobold can choose to exclude any number of kobolds from this aura (no action required)."
                },
                {
                    "name": "Elemental Weapons",
                    "desc": "Its weapon attacks are magical. When it hits with any weapon weapon deal extra 3d8 acid cold fire lightning or poison (included below) kobold's choice."
                },
                {
                    "name": "Immortal Nature",
                    "desc": "Doesn't require food drink or sleep"
                },
                {
                    "name": "Magic Resistance",
                    "desc": "Advantage: spell/magic effect saves."
                }
            ],
            "spell_list": [],
            "page_no": 253,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_kobold-empyrean/"
        },
        {
            "slug": "kobold-ghost-hunter",
            "desc": "",
            "name": "Kobold, Ghost Hunter",
            "size": "Small",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "lawful neutral",
            "armor_class": 18,
            "armor_desc": "studded leather",
            "hit_points": 176,
            "hit_dice": "32d6+64",
            "speed": {
                "walk": 30
            },
            "strength": 12,
            "dexterity": 22,
            "constitution": 15,
            "intelligence": 14,
            "wisdom": 20,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "perception": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic",
            "damage_immunities": "",
            "condition_immunities": "charmed, frightened, paralyzed",
            "senses": "darkvision 60', passive Perception 19",
            "languages": "Common, Draconic, + any two languages",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Three Shortsword or Hand Crossbow attacks. It can replace one attack with Flame Jet attack."
                },
                {
                    "name": "Shortsword",
                    "desc": "Melee Weapon Attack: +10 to hit, 5 ft., one target, 9 (1d6+6) piercing damage + 13 (9d8) radiant."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Grappling Hook (Recharge 4-6)",
                    "desc": "The ghost hunter launches its grappling hook at a Large or larger object or structure or at a Huge or larger creature it can see within 60' of it and is pulled to an unoccupied space within 5 ft. of the target with o provoking opportunity attacks."
                },
                {
                    "name": "Elusive Hunter",
                    "desc": "Takes the Dodge or Hide action."
                }
            ],
            "reactions": [
                {
                    "name": "Flame Burst",
                    "desc": "When a hostile creature enters a space within 5 ft. of the ghost hunter the hunter can release a burst of fire from its clockwork hand. The creature must make DC 17 Dex save or take 7 (2d6) fire and have disadvantage on the next attack roll it makes vs. the ghost hunter before the end of the ghost hunter's next turn."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Blessed Weapons",
                    "desc": "Its weapon attacks are magical. When the hunter hits with any weapon the weapon deals an extra 3d8 radiant (included in the attack)."
                },
                {
                    "name": "Ethereal Sight",
                    "desc": "Can see 60' into the Ethereal Plane when it is on the Material Plane and vice versa."
                },
                {
                    "name": "Hidden Hunter",
                    "desc": "While the ghost hunter remains motionless it is invisible to Undead."
                },
                {
                    "name": "Pack Tactics",
                    "desc": "Advantage on attacks vs. creature if 1+ unincapacitated attacker ally is within 5 ft. of target."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "In sunlight disadvantage on attacks and Wis (Perception) checks that use sight."
                },
                {
                    "name": "Undead Hunter",
                    "desc": "Advantage on Wis (Perception) and Wis (Survival) checks to find and track Undead."
                },
                {
                    "name": "Hand Crossbow",
                    "desc": "Ranged Weapon Attack: +10 to hit 30/120' one target 9 (1d6+6) piercing damage + 13 (3d8) radiant."
                },
                {
                    "name": "Flame Jet",
                    "desc": "Melee or Ranged Spell Attack: +8 to hit 5 ft. or range 60' one target 18 (4d6+4) fire. If the target is a creature or a flammable object that isn't being worn or carried it ignites. Until a creature takes an action to douse the fire the target takes 5 (1d10) fire at the start of each of its turns."
                },
                {
                    "name": "Holy Strike (Recharge 5-6)",
                    "desc": "The ghost hunter flips up its eyepatch to reveal a holy relic embedded within the empty socket. Each creature within 30' of the ghost hunter must make a DC 17 Dex save taking 36 (8d8) radiant on a failed save or half damage if made. If an Undead fails the save it is also stunned until the end of its next turn."
                }
            ],
            "spell_list": [],
            "page_no": 254,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_kobold-ghost-hunter/"
        },
        {
            "slug": "npc:-first-servant",
            "desc": "",
            "name": "Npc: First Servant",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "any alignment",
            "armor_class": 17,
            "armor_desc": "Armor of Foresight",
            "hit_points": 162,
            "hit_dice": "25d8+50",
            "speed": {
                "walk": 30
            },
            "strength": 12,
            "dexterity": 15,
            "constitution": 14,
            "intelligence": 15,
            "wisdom": 20,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": 9,
            "charisma_save": 8,
            "perception": 5,
            "skills": {
                "perception": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 19",
            "languages": "any three languages",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Uses its Awe-Inspiring Presence. Then 3 Divine Bursts or 1 Blinding Rod and 2 Divine Bursts. It can replace one attack with Spellcasting."
                },
                {
                    "name": "Blinding Rod",
                    "desc": "Melee Weapon Attack: +5 to hit, 5 ft., one target, 8 (2d6+1) bludgeoning damage + 13 (3d8) necrotic or radiant (the first servant's choice) and target must make DC 17 Con save or be blinded and deafened until end of its next turn."
                },
                {
                    "name": "Divine Burst",
                    "desc": "Melee or Ranged Spell Attack: +9 to hit 5 ft. or range 120' one target 23 (4d8+5) necrotic or radiant (the first servant's choice)."
                },
                {
                    "name": "Awe-Inspiring Presence",
                    "desc": "Each creature of servant's choice within 30' of it and aware of it: DC 17 Wis save or unable to use bonus actions or reactions until start of servant's next turn."
                },
                {
                    "name": "Spellcasting",
                    "desc": "Wis (DC 17): At will: bane protection from evil and good spare the dying thaumaturgy3/day ea: cure wounds (level 5) dispel evil and good divination speak with dead1/day ea: commune (as an action) holy aura resurrection"
                }
            ],
            "bonus_actions": [
                {
                    "name": "Healing Hands (Recharge 5-6)",
                    "desc": "Touches a creature within 5 ft. of it: creature regains 14 (4d6) hp."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Armor of Foresight",
                    "desc": "While it is wearing no armor and wielding no shield its AC includes its Dex and Wis modifiers (included above)."
                },
                {
                    "name": "Divine Weapons",
                    "desc": "Its weapon attacks are magical. When it hits with any weapon deals extra 3d8 necrotic or radiant (included below) servant's choice."
                }
            ],
            "spell_list": [],
            "page_no": 407,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_npc-first-servant/"
        },
        {
            "slug": "chortdevil-tob1-2023",
            "desc": "False",
            "name": "Chort Devil",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "",
            "group": "null",
            "alignment": "Lawful Evil",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 187,
            "hit_dice": "15d8 + 120",
            "speed": {
                "walk": 30
            },
            "strength": 24,
            "dexterity": 20,
            "constitution": 26,
            "intelligence": 18,
            "wisdom": 20,
            "charisma": 20,
            "strength_save": 11,
            "dexterity_save": 9,
            "constitution_save": 12,
            "intelligence_save": 8,
            "wisdom_save": null,
            "charisma_save": 9,
            "perception": 19,
            "skills": {
                "Athletics": 11,
                "Deception": 9,
                "Insight": 9,
                "Perception": 9
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "cold, fire, poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 120 ft., passive Perception 19",
            "languages": "Celestial, Common, Infernal, telepathy 120 ft.",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The chort devil makes one Claw attack and two Ranseur attacks, or it makes four Hurl Flame attacks."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d4 + 7) slashing damage plus 14 (4d6) fire damage, and the target must succeed on a DC 17 Constitution saving throw or have disadvantage on ability checks and saving throws that use Charisma for 1 hour or until cured by a lesser restoration spell or similar magic."
                },
                {
                    "name": "Ranseur",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 12 (1d10 + 7) piercing damage plus 14 (4d6) fire damage."
                },
                {
                    "name": "Hurl Flame",
                    "desc": "Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 19 (4d6 + 5) fire damage."
                },
                {
                    "name": "Teleport",
                    "desc": "The chort devil magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The chort devil casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17):\nAt will: charm person, illusory script (as an action)\n3/day each: dispel magic, modify memory\n1/day: haste"
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Devil's Sight",
                    "desc": "Magical darkness doesn't impede the chort devil's darkvision."
                },
                {
                    "name": "Hellish Weapons",
                    "desc": "The chort devil's weapon attacks are magical. When the devil hits with any weapon, the weapon deals an extra 4d6 fire damage (included in the attack)."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The chort devil has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 93,
            "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_chort-devil/"
        },
        {
            "slug": "emeraldordercultleader-tob1-2023",
            "desc": "False",
            "name": "Emerald Order Cult Leader",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "",
            "group": "null",
            "alignment": "Lawful Neutral or Lawful Evil",
            "armor_class": 15,
            "armor_desc": "Divine Blessing",
            "hit_points": 156,
            "hit_dice": "24d8 + 48",
            "speed": {
                "walk": 30
            },
            "strength": 14,
            "dexterity": 10,
            "constitution": 14,
            "intelligence": 15,
            "wisdom": 20,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": 5,
            "wisdom_save": 8,
            "charisma_save": 5,
            "perception": 15,
            "skills": {
                "Arcana": 5,
                "Deception": 5,
                "History": 5,
                "Religion": 5
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "darkvision 60 ft., passive Perception 15",
            "languages": "any three languages",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Mace",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 13 (3d8) radiant damage."
                },
                {
                    "name": "Radiant Bolt",
                    "desc": "Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 18 (3d8 + 5) radiant damage."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The Emerald Order cult leader casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 16):\nAt will: command, light, thaumaturgy\n3/day each: detect thoughts, dimension door, silence, slow\n1/day each: divination, freedom of movement"
                }
            ],
            "bonus_actions": [],
            "reactions": [
                {
                    "name": "Esoteric Vengeance",
                    "desc": "When a creature the cult leader can see within 30 feet of it hits it with an attack, the cult leader intonates a mind-bending arcane secret, and the attacker takes 7 (2d6) psychic damage."
                }
            ],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Blessed Weapons",
                    "desc": "The cult leader's weapons are blessed by its deity, and its weapon attacks are magical. When the cult leader hits with any weapon, the weapon deals an extra 3d8 radiant damage (included in the attack)."
                },
                {
                    "name": "Divine Blessing",
                    "desc": "While the cult leader is conscious and wearing no armor and wielding no shield, it adds its Wisdom modifier to its Armor Class (included above). In addition, it has advantage on saving throws against being charmed or frightened."
                },
                {
                    "name": "Prophetic Tactics",
                    "desc": "The cult leader has advantage on initiative rolls. In addition, at the start of each of the cult leader's turns, one friendly creature within 30 feet of the cult leader has advantage on the first attack roll it makes before the start of the cult leader's next turn."
                }
            ],
            "spell_list": [],
            "page_no": 410,
            "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_emerald-order-cult-leader/"
        },
        {
            "slug": "haugbui-tob1-2023",
            "desc": "False",
            "name": "Haugbui",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": "null",
            "alignment": "Lawful Neutral",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 153,
            "hit_dice": "18d8 + 72",
            "speed": {
                "walk": 40
            },
            "strength": 18,
            "dexterity": 20,
            "constitution": 18,
            "intelligence": 15,
            "wisdom": 20,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": 10,
            "constitution_save": 9,
            "intelligence_save": null,
            "wisdom_save": 10,
            "charisma_save": null,
            "perception": 20,
            "skills": {
                "Arcana": 7,
                "History": 7,
                "Intimidation": 8,
                "Perception": 10,
                "Religion": 12
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "acid, cold, fire, lightning, necrotic, thunder",
            "damage_immunities": "poison; bludgeoning, piercing, and slashing from nonmagical attacks",
            "condition_immunities": "charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, restrained",
            "senses": "truesight 60 ft., passive Perception 20",
            "languages": "the languages it knew in life, telepathy 120 ft.",
            "challenge_rating": "13",
            "cr": 13.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The haugbui makes three Psychic Blast attacks. It can replace one attack with a use of Spellcasting."
                },
                {
                    "name": "Psychic Blast",
                    "desc": "Melee or Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 27 (5d8 + 5) psychic damage."
                },
                {
                    "name": "Invisibility",
                    "desc": "The haugbui magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the haugbui wears or carries is invisible with it."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The haugbui casts one of the following spells, requiring no components and using Wisdom as the spellcasting ability (spell save DC 18):\nAt will: dancing lights, mending, purify food and drink, spare the dying\n3/day each: gust of wind, telekinesis\n1/day each: dispel magic, remove curse"
                }
            ],
            "bonus_actions": [
                {
                    "name": "Sepulchral Scrying (Recharge 6)",
                    "desc": "While within 1 mile of its burial mound, the haugbui creates an invisible sensor within 5 miles of the mound for 1 minute. When it uses this bonus action and as a bonus action on each of its turns for the duration, the haugbui can switch between using its own senses and projecting its senses through the sensor. While projecting its senses through the sensor, it can see, hear, telepathically communicate, and cast spells as if it was in the sensor's space, and it is blinded and deafened with regard to its own senses. The sensor can be dispelled (DC 14)."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Incorporeal Movement",
                    "desc": "The haugbui can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "While in sunlight, the haugbui has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
                },
                {
                    "name": "Turn Resistance",
                    "desc": "The haugbui has advantage on saving throws against any effect that turns undead."
                },
                {
                    "name": "Undead Nature",
                    "desc": "The hangbui doesn't require air, food, drink, or sleep."
                }
            ],
            "spell_list": [],
            "page_no": 231,
            "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_haugbui/"
        },
        {
            "slug": "hundun-tob1-2023",
            "desc": "False",
            "name": "Hundun",
            "size": "Large",
            "type": "Celestial",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Good",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 153,
            "hit_dice": "18d10 + 54",
            "speed": {
                "walk": 40,
                "fly": 40
            },
            "strength": 20,
            "dexterity": 14,
            "constitution": 16,
            "intelligence": 4,
            "wisdom": 20,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": 9,
            "charisma_save": 8,
            "perception": 19,
            "skills": {
                "Athletics": 9,
                "Insight": 9,
                "Perception": 9
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "lightning, radiant, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "acid, psychic",
            "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, prone, stunned, unconscious",
            "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 19",
            "languages": "understands Celestial and Primordial, but can’t speak intelligibly",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The hundun can use its Motivating Babble. It then makes four Slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 7 (2d6) radiant damage."
                },
                {
                    "name": "Motivating Babble",
                    "desc": "The hundun babbles incoherently at one creature it can see within 60 feet of it. The target must succeed on a DC 17 Wisdom saving throw or suffer one of the following effects until the end of its next turn. Roll a d4 to determine which effect happens."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The hundun casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 17):\nAt will: create or destroy water, dancing lights, minor illusion, prestidigitation\n3/day each: black tentacles, fabricate (as an action), irresistible dance\n1/day each: creation (as an action), plant growth"
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Inscrutable",
                    "desc": "The hundun is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the hundun's intentions or sincerity have disadvantage."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The hundun has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Radiant Fists",
                    "desc": "The hundun's Slam attacks are magical. When the hundun hits with a Slam attack, the attack deals an extra 2d6 radiant damage (included in the attack)."
                }
            ],
            "spell_list": [],
            "page_no": 237,
            "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_hundun/"
        },
        {
            "slug": "jotun-tob1-2023",
            "desc": "False",
            "name": "Jotun",
            "size": "Gargantuan",
            "type": "Giant",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Neutral",
            "armor_class": 20,
            "armor_desc": "natural armor",
            "hit_points": 370,
            "hit_dice": "20d20 + 160",
            "speed": {
                "walk": 60
            },
            "strength": 30,
            "dexterity": 8,
            "constitution": 26,
            "intelligence": 18,
            "wisdom": 20,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 15,
            "intelligence_save": null,
            "wisdom_save": 12,
            "charisma_save": 9,
            "perception": 15,
            "skills": {
                "Arcana": 11,
                "History": 11,
                "Nature": 11,
                "Stealth": 6
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "cold; bludgeoning, piercing, and slashing from nonmagical attacks",
            "condition_immunities": "False",
            "senses": "darkvision 120 ft., passive Perception 15",
            "languages": "Common, Giant",
            "challenge_rating": "22",
            "cr": 22.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The jotun can use its Frightful Presence. It then makes three Greatclub or Rock attacks."
                },
                {
                    "name": "Greatclub",
                    "desc": "Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 28 (4d8 + 10) bludgeoning damage plus 27 (6d8) cold damage."
                },
                {
                    "name": "Rock",
                    "desc": "Ranged Weapon Attack: +17 to hit, range 60/240 ft., one target. Hit: 32 (4d10 + 10) bludgeoning damage plus 27 (6d8) cold damage."
                },
                {
                    "name": "Frightful Presence",
                    "desc": "Each creature of the jotun's choice within 120 feet of the jotun and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the jotun's Frightful Presence for the next 24 hours."
                },
                {
                    "name": "Icy Sweep (Recharge 5-6)",
                    "desc": "The jotun swings its ice-coated greatclub in a wide arc. Each creature within 20 feet of the jotun must make a DC 23 Dexterity saving throw. On a failure, a creature takes 36 (8d8) bludgeoning damage and 54 (12d8) cold damage and is pushed up to 15 feet away from the jotun and knocked prone. On a success, a creature takes half the damage and isn't pushed or knocked prone."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The jotun casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 20):\nAt will: earthquake, speak with animals\n3/day: bestow curse, gust of wind\n1/day: divination"
                }
            ],
            "bonus_actions": [],
            "reactions": [
                {
                    "name": "Rock Catching",
                    "desc": "If a rock or similar object is hurled at the jotun, the jotun can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it."
                }
            ],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Demigod's Vitality",
                    "desc": "The jotun's ability scores and hp maximum can't be reduced except by means of a wish spell."
                },
                {
                    "name": "Icy Weapons",
                    "desc": "The jotun's weapon attacks are magical. When the jotun hits with any weapon, the weapon deals an extra 6d8 cold damage (included in the attack)."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The jotun has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Material Bound",
                    "desc": "The jotun is immune to any spell or effect that would force it to leave the Material Plane, unless the jotun wants to leave. It has disadvantage on saving throws against effects that would return it to the Material Plane from another plane of existence."
                },
                {
                    "name": "Too Big to Notice",
                    "desc": "While the jotun remains motionless in nonmagical, natural terrain, it has advantage on Dexterity (Stealth) checks."
                }
            ],
            "spell_list": [],
            "page_no": 209,
            "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_jotun/"
        },
        {
            "slug": "oozasis-tob1-2023",
            "desc": "False",
            "name": "Oozasis",
            "size": "Gargantuan",
            "type": "Ooze",
            "subtype": "",
            "group": "null",
            "alignment": "Unaligned",
            "armor_class": 7,
            "armor_desc": "",
            "hit_points": 217,
            "hit_dice": "14d20 + 70",
            "speed": {
                "walk": 20,
                "burrow": 20
            },
            "strength": 18,
            "dexterity": 5,
            "constitution": 20,
            "intelligence": 8,
            "wisdom": 20,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": 3,
            "wisdom_save": 9,
            "charisma_save": 5,
            "perception": 19,
            "skills": {
                "Deception": 5,
                "History": 3,
                "Insight": 9,
                "Perception": 9
            },
            "damage_vulnerabilities": "cold",
            "damage_resistances": "fire; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "acid",
            "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, prone",
            "senses": "blindsight 120 ft. (blind beyond this radius), passive Perception 19",
            "languages": "understands all languages but can’t speak, telepathy 120 ft.",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The oozasis makes three Pseudopod attacks."
                },
                {
                    "name": "Pseudopod",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained. The oozasis can have up to two creatures grappled at a time."
                },
                {
                    "name": "Compelling Vapors (Recharge 5-6)",
                    "desc": "The oozasis emits mind-altering vapors. Each creature within 20 feet of the oozasis must make a DC 16 Constitution saving throw. On a failure, a creature takes 45 (10d8) psychic damage and suffers either tranquility or turmoil for minute. On a success, a creature takes half the damage and doesn't suffer tranquility or turmoil. A creature suffering tranquility is charmed and can't attack. A creature suffering turmoil is unable to distinguish friend from foe and must move to and attack the nearest creature other than the oozasis on each of its turns, stalking off in a random direction if no creature is in range. A creature suffering tranquility or turmoil 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": "Amorphous",
                    "desc": "The oozasis can move through a space as narrow as 1 foot wide without squeezing."
                },
                {
                    "name": "Oasis Appearance",
                    "desc": "While the oozasis remains motionless and partially submerged on the surface of sand or soil, it is indistinguishable from a small oasis or pond. The oozasis's body provides enough water for plants to grow around it, provided the oozasis remains in the area for an extended period of time. A creature that eats a fruit from a plant growing in the oozasis's water is affected by the Waters of Unfathomable Compulsion trait as if it drank the water."
                },
                {
                    "name": "Ooze Nature",
                    "desc": "The oozasis doesn't require sleep."
                },
                {
                    "name": "Waters of Unfathomable Compulsion",
                    "desc": "A creature that drinks the water of an oozasis experiences a cryptic dream the next time it sleeps. When it wakes, it must succeed on a DC 16 Wisdom saving throw or be affected by the geas spell for 30 days. While under the geas, the affected creature must perform a specific, seemingly minor task that furthers the decades-long goals of the oozasis. Such a task could be planting a white rose in a specific garden, rescuing the next endangered young animal the target encounters, or standing in a specific spot at a certain time each day for three days."
                }
            ],
            "spell_list": [],
            "page_no": 290,
            "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_oozasis/"
        },
        {
            "slug": "shoggoth-tob1-2023",
            "desc": "False",
            "name": "Shoggoth",
            "size": "Huge",
            "type": "Aberration",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Neutral",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 325,
            "hit_dice": "21d12 + 189",
            "speed": {
                "walk": 30
            },
            "strength": 26,
            "dexterity": 14,
            "constitution": 28,
            "intelligence": 12,
            "wisdom": 20,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 21,
            "skills": {
                "Perception": 11
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "bludgeoning, fire, piercing",
            "damage_immunities": "cold, slashing, thunder",
            "condition_immunities": "blinded, deafened, prone, stunned, unconscious",
            "senses": "darkvision 120 ft., tremorsense 60 ft., passive Perception 21",
            "languages": "Void Speech",
            "challenge_rating": "19",
            "cr": 19.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The shoggoth makes four Slam attacks. It can replace two Slam attacks with a use of Crush."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage, and the target is grappled (escape DC 18) if it is a Large or smaller creature."
                },
                {
                    "name": "Crush",
                    "desc": "The shoggoth crushes up to two creatures it is grappling by rolling them beneath its bulk. Each target must succeed on a DC 19 Strength saving throw or take 30 (4d10 + 8) bludgeoning damage, be unable to breathe, and be restrained until the grapple ends. If the shoggoth moves, a creature beneath it is no longer restrained and is able to breathe, but it remains grappled."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Anaerobic Nature",
                    "desc": "The shoggoth doesn't require air."
                },
                {
                    "name": "Absorb Flesh",
                    "desc": "When the shoggoth kills a creature while within 15 feet of it, the creature's body is absorbed into the shoggoth's. The creature can be restored to life only by means of a true resurrection or a wish spell."
                },
                {
                    "name": "Amorphous",
                    "desc": "The shoggoth can move through a space as narrow as 1 foot wide without squeezing."
                },
                {
                    "name": "Hideous Cacophony",
                    "desc": "The shoggoth's many mouths constantly emit whistles, fluting, and other high-pitched noises. It has disadvantage on Dexterity (Stealth) checks made to be unheard. Each creature that starts its turn within 60 feet of the shoggoth and that can hear it must make a DC 19 Wisdom saving throw or be disoriented until the start of its next turn. A disoriented creature is incapacitated, and when it moves, it moves in a random direction."
                },
                {
                    "name": "Keen Hearing and Smell",
                    "desc": "The shoggoth has advantage on Wisdom (Perception) checks that rely on hearing or smell."
                },
                {
                    "name": "Limited Mutability",
                    "desc": "Any spell or effect that would alter the shoggoth's form alters it for only 1 round. Afterward, the shoggoth returns to its amorphous blob form."
                }
            ],
            "spell_list": [],
            "page_no": 326,
            "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_shoggoth/"
        },
        {
            "slug": "skeinwitch-tob1-2023",
            "desc": "False",
            "name": "Skein Witch",
            "size": "Medium",
            "type": "Celestial",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral",
            "armor_class": 20,
            "armor_desc": "natural armor",
            "hit_points": 162,
            "hit_dice": "25d8 +50",
            "speed": {
                "walk": 30,
                "fly": 30
            },
            "strength": 6,
            "dexterity": 12,
            "constitution": 14,
            "intelligence": 16,
            "wisdom": 20,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": 7,
            "wisdom_save": 9,
            "charisma_save": 9,
            "perception": 23,
            "skills": {
                "History": 7,
                "Insight": 13,
                "Perception": 13
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "radiant",
            "damage_immunities": "fire, lightning, psychic",
            "condition_immunities": "False",
            "senses": "truesight 60 ft., passive Perception 23",
            "languages": "Celestial, telepathy 120 ft.",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The skein witch makes three Inexorable Thread attacks. If two Inexorable Thread attacks hit one creature, the target must succeed on a DC 17 Constitution saving throw or have disadvantage on the next death saving throw it makes before it finishes a short rest. If a creature fails this saving throw multiple times, these effects are cumulative, affecting up to three of the creature's next death saving throws before it finishes a short rest."
                },
                {
                    "name": "Inexorable Thread",
                    "desc": "Melee or Ranged Spell Attack: +9 to hit, reach 5 ft. or range 60 ft., one creature. Hit: 27 (5d8 + 5) radiant damage."
                },
                {
                    "name": "Destiny Distortion Wave (Recharge 5-6)",
                    "desc": "The skein witch frays the strands of fate in a 60-foot cone. Each creature in the area must make a DC 17 Wisdom saving throw, taking 55 (10d10) force damage on a failed save, or half as much damage on a successful one. If any creature that failed the saving throw is affected by a condition, such as incapacitated or poisoned, those conditions are randomly redistributed among all the creatures that failed the saving throw."
                },
                {
                    "name": "Bind Fates (1/Day)",
                    "desc": "One creature within 60 feet of the skein witch must succeed on a DC 17 Wisdom saving throw or the target's fate is bound to one of its ally's (chosen at random). Any damage or condition the target suffers is inflicted on the individual to which they are bound instead, and vice versa. A creature can be bound to only one other creature at a time. This binding lasts until lifted by a heal or heroes' feast spell or similar magic."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Fate's Step",
                    "desc": "The skein witch teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. A tiny hourglass shatters into a swirl of sand at the origin and destination when it uses this bonus action."
                }
            ],
            "reactions": [
                {
                    "name": "Parry Spell",
                    "desc": "If the skein witch succeeds on a saving throw against a spell of 4th level or lower that targets only the skein witch, the spell has no effect. If the skein witch succeeds on the saving throw by 5 or more, the spell is reflected back at the spellcaster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster."
                }
            ],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Fate's Resistance (3/Day)",
                    "desc": "If the skein witch fails a saving throw, it can choose to succeed instead."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The skein witch has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 328,
            "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_skein-witch/"
        },
        {
            "slug": "snowqueen-tob1-2023",
            "desc": "False",
            "name": "Snow Queen",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 182,
            "hit_dice": "28d8 + 56",
            "speed": {
                "walk": 40
            },
            "strength": 16,
            "dexterity": 18,
            "constitution": 14,
            "intelligence": 18,
            "wisdom": 20,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 9,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 9,
            "perception": 20,
            "skills": {
                "Perception": 10,
                "Stealth": 9
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with cold iron weapons",
            "damage_immunities": "cold",
            "condition_immunities": "charmed, exhaustion, frightened",
            "senses": "blindsight 10 ft., darkvision 120 ft., passive Perception 20",
            "languages": "Common, Elvish, Giant, Sylvan",
            "challenge_rating": "16",
            "cr": 16.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The Snow Queen makes two Claw or Ice Bolt attacks."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 7 (2d6) cold damage."
                },
                {
                    "name": "Ice Bolt",
                    "desc": "Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 7 (2d6) cold damage. The target's speed is reduced by 10 feet until the end of its next turn."
                },
                {
                    "name": "Cold Snap (Recharge 5-6)",
                    "desc": "The Snow Queen causes the temperature around her to drop dramatically. Each creature without 30 feet of the Snow Queen must make a DC 18 Constitution saving throw. On a failure, a creature takes 42 (12d6) cold damage and suffers one level of exhaustion. On a success, a creature takes half the damage and doesn't suffer exhaustion. A creature that is immune to cold damage doesn't suffer exhaustion, even if it fails the saving throw. A creature that fails the saving throw by 5 or more is petrified in ice for 1 minute. A petrified creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A petrified creature that takes fire damage has advantage on the saving throw to end the effect."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": "The Snow Queen 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 Snow Queen regains spent legendary actions at the start of her turn.",
            "legendary_actions": [
                {
                    "name": "Attack",
                    "desc": "The Snow Queen makes a Claw or Ice Bolt attack."
                },
                {
                    "name": "Move",
                    "desc": "The Snow Queen moves up to her speed without provoking opportunity attacks."
                },
                {
                    "name": "Snowblind",
                    "desc": "One creature the Snow Queen can see within 120 feet of her must succeed on a DC 18 Dexterity saving throw or be blinded by swirling snow until the end of its next turn."
                },
                {
                    "name": "Wintry Swirl (Costs 2 Actions)",
                    "desc": "Each creature within 15 feet of the Snow Queen must succeed on a DC 18 Constitution saving throw or have vulnerability to cold damage until the end of its next turn. A creature with immunity to cold damage that fails this saving throw instead loses its immunity to cold damage but isn't vulnerable to it."
                }
            ],
            "special_abilities": [
                {
                    "name": "Ice Climb",
                    "desc": "When climbing on ice, the Snow Queen has a climbing speed of 20 feet, and she can climb difficult surfaces made of ice and snow, including upside down on ceilings, without needing to make an ability check."
                },
                {
                    "name": "Icy Weapons",
                    "desc": "The Snow Queen's weapon attacks are magical. When she hits with any weapon, the weapon deals an extra 2d6 cold damage (included in the attack)."
                },
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "If the Snow Queen fails a saving throw, she can choose to succeed instead."
                },
                {
                    "name": "Snowsight",
                    "desc": "The Snow Queen can see through areas obscured by snowfall, sleet, rain, and other wintry precipitation without penalty."
                },
                {
                    "name": "Snow Walk",
                    "desc": "The Snow Queen can move across icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost her extra movement."
                }
            ],
            "spell_list": [],
            "page_no": 184,
            "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_snow-queen/"
        },
        {
            "slug": "ancient-light-dragon",
            "desc": "",
            "name": "Ancient Light Dragon",
            "size": "Gargantuan",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "neutral good",
            "armor_class": 22,
            "armor_desc": "natural armor",
            "hit_points": 407,
            "hit_dice": "22d20+176",
            "speed": {
                "fly": 80,
                "walk": 40
            },
            "strength": 26,
            "dexterity": 10,
            "constitution": 27,
            "intelligence": 18,
            "wisdom": 20,
            "charisma": 19,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": 15,
            "intelligence_save": null,
            "wisdom_save": 12,
            "charisma_save": 11,
            "perception": 12,
            "skills": {
                "arcana": 11,
                "nature": 11,
                "perception": 12,
                "persuasion": 11,
                "religion": 11
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "fire",
            "damage_immunities": "radiant; bludgeoning, piercing, and slashing from nonmagical attacks",
            "condition_immunities": "blinded",
            "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 22",
            "languages": "Celestial, Draconic",
            "challenge_rating": "22",
            "cr": 22.0,
            "actions": [
                {
                    "attack_bonus": 15,
                    "damage_dice": "2d10+8",
                    "desc": "Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage.",
                    "name": "Bite"
                },
                {
                    "attack_bonus": 15,
                    "damage_dice": "2d6+8",
                    "desc": "Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.",
                    "name": "Claw"
                },
                {
                    "attack_bonus": 15,
                    "damage_dice": "2d8+8",
                    "desc": "Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.",
                    "name": "Tail"
                },
                {
                    "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 23 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.",
                    "name": "Frightful Presence"
                },
                {
                    "desc": "The dragon uses one of the following breath weapons:\nRadiant Breath. The dragon exhales radiant energy in a 90-foot cone. Each creature in that area must make a DC 23 Dexterity saving throw, taking 77 (14d10) radiant damage on a failed save, or half as much damage on a successful one.\nFlaring Breath. The dragon emits a flash of dazzling light from its maw in a 90-foot cone. Each creature in that area must make a DC 23 Constitution saving throw or be blinded. Undead within the area of effect must also make a DC 23 Wisdom saving throw or be turned for 1 minute. Undead of CR 3 or lower who fail the saving throw are instantly destroyed.",
                    "name": "Breath Weapon (Recharge 5-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "The dragon 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 dragon regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "desc": "The dragon makes a Wisdom (Perception) check.",
                    "name": "Detect"
                },
                {
                    "desc": "The dragon makes a tail attack.",
                    "name": "Tail Attack"
                },
                {
                    "desc": "The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.",
                    "name": "Wing Attack (Costs 2 Actions)"
                }
            ],
            "special_abilities": [
                {
                    "desc": "The dragon can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.",
                    "name": "Ethereal Sight"
                },
                {
                    "desc": "The dragon sheds bright light in a 30-foot radius and dim light for an additional 30 feet.",
                    "name": "Illumination"
                },
                {
                    "desc": "The dragon 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": "Incorporeal Movement"
                },
                {
                    "desc": "If the dragon fails a saving throw, it can choose to succeed instead.",
                    "name": "Legendary Resistance (3/Day)"
                },
                {
                    "desc": "The light dragon travels from star to star and does not require air, food, drink, or sleep. When flying between stars, the light dragon magically glides on solar winds, making the immense journey through the void in an impossibly short time.",
                    "name": "Void Traveler"
                }
            ],
            "spell_list": [],
            "page_no": 170,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_ancient-light-dragon/"
        },
        {
            "slug": "avatar-of-shoth",
            "desc": "",
            "name": "Avatar of Shoth",
            "size": "Gargantuan",
            "type": "Aberration",
            "subtype": "shoth",
            "group": null,
            "alignment": "lawful neutral",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 341,
            "hit_dice": "22d20+110",
            "speed": {
                "climb": 30,
                "walk": 30
            },
            "strength": 20,
            "dexterity": 9,
            "constitution": 20,
            "intelligence": 18,
            "wisdom": 20,
            "charisma": 22,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 12,
            "intelligence_save": null,
            "wisdom_save": 12,
            "charisma_save": 13,
            "perception": 12,
            "skills": {
                "insight": 12,
                "perception": 12,
                "persuasion": 13
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "acid, cold, fire",
            "condition_immunities": "charmed, frightened, prone",
            "senses": "blindsight 60 ft., truesight 60 ft., passive Perception 22",
            "languages": "all, telepathy 120 ft.",
            "challenge_rating": "21",
            "cr": 21.0,
            "actions": [
                {
                    "desc": "The avatar makes three oozing tentacle attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 12,
                    "damage_dice": "4d12+5",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 31 (4d12 + 5) bludgeoning damage and 14 (4d6) acid damage.",
                    "name": "Oozing Tentacle"
                },
                {
                    "desc": "A shoth with less than half its maximum hp can merge with any other shoth creature within 10 feet, adding its remaining hp to that creature's. The hp gained this way can exceed the normal maximum of that creature. The avatar can accept any number of such mergers.",
                    "name": "Legendary Merge"
                },
                {
                    "desc": "The avatar rises up and crashes down, releasing a 20-foot radius wave of acidic ooze. Each creature in the area must make a DC 20 Dexterity saving throw. On a failure, a creature takes 67 (15d8) acid damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone.",
                    "name": "Acid Wave (Recharge 5-6)"
                },
                {
                    "desc": "The avatar uses its action to consult its weighty zom for insight. The zom flashes brilliant crimson-and-white light. Each creature within 120 feet who can see the avatar must succeed on a DC 20 Constitution saving throw or be blinded until the end of its next turn. Each creature of the avatar's choice within 120 feet that speaks a language must succeed on a DC 20 Charisma saving throw or be stunned until the end of its next turn as the avatar telepathically utters a short expression that is particularly meaningful to that creature.",
                    "name": "Consult the Zom (1/Day)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "The avatar can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The avatar regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "desc": "The avatar casts one at will spell.",
                    "name": "At Will Spell"
                },
                {
                    "desc": "The avatar makes one oozing tentacle attack.",
                    "name": "Oozing Tentacle"
                },
                {
                    "desc": "The avatar uses Acid Wave, if it is available.",
                    "name": "Acid Wave (Costs 2 Actions)"
                }
            ],
            "special_abilities": [
                {
                    "desc": "When the avatar damages a creature, it absorbs a portion of that creature's knowledge and power. As a bonus action, it can recreate any action available to a creature it damaged within the last minute. This includes spells and actions with limited uses or with a recharge. This recreated action is resolved using the avatar's statistics where applicable.",
                    "name": "Absorbent"
                },
                {
                    "desc": "The avatar, including its equipment, can move through a space as narrow as 1 inch wide without squeezing.",
                    "name": "Amorphous"
                },
                {
                    "desc": "If the avatar fails a saving throw, it can choose to succeed instead.",
                    "name": "Legendary Resistance (3/Day)"
                },
                {
                    "desc": "Any creature hostile to the avatar that starts its turn within 30 feet of the avatar must succeed on a DC 20 Wisdom saving throw or have disadvantage on all attack rolls until the end of its next turn. Creatures with Intelligence 3 or lower automatically fail the saving throw.",
                    "name": "Soothing Aura"
                },
                {
                    "desc": "The avatar's innate spellcasting ability is Charisma (spell casting DC 21, +13 to hit with spell attacks). It may cast the following spells innately, requiring no components:\nAt will: acid splash (4d6), light, spare the dying, true strike\n3/day each: bless, blur, command, darkness, enthrall, shield\n2/day each: counterspell, dispel magic\n1/day each: black tentacles, confusion",
                    "name": "Innate Spellcasting (Psionics)"
                }
            ],
            "spell_list": [],
            "page_no": 332,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_avatar-of-shoth/"
        },
        {
            "slug": "crimson-mist",
            "desc": "",
            "name": "Crimson Mist",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 15,
            "armor_desc": null,
            "hit_points": 68,
            "hit_dice": "8d8+32",
            "speed": {
                "hover": true,
                "walk": 60
            },
            "strength": 17,
            "dexterity": 15,
            "constitution": 18,
            "intelligence": 3,
            "wisdom": 20,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 4,
            "charisma_save": 2,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "cold, necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "understands all languages it knew as a vampire, but can't speak",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "desc": "The mist moves up to its speed. While doing so, it can enter a Medium or smaller creature's space. When the mist enters a creature's space, the creature must make a DC 15 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the mist. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.\n\nOn a failed save, the mist enters the creature's space, and the creature takes 15 (4d6) necrotic damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 15 (4d6) necrotic damage at the start of each of the mist's turns. When the mist moves, the engulfed creature doesn't move with it, and is freed. An engulfed creature can try to escape by taking an action to make a DC 14 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the mist. A creature within 5 feet of the mist can take an action to pull a creature out of the mist. Doing so requires a DC 14 Strength check, and the creature making the attempt takes 14 (4d6) necrotic damage. The mist can only engulf one Medium or smaller creature at a time.",
                    "name": "Engulf"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The crimson mist is weightless and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing.",
                    "name": "Pseudocorporeal"
                },
                {
                    "desc": "Whenever the crimson mist deals necrotic damage to a living creature with blood in its body, the creature's hp maximum is reduced by the same amount and the mist regains hp equal to half the necrotic damage dealt. The reduction lasts until the creature finishes a long rest. The creature dies if this effect reduces its hp maximum to 0.",
                    "name": "Sanguine Feast"
                },
                {
                    "desc": "The crimson mist has the following flaws:\nForbiddance. The crimson mist can't enter a residence without an invitation from one of the occupants.\nHarmed by Running Water. The crimson mist takes 20 force damage if it ends its turn above or within running water.\nSunlight Hypersensitivity. The crimson mist takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.",
                    "name": "Vampire Weaknesses"
                }
            ],
            "spell_list": [],
            "page_no": 67,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_crimson-mist/"
        },
        {
            "slug": "devil-shark",
            "desc": "",
            "name": "Devil Shark",
            "size": "Gargantuan",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 198,
            "hit_dice": "12d20+72",
            "speed": {
                "swim": 60,
                "walk": 0
            },
            "strength": 24,
            "dexterity": 14,
            "constitution": 22,
            "intelligence": 14,
            "wisdom": 20,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": 11,
            "intelligence_save": null,
            "wisdom_save": 10,
            "charisma_save": null,
            "perception": 10,
            "skills": {
                "intimidation": 7,
                "perception": 10,
                "religion": 7,
                "stealth": 7,
                "survival": 10
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "fire",
            "damage_immunities": "cold",
            "condition_immunities": "",
            "senses": "blindsight 60 ft., passive Perception 20",
            "languages": "Aquan, Deep Speech, telepathy 120 ft.",
            "challenge_rating": "13",
            "cr": 13.0,
            "actions": [
                {
                    "attack_bonus": 12,
                    "damage_dice": "4d10+7",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 29 (4d10 + 7) piercing damage and the target is grappled (escape DC 18).",
                    "name": "Bite"
                },
                {
                    "desc": "The devil shark makes one bite attack against a Large or smaller target 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 devil shark, and it takes 21 (6d6) acid damage at the start of each of the devil shark's turns. A devil shark can have two Large, four Medium, or six Small creatures swallowed at a time. \n\nIf the devil shark takes 30 damage or more on a single turn from a swallowed creature, the devil shark must succeed on a DC 18 Constitution saving throw or regurgitate all swallowed creatures, which fall prone within 10 feet of the devil shark. If the devil shark dies, a swallowed creature is no longer restrained by it and can escape by using 20 feet of movement, exiting prone.",
                    "name": "Swallow"
                },
                {
                    "desc": "The devil shark exhales a 60-foot cone of supernaturally cold water. Each creature in that area must make a DC 18 Constitution saving throw. On a failed save, a target takes 54 (12d8) cold damage and is pushed 20 feet away from the devil shark. On a success, a target takes half the damage but isn't pushed.",
                    "name": "Freezing Breath (Recharge 5-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The devil shark has advantage on melee attack rolls against any creature that doesn't have all its hp.",
                    "name": "Blood Frenzy"
                },
                {
                    "desc": "The devil shark has advantage on Wisdom (Perception) checks that rely on smell.",
                    "name": "Keen Smell"
                },
                {
                    "desc": "The devil shark has advantage on saving throws against spells and other magical effects.",
                    "name": "Magic Resistance"
                },
                {
                    "desc": "The devil shark can magically command any shark within 120 feet of it, using a limited telepathy. This command is limited to simple concepts such as “come here,” “defend me,” or “attack this target.”",
                    "name": "Shark Telepathy"
                },
                {
                    "desc": "The devil shark can breathe only underwater.",
                    "name": "Water Breathing"
                }
            ],
            "spell_list": [],
            "page_no": 98,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_devil-shark/"
        },
        {
            "slug": "eye-of-the-gods",
            "desc": "",
            "name": "Eye of the Gods",
            "size": "Small",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "any alignment (as its creator deity)",
            "armor_class": 14,
            "armor_desc": null,
            "hit_points": 36,
            "hit_dice": "8d6+8",
            "speed": {
                "fly": 50,
                "hover": true,
                "walk": 0
            },
            "strength": 8,
            "dexterity": 18,
            "constitution": 12,
            "intelligence": 13,
            "wisdom": 20,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 9,
            "skills": {
                "perception": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "fire, radiant; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, exhaustion, poisoned",
            "senses": "truesight 120 ft., passive Perception 19",
            "languages": "all, telepathy 60 ft.",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "attack_bonus": 6,
                    "damage_dice": "1d6+4",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) radiant (good or neutral eyes) or necrotic (evil eyes) damage.",
                    "name": "Slam"
                },
                {
                    "desc": "The eye of the gods inspires all allies within 10 feet. For 1 minute, all inspired creatures have advantage on saving throws against being frightened.",
                    "name": "Divine Inspiration (Recharge 5-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "A hostile creature that touches the eye of the gods or hits it with a melee attack while within 5 feet of it takes 3 (1d6) radiant (good or neutral eyes) or necrotic (evil eyes) damage.",
                    "name": "Blazing Nimbus"
                },
                {
                    "desc": "Allies within 10 feet of the eye of the gods have truesight of 20 feet.",
                    "name": "Corona of Truth"
                },
                {
                    "desc": "The deity that created the eye of the gods can see everything the eye sees and can instantly recall the eye to its side at any time.",
                    "name": "Divine Conduit"
                },
                {
                    "desc": "As a bonus action, the eye of the gods can magically shift from the Material Plane to the Ethereal Plane, or vice versa.",
                    "name": "Ethereal Jaunt"
                }
            ],
            "spell_list": [],
            "page_no": 16,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_eye-of-the-gods/"
        },
        {
            "slug": "gugalanna",
            "desc": "",
            "name": "Gugalanna",
            "size": "Huge",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "chaotic good",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 253,
            "hit_dice": "22d12+110",
            "speed": {
                "fly": 80,
                "walk": 60
            },
            "strength": 24,
            "dexterity": 16,
            "constitution": 20,
            "intelligence": 10,
            "wisdom": 20,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 10,
            "constitution_save": 12,
            "intelligence_save": null,
            "wisdom_save": 12,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "athletics": 14,
                "insight": 12,
                "intimidation": 11
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic",
            "damage_immunities": "fire, radiant; bludgeoning, piercing, and slashing from nonmagical attacks",
            "condition_immunities": "charmed, exhaustion, frightened",
            "senses": "truesight 60 ft., passive Perception 15",
            "languages": "understands all but can't speak, telepathy 120 ft.",
            "challenge_rating": "21",
            "cr": 21.0,
            "actions": [
                {
                    "desc": "Gugalanna makes two attacks: one with its horns and one with its kick.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 14,
                    "damage_dice": "5d10+7",
                    "desc": "Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 34 (5d10 + 7) piercing damage and 14 (4d6) fire damage.",
                    "name": "Horns"
                },
                {
                    "attack_bonus": 14,
                    "damage_dice": "2d10+7",
                    "desc": "Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage.",
                    "name": "Kick"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "Gugalanna 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. Gugalanna regains spent legendary actions at the start of his turn.",
            "legendary_actions": [
                {
                    "desc": "Gugalanna makes a kick attack.",
                    "name": "Kick"
                },
                {
                    "desc": "Gugalanna spreads his wings and stomps his hooves, shaking the earth. Each creature within 10 feet of Gugalanna must make a DC 22 Strength saving throw. On a failure, a target takes 18 (2d10 + 7) bludgeoning damage and is pushed 20 feet away from Gugalanna. On a success, a target takes half the damage and isn't pushed. Gugalanna can then fly up to half his flying speed.",
                    "name": "Rearing Stomp (Costs 2 Actions)"
                },
                {
                    "desc": "The sun disc floating between Gugalanna's horns flares. Each creature within 30 feet of Gugalanna must make a DC 18 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.",
                    "name": "Blazing Sun Disc (Costs 2 Actions, Recharge 5-6)"
                }
            ],
            "special_abilities": [
                {
                    "desc": "Gugalanna doesn't provoke an opportunity attack when it flies out of an enemy's reach.",
                    "name": "Flyby"
                },
                {
                    "desc": "Gugalanna has advantage on saving throws against spells and other magical effects.",
                    "name": "Magic Resistance"
                },
                {
                    "desc": "Gugalanna's weapon attacks are magical.",
                    "name": "Magic Weapons"
                },
                {
                    "desc": "If Gugalanna moves at least 20 feet straight toward a creature and then hits it with a horns attack on the same turn, that target must succeed on a DC 22 Strength saving throw or be knocked prone. If the target is prone, Gugalanna can make one kick attack against it as a bonus action.",
                    "name": "Trampling Charge"
                }
            ],
            "spell_list": [],
            "page_no": 212,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_gugalanna/"
        },
        {
            "slug": "hierophant-lich",
            "desc": "",
            "name": "Hierophant Lich",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "any evil alignment",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 91,
            "hit_dice": "14d8+28",
            "speed": {
                "walk": 30
            },
            "strength": 12,
            "dexterity": 13,
            "constitution": 15,
            "intelligence": 12,
            "wisdom": 20,
            "charisma": 17,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 6,
            "intelligence_save": 5,
            "wisdom_save": 9,
            "charisma_save": null,
            "perception": 9,
            "skills": {
                "insight": 9,
                "perception": 9,
                "religion": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, lightning, necrotic",
            "damage_immunities": "poison; bludgeoning, piercing, and slashing from nonmagical attacks",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned",
            "senses": "truesight 60 ft., passive Perception 19",
            "languages": "Common, Abyssal, Infernal, Void Speech",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "attack_bonus": 5,
                    "damage_dice": "2d6+1",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) bludgeoning plus 9 (2d8) necrotic damage. The target must succeed on a DC 17 Wisdom saving throw or be charmed for 1 minute. The charmed target must defend the hierophant. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. An undead target that fails is charmed for 24 hours and can only repeat the saving throw once every 24 hours.",
                    "name": "Unholy Smite"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "The hierophant lich 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 lich regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "desc": "The hierophant lich casts a cantrip.",
                    "name": "Cantrip"
                },
                {
                    "desc": "The heirophant lich uses its Unholy Smite.",
                    "name": "Unholy Smite (Costs 2 Actions)"
                },
                {
                    "desc": "The hierophant lich threatens one creature within 10 feet of it with eternal suffering. The target must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the hierophant lich's Damnation for the next 24 hours.",
                    "name": "Damnation (Costs 2 Actions)"
                }
            ],
            "special_abilities": [
                {
                    "desc": "If the lich fails a saving throw, it can choose to succeed instead.",
                    "name": "Legendary Resistance (3/Day)"
                },
                {
                    "desc": "As a bonus action, a hierophant lich can rise or descend vertically up to 20 feet and can remain suspended there. This trait works like the levitate spell, except there is no duration, and the lich doesn't need to concentrate to continue levitating each round.",
                    "name": "Levitate"
                },
                {
                    "desc": "If it has a sacred vessel, a destroyed hierophant lich gains a new body in 1d10 days, regaining all its hp and becoming active again. The new body appears within 5 feet of the vessel.",
                    "name": "Rejuvenation"
                },
                {
                    "desc": "The hierophant lich has advantage on saving throws against any effect that turns undead.",
                    "name": "Turn Resistance"
                },
                {
                    "desc": "The lich is an 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The lich has the following cleric spells prepared:\nCantrips (at will): guidance, mending, sacred flame, thaumaturgy\n1st level (4 slots): command, detect magic, protection from evil and good, sanctuary\n2nd level (3 slots): blindness/deafness, hold person, silence\n3rd level (3 slots): animate dead, dispel magic, spirit guardians\n4th level (3 slots): banishment, freedom of movement, guardian of faith\n5th level (1 slot): flame strike",
                    "name": "Spellcasting"
                }
            ],
            "spell_list": [],
            "page_no": 252,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_hierophant-lich/"
        },
        {
            "slug": "mountain-giant",
            "desc": "",
            "name": "Mountain Giant",
            "size": "Gargantuan",
            "type": "Giant",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 20,
            "armor_desc": "natural armor",
            "hit_points": 313,
            "hit_dice": "19d20+114",
            "speed": {
                "walk": 50
            },
            "strength": 26,
            "dexterity": 10,
            "constitution": 22,
            "intelligence": 14,
            "wisdom": 20,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 13,
            "intelligence_save": 9,
            "wisdom_save": 12,
            "charisma_save": 7,
            "perception": 12,
            "skills": {
                "athletics": 15,
                "perception": 12
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "cold, fire, lightning, thunder; bludgeoning",
            "condition_immunities": "charmed, frightened, paralyzed, petrified, stunned",
            "senses": "tremorsense 120 ft., passive Perception 22",
            "languages": "Common, Giant, Terran",
            "challenge_rating": "21",
            "cr": 21.0,
            "actions": [
                {
                    "desc": "The mountain giant makes two slam attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 15,
                    "damage_dice": "2d12+8",
                    "desc": "Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 21 (2d12 + 8) bludgeoning damage.",
                    "name": "Slam"
                },
                {
                    "attack_bonus": 15,
                    "damage_dice": "5d12+8",
                    "desc": "Ranged Weapon Attack: +15 to hit, range 100/400 ft., one target. Hit: 40 (5d12 + 8) bludgeoning damage.",
                    "name": "Boulder"
                },
                {
                    "desc": "The mountain giant unleashes a barrage of boulders in a 60-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw. On a failure, a creature takes 58 (9d12) bludgeoning damage and is knocked prone and restrained. On a success, the creature takes half the damage and isn't knocked prone or restrained. A target, including the restrained creature can take an action to make a DC 20 Strength (Athletics) or Dexterity (Acrobatics) check, freeing the restrained creature on a success.",
                    "name": "Boulder Spray (Recharge 5-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "A mountain giant 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 mountain giant regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "desc": "The mountain giant commands the earth itself to assist in the fight. The giant chooses three creatures it can see within 60 feet. Each target must succeed on a DC 21 Dexterity saving throw or be restrained until the start of its next turn.",
                    "name": "Grasping Soil"
                },
                {
                    "desc": "The mountain giant emits a tremendous growl. Each creature within 20 feet of the giant must make a DC 21 Constitution saving throw. On a failure, a creature takes 21 (6d6) thunder damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone.",
                    "name": "Roar (Costs 2 Actions)"
                },
                {
                    "desc": "A piece of the mountain giant's body tears away in the form of an earth elemental. The earth elemental acts on the same initiative count as the mountain giant, obeying the mountain giant's commands and fighting until destroyed. The mountain giant can have no more than five earth elementals under its control at one time.",
                    "name": "Spawn Elemental (Costs 3 Actions)"
                }
            ],
            "special_abilities": [
                {
                    "desc": "If the mountain giant fails a saving throw, it can choose to succeed instead.",
                    "name": "Legendary Resistance (2/Day)"
                },
                {
                    "desc": "A mountain giant has advantage on saving throws against spells and other magical effects.",
                    "name": "Magic Resistance"
                },
                {
                    "desc": "The mountain giant can move and shape the terrain around it. This trait works like the move earth spell, except it has no duration, and the giant can manipulate any stone, natural or worked.",
                    "name": "Mountain Master"
                },
                {
                    "desc": "The mountain giant deals triple damage to objects and structures with its melee and ranged weapon attacks.",
                    "name": "Siege Monster"
                }
            ],
            "spell_list": [],
            "page_no": 185,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_mountain-giant/"
        },
        {
            "slug": "vampire-priestess",
            "desc": "",
            "name": "Vampire Priestess",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 16,
            "armor_desc": "chain mail",
            "hit_points": 105,
            "hit_dice": "14d8+42",
            "speed": {
                "walk": 30
            },
            "strength": 16,
            "dexterity": 12,
            "constitution": 16,
            "intelligence": 13,
            "wisdom": 20,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": 4,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 8,
            "charisma_save": 5,
            "perception": 8,
            "skills": {
                "perception": 8,
                "religion": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "charmed",
            "senses": "darkvision 60 ft., passive Perception 18",
            "languages": "the languages it knew in life",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "desc": "The vampire priestess can use her Bewitching Gaze. She then makes two attacks, only one of which can be a bite attack.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 6,
                    "damage_dice": "1d8+3",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, and the creature must succeed on a DC 16 Constitution saving throw or bleed profusely from the wound. A bleeding creature takes 7 (2d6) slashing damage at the start of each of its turns. A creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.",
                    "name": "Scourge"
                },
                {
                    "attack_bonus": 6,
                    "damage_dice": "1d6+3",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire priestess, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hp maximum is reduced by an amount equal to the necrotic damage taken, and the priestess regains hp equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the priestess' control.",
                    "name": "Bite"
                },
                {
                    "desc": "The vampire priestess targets one humanoid she can see within 30 feet. If the target can see her, the target must succeed on a DC 16 Wisdom saving throw or be charmed by the priestess for 1 minute. While charmed, the creature is incapacitated and has a speed of 0. Each time the vampire priestess or her allies do anything harmful to the target, it can repeat the saving throw, ending the effect on a success. The target can also repeat the saving throw if another creature uses an action to shake the target out of its stupor.",
                    "name": "Bewitching Gaze"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "When she drops to 0 hp outside her resting place, the vampire priestess transforms into a cloud of mist instead of falling unconscious, provided that she isn't in running water. If she can't transform, she is destroyed. While she has 0 hp in mist form, she can't revert to her priestess form, and she must reach her resting place within 2 hours or be destroyed. \n\nWhile in mist form she can't take any actions, speak, or manipulate objects. She is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, she can do so without squeezing, and she can't pass through water. She has advantage on Strength, Dexterity, and Constitution saving throws, and she is immune to all nonmagical damage, except the damage she takes from sunlight. \n\nOnce in her resting place, she reverts to her priestess form. She is then paralyzed until she regains at least 1 hp. After spending 1 hour in her resting place with 0 hp, she regains 1 hp. s",
                    "name": "Misty Escape"
                },
                {
                    "desc": "The vampire priestess regains 15 hp at the start of her turn if she has at least 1 hp and isn't in sunlight or running water. If the priestess takes radiant damage or damage from holy water, this trait doesn't function at the start of her next turn.",
                    "name": "Regeneration"
                },
                {
                    "desc": "The vampire priestess is a 9th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). She has the following cleric spells prepared:\nCantrips (at will): light, guidance, poison spray, thaumaturgy\n1st level (4 slots): bane, command, inflict wounds, ray of sickness\n2nd level (3 slots): blindness/deafness, silence, spiritual weapon\n3rd level (3 slots): bestow curse, dispel magic, spirit guardians\n4th level (3 slots): banishment, freedom of movement\n5th level (1 slot): contagion, flame strike",
                    "name": "Spellcasting"
                },
                {
                    "desc": "The priestess has the following flaws:\nForbiddance. The priestess can't enter a residence without an invitation from one of the occupants.\nHarmed by Running Water. The priestess takes 20 acid damage if she ends her turn in running water.\nStake to the Heart. If a piercing weapon made of wood is driven into the priestess' heart while she is incapacitated in her resting place, the she is paralyzed until the stake is removed.\nSunlight Hypersensitivity. The priestess takes 20 radiant damage when she starts her turn in sunlight. While in sunlight, she has disadvantage on attack rolls and ability checks.",
                    "name": "Vampire Weaknesses"
                }
            ],
            "spell_list": [],
            "page_no": 367,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_vampire-priestess/"
        },
        {
            "slug": "barbed_devil_bf",
            "desc": "",
            "name": "Barbed Devil",
            "size": "medium",
            "type": "Fiend",
            "subtype": "Devil",
            "group": "Devils",
            "alignment": "",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 94,
            "hit_dice": "",
            "speed": {
                "walk": 30
            },
            "strength": 22,
            "dexterity": 16,
            "constitution": 24,
            "intelligence": 12,
            "wisdom": 20,
            "charisma": 20,
            "strength_save": 6,
            "dexterity_save": 3,
            "constitution_save": 7,
            "intelligence_save": 1,
            "wisdom_save": 5,
            "charisma_save": 5,
            "perception": 18,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "Devilish Resilience",
            "damage_immunities": "Devilish Resilience",
            "condition_immunities": "",
            "senses": "darkvision 120 ft.",
            "languages": "Infernal,telepathy 120 ft.",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The devil makes two Claw attacks and one Tail attack, or it makes three Hurl Flame attacks."
                },
                {
                    "name": "Claw",
                    "desc": "_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 10 (2d6+3) piercing damage."
                },
                {
                    "name": "Tail",
                    "desc": "_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 12 (2d8+3) piercing damage."
                },
                {
                    "name": "Hurl Flame",
                    "desc": "_Ranged Spell Attack:_ +5 to hit, range 150 ft., one target. _Hit:_ 12 (3d6+2) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Barbed Death",
                    "desc": "When the barbed devil dies, its body withers, leaving behind a mass of spikes on the ground in a 10-foot radius centered on the devil's body. The area becomes difficult terrain for 1 minute, and when a creature moves into or within the area, it takes 2d6 piercing damage for every 5 feet it travels."
                },
                {
                    "name": "Barbed Hide",
                    "desc": "A creature that hits the barbed devil with a melee attack while within 5 feet of it takes 3 (1d6) piercing damage. A creature that starts its turn grappling or grappled by the barbed devil takes 3 (1d6) piercing damage."
                },
                {
                    "name": "Devil's Sight",
                    "desc": "Magical darkness doesn't impede the devil's darkvision."
                },
                {
                    "name": "Devilish Resilience",
                    "desc": "The devil is resistant to cold damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to fire damage and poison damage and to the poisoned condition."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The devil has advantage on saves against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_barbed-devil/"
        },
        {
            "slug": "chimera_bf",
            "desc": "",
            "name": "Chimera",
            "size": "large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 126,
            "hit_dice": "",
            "speed": {
                "walk": 30,
                "fly": 60
            },
            "strength": 18,
            "dexterity": 10,
            "constitution": 18,
            "intelligence": 4,
            "wisdom": 20,
            "charisma": 10,
            "strength_save": 4,
            "dexterity_save": 0,
            "constitution_save": 4,
            "intelligence_save": -3,
            "wisdom_save": 5,
            "charisma_save": 0,
            "perception": 18,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "Multiple Heads,Monstrosity Resilience",
            "damage_immunities": "fire",
            "condition_immunities": "",
            "senses": "darkvision 60 ft.",
            "languages": "Draconic",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The chimera makes one Bite attack, one Headbutt attack, and two Claws attacks, or it can make two Claws attacks and use Fire Breath, if available."
                },
                {
                    "name": "Bite",
                    "desc": "_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 13 (2d8+4) piercing damage."
                },
                {
                    "name": "Headbutt",
                    "desc": "_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 10 (1d12+4) bludgeoning damage."
                },
                {
                    "name": "Claws",
                    "desc": "_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6+4) slashing damage."
                },
                {
                    "name": "Fire Breath (Recharge 5-6)",
                    "desc": "The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 DEX save, taking 27 (6d8) fire damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Bickering Heads",
                    "desc": "The chimera is perpetually one step away from arguing with itself. A creature that can see the chimera can use a bonus action on its turn to appeal to one of the chimera's heads with bribes (dragon), praise (lion), displays of magic (goat), or other clever manipulation of a head's desires. The chimera must succeed on a DC 15 WIS save or succumb to that desire.<br>If the lion or goat head succumbs, the chimera has disadvantage on the next Bite or Headbutt attack it makes before the end of its next turn. If the dragon head succumbs, creatures caught in the chimera's next Fire Breath have advantage on the save, provided the chimera uses the breath within the next 1 minute. Once a head has succumbed to a desire, that head can't succumb again for the next 24 hours."
                },
                {
                    "name": "Monstrosity Resilience",
                    "desc": "The chimera is resistant to exhaustion and to the frightened condition."
                },
                {
                    "name": "Multiple Heads",
                    "desc": "The chimera has three heads and is resistant to the blinded, charmed, deafened, frightened, stunned, and unconscious conditions."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_chimera/"
        },
        {
            "slug": "death_knight_bf",
            "desc": "",
            "name": "Death Knight",
            "size": "medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 18,
            "armor_desc": "plate",
            "hit_points": 140,
            "hit_dice": "",
            "speed": {
                "walk": 30
            },
            "strength": 18,
            "dexterity": 10,
            "constitution": 16,
            "intelligence": 12,
            "wisdom": 20,
            "charisma": 18,
            "strength_save": 4,
            "dexterity_save": 0,
            "constitution_save": 3,
            "intelligence_save": 1,
            "wisdom_save": 5,
            "charisma_save": 4,
            "perception": 15,
            "skills": {},
            "damage_vulnerabilities": "radiant",
            "damage_resistances": "",
            "damage_immunities": "necrotic,frightened,Undead Resilience",
            "condition_immunities": "",
            "senses": "darkvision 90 ft.",
            "languages": "Common",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The death knight makes three Greatsword or Necrotic Bolt attacks."
                },
                {
                    "name": "Greatsword",
                    "desc": "_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6+4) slashing damage and 7 (2d6) necrotic damage."
                },
                {
                    "name": "Necrotic Bolt",
                    "desc": "_Ranged Spell Attack:_ +7 to hit, range 60 ft., one target. _Hit:_ 18 (4d6+4) necrotic damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Champion's Challenge",
                    "desc": "The death knight challenges one creature it can see within 30 feet of it. The target must succeed on a DC 15 CHA save or have disadvantage on attack rolls against creatures that aren't the knight until the end of its next turn."
                }
            ],
            "reactions": [
                {
                    "name": "Parry",
                    "desc": "The death knight adds 3 to its AC against one melee attack that would hit it. To do so, the death knight must see the attacker and be wielding a melee weapon."
                },
                {
                    "name": "Soul Drain",
                    "desc": "When the death knight reduces a Humanoid to 0 HP, it can absorb the creature's soul. The target must succeed on a DC 15 WIS save or immediately die, its soul becoming trapped in the death knight's sword. The death knight has advantage on attack rolls for 1 minute after absorbing a soul.<br>The creature can't be restored to life until the death knight is permanently destroyed."
                }
            ],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Disgraced Rejuvenation",
                    "desc": "Unless redeemed, a destroyed death knight returns in 1d4 days, regaining all its HP and becoming active again within 10 feet of where it died."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The death knight has advantage on saves against spells and other magical effects."
                },
                {
                    "name": "Undead Nature",
                    "desc": "The death knight doesn't require air, food, drink, or sleep."
                },
                {
                    "name": "Undead Resilience",
                    "desc": "The death knight is immune to poison damage, to exhaustion, and to the poisoned condition."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_death-knight/"
        },
        {
            "slug": "gold_dragon_wyrmling_bf",
            "desc": "",
            "name": "Gold Dragon Wyrmling",
            "size": "medium",
            "type": "Dragon",
            "subtype": "",
            "group": "Dragons",
            "alignment": "",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 68,
            "hit_dice": "",
            "speed": {
                "walk": 30,
                "fly": 60,
                "swim": 30
            },
            "strength": 18,
            "dexterity": 18,
            "constitution": 20,
            "intelligence": 14,
            "wisdom": 20,
            "charisma": 18,
            "strength_save": 4,
            "dexterity_save": 4,
            "constitution_save": 5,
            "intelligence_save": 2,
            "wisdom_save": 5,
            "charisma_save": 4,
            "perception": 17,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "fire",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., keensense 10 ft.",
            "languages": "Draconic",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon makes one Bite attack and one Claw attack."
                },
                {
                    "name": "Bite",
                    "desc": "_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 9 (1d10+4) piercing damage."
                },
                {
                    "name": "Claw",
                    "desc": "_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 7 (1d6+4) slashing damage."
                },
                {
                    "name": "Fire Breath (Recharge 5-6)",
                    "desc": "The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 DEX save, taking 33 (6d10) fire damage on a failed save, or half as much damage on a successful one."
                },
                {
                    "name": "Weakening Breath (Recharge 6)",
                    "desc": "The dragon exhales weakening gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 STR save or have disadvantage on STR-based attack rolls, STR checks, and STR saves for 1 minute. A creature can repeat the save 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": "Amphibious",
                    "desc": "The dragon can breathe air and water."
                },
                {
                    "name": "Pounce",
                    "desc": "If the dragon moves at least 15 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a DC 13 STR save or be knocked prone. If the target is prone, the dragon can make one Claw attack against it as a bonus action."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_gold-dragon-wyrmling/"
        },
        {
            "slug": "invisible_stalker_bf",
            "desc": "",
            "name": "Invisible Stalker",
            "size": "medium",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 14,
            "armor_desc": null,
            "hit_points": 121,
            "hit_dice": "",
            "speed": {
                "walk": 50,
                "fly": 50,
                "hover": true
            },
            "strength": 16,
            "dexterity": 18,
            "constitution": 14,
            "intelligence": 10,
            "wisdom": 20,
            "charisma": 10,
            "strength_save": 3,
            "dexterity_save": 4,
            "constitution_save": 2,
            "intelligence_save": 0,
            "wisdom_save": 5,
            "charisma_save": 0,
            "perception": 18,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "Elemental Resilience",
            "damage_immunities": "Elemental Resilience",
            "condition_immunities": "",
            "senses": "darkvision 60 ft.",
            "languages": "Auran,understands Common but can't speak it",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The stalker makes two Slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 13 (2d8+4) bludgeoning damage plus 9 (2d8) cold damage. If the target is the stalker's quarry, the target must succeed on a DC 15 DEX save or its speed is halved until the end of its next turn."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Steal Breath",
                    "desc": "The invisible stalker calls on the air in the lungs of one breathing creature it can see within 30 feet of it, causing the air to leave the creature. The target must succeed on a DC 15 CON save or be unable to speak or cast spells with verbal components until the end of its next turn. A creature that fails the save by 5 or more is also incapacitated and suffocating for the duration, as it coughs uncontrollably."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Elemental Nature",
                    "desc": "The invisible stalker doesn't require air, food, drink, or sleep."
                },
                {
                    "name": "Elemental Resilience",
                    "desc": "The stalker is resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to poison damage, to exhaustion, and to the grappled, paralyzed, petrified, poisoned, prone, restrained, and unconscious conditions."
                },
                {
                    "name": "Faultless Tracker",
                    "desc": "At the end of each long rest, the invisible stalker can choose a creature it knows or has seen to be its quarry. A stalker summoned by another creature can choose only the quarry specified by its summoner, but the stalker also knows the location of its summoner while it continues to serve the summoner. The stalker always knows the direction and distance to its quarry, provided the two are on the same plane of existence."
                },
                {
                    "name": "Invisibility",
                    "desc": "The stalker is invisible. The condition's effect on DEX (Stealth) checks has been included in the above Stealth value."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_invisible-stalker/"
        },
        {
            "slug": "lizardfolk_shaman_bf",
            "desc": "",
            "name": "Lizardfolk Shaman",
            "size": "medium",
            "type": "Humanoid",
            "subtype": "",
            "group": "Lizardfolk",
            "alignment": "",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 57,
            "hit_dice": "",
            "speed": {
                "walk": 30,
                "climb": 15,
                "swim": 30
            },
            "strength": 14,
            "dexterity": 10,
            "constitution": 12,
            "intelligence": 10,
            "wisdom": 20,
            "charisma": 10,
            "strength_save": 2,
            "dexterity_save": 0,
            "constitution_save": 1,
            "intelligence_save": 0,
            "wisdom_save": 5,
            "charisma_save": 0,
            "perception": 15,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "poison,poisoned",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "-",
            "languages": "Common,Draconic",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The lizardfolk makes one Bite attack and one Ritual Staff attack, or it makes two Swamp Bolt attacks."
                },
                {
                    "name": "Bite",
                    "desc": "_Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 5 (1d6+2) piercing damage."
                },
                {
                    "name": "Ritual Staff",
                    "desc": "_Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 6 (1d8+2) bludgeoning damage plus 7 (2d6) poison damage."
                },
                {
                    "name": "Swamp Bolt",
                    "desc": "_Ranged Spell Attack:_ +5 to hit, range 60 ft., one target. _Hit:_ 10 (2d6+3) poison damage, and the target must succeed on a DC 13 CON save or be poisoned until the end of its next turn."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The lizardfolk shaman casts one of the following spells, using WIS as the spellcasting ability (spell save DC 13).<br>At will: _druidcraft_, _guidance_, _mending_<br>2/day each: _cure wounds_, _entangle_, _grease_<br>1/day: _ray of enfeeblement_"
                }
            ],
            "bonus_actions": [
                {
                    "name": "Poisoned Body (32 HP or Fewer)",
                    "desc": "The shaman coats itself in poison until the start of its next turn. It takes 3 (1d6) poison damage. In addition, the next time a creature hits the shaman with a melee attack while within 5 feet of the shaman before the start of the shaman's next turn, the attacker takes 7 (2d6) poison damage."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Heightened Smell and Taste",
                    "desc": "The lizardfolk's Perception is 20 when perceiving by smell or taste."
                },
                {
                    "name": "Hold Breath",
                    "desc": "The lizardfolk shaman can hold its breath for 15 minutes."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_lizardfolk-shaman/"
        },
        {
            "slug": "priest_bf",
            "desc": "",
            "name": "Priest",
            "size": "medium",
            "type": "Humanoid",
            "subtype": "Any Lineage",
            "group": "NPCs",
            "alignment": "",
            "armor_class": 13,
            "armor_desc": "chain shirt",
            "hit_points": 57,
            "hit_dice": "",
            "speed": {
                "walk": 30
            },
            "strength": 12,
            "dexterity": 10,
            "constitution": 12,
            "intelligence": 12,
            "wisdom": 20,
            "charisma": 12,
            "strength_save": 1,
            "dexterity_save": 0,
            "constitution_save": 1,
            "intelligence_save": 1,
            "wisdom_save": 5,
            "charisma_save": 1,
            "perception": 15,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "Divine Blessing",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "-",
            "languages": "any two languages",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The priest makes two Mace or Divine Bolt attacks."
                },
                {
                    "name": "Mace",
                    "desc": "_Melee Weapon Attack:_ +3 to hit, reach 5 ft., one target. _Hit:_ 4 (1d6+1) bludgeoning damage plus 7 (2d6) necrotic damage or radiant damage (the priest's choice)."
                },
                {
                    "name": "Divine Bolt",
                    "desc": "_Ranged Spell Attack:_ +5 to hit, range 60 ft., one target. _Hit:_ 10 (2d6+3) necrotic damage or radiant damage (the priest's choice)."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The priest casts one of the following spells, using WIS as the spellcasting ability (spell save DC 13).<br>At will: _guidance_, _light_, _thaumaturgy_<br>2/day each: _bane_, _bless_, _cure wounds_<br>1/day each: _dispel magic_, _restoration_"
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Divine Blessing",
                    "desc": "The priest is resistant to necrotic damage or radiant damage, as appropriate for the priest's deity."
                },
                {
                    "name": "Divine Weapons",
                    "desc": "The priest's weapons are shrouded in dark or golden flames, as appropriate for the priest's deity. When the priest hits with any weapon, the weapon deals an extra 2d6 necrotic damage or radiant damage (included in the attack), the priest's choice."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_priest/"
        },
        {
            "slug": "scorch_drake_bf",
            "desc": "",
            "name": "Scorch Drake",
            "size": "large",
            "type": "Dragon",
            "subtype": "",
            "group": "Dragons",
            "alignment": "",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 145,
            "hit_dice": "",
            "speed": {
                "walk": 40,
                "fly": 60
            },
            "strength": 16,
            "dexterity": 12,
            "constitution": 18,
            "intelligence": 6,
            "wisdom": 20,
            "charisma": 8,
            "strength_save": 3,
            "dexterity_save": 1,
            "constitution_save": 4,
            "intelligence_save": -2,
            "wisdom_save": 5,
            "charisma_save": -1,
            "perception": 15,
            "skills": {},
            "damage_vulnerabilities": "cold",
            "damage_resistances": "",
            "damage_immunities": "fire",
            "condition_immunities": "",
            "senses": "darkvision 60 ft.",
            "languages": "Draconic",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The scorch drake makes one Bite and two Claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 12 (2d8+3) piercing and 3 (1d6) fire damage."
                },
                {
                    "name": "Claw",
                    "desc": "_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 8 (2d4+3) slashing and 3 (1d6) fire damage."
                },
                {
                    "name": "Fire Breath (Recharge 5-6)",
                    "desc": "The scorch drake spits liquid fire in a 30-foot cone. Each creature in that area must make a DC 15 DEX save. On a failure, a creature takes 24 (7d6) fire damage and ignites. On a success, a creature takes half the damage and doesn't ignite. Until a creature takes an action to douse the fire, an ignited creature takes 3 (1d6) fire damage at the start of each of its turns. This fire ignites flammable objects in the line that aren't being worn or carried."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Fan the Flames",
                    "desc": "The scorch drake flaps its wings in the direction of one ignited creature it can see within 15 feet of it. The flames coating the target flare up and generate excess smoke. The target must succeed on a DC 15 CON save or be blinded until the end of its next turn."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Heat Shimmer",
                    "desc": "Creatures more than 30 feet from the scorch drake have disadvantage on WIS (Perception) checks to see the drake."
                },
                {
                    "name": "Scalding Blood",
                    "desc": "A creature that hits the scorch drake with a melee attack while within 5 feet of the drake takes 3 (1d6) fire damage and must succeed on a DC 15 DEX save or ignite. Until a creature takes an action to douse the fire, an ignited creature takes 3 (1d6) fire damage at the start of each of its turns."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_scorch-drake/"
        }
    ]
}