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

GET /monsters/?cr=3&ordering=condition_immunities&page=5
HTTP 200 OK
Allow: GET, HEAD, OPTIONS
Content-Type: application/json
Vary: Accept

{
    "count": 278,
    "next": "https://api.open5e.com/monsters/?cr=3&ordering=condition_immunities&page=6",
    "previous": "https://api.open5e.com/monsters/?cr=3&ordering=condition_immunities&page=4",
    "results": [
        {
            "slug": "kinnara",
            "desc": "",
            "name": "Kinnara",
            "size": "Medium",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "lawful good",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 65,
            "hit_dice": "10d8+20",
            "speed": {
                "fly": 50,
                "walk": 30
            },
            "strength": 12,
            "dexterity": 15,
            "constitution": 14,
            "intelligence": 13,
            "wisdom": 16,
            "charisma": 19,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": 6,
            "perception": null,
            "skills": {
                "insight": 5,
                "performance": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "radiant; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "charmed, exhaustion, frightened",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "all, telepathy 60 ft.",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "attack_bonus": 4,
                    "damage_dice": "1d6+2",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 9 (2d8) radiant damage.",
                    "name": "Shortsword"
                },
                {
                    "attack_bonus": 4,
                    "damage_dice": "1d6+2",
                    "desc": "Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 9 (2d8) radiant damage.",
                    "name": "Shortbow"
                },
                {
                    "desc": "The kinnara plays a series of jarring notes on its musical instrument. Each non-celestial creature within 60 feet who can hear the sound must make a DC 14 Wisdom saving throw. On a failure, a creature takes 18 (4d8) psychic damage and is frightened for 1 minute. On a success, a creature takes half the damage but isn't frightened. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                    "name": "Discordant Refrain (Recharge 5-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "desc": "When the kinnara's partner is hit with a melee or ranged attack, the kinnara can teleport to an unoccupied space within 5 feet of its partner. The damage caused by the attack is divided evenly between the two kinnara.",
                    "name": "Share the Pain"
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The kinnara's weapon attacks are magical. When the kinnara hits with any weapon, the weapon deals an extra 2d8 radiant damage (included in the attack).",
                    "name": "Angelic Weapons"
                },
                {
                    "desc": "The kinnara shares a powerful bond with its partner and can't be turned against its partner by magical or non-magical means.",
                    "name": "Eternal Lovers"
                },
                {
                    "desc": "The kinnara's spellcasting ability is Charisma (spell save DC 14). The kinnara can innately cast the following spells, requiring no material components:\nAt will: detect good and evil, guidance, light, spare the dying\n3/day each: charm person, sleep, healing word\n1/day each: calm emotions, enthrall, hold person",
                    "name": "Innate Spellcasting"
                }
            ],
            "spell_list": [],
            "page_no": 17,
            "environments": [],
            "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_kinnara/"
        },
        {
            "slug": "chill-haunt",
            "desc": "This ghostly humanoid’s hands end in frozen claws. Water drips from the claws, freezing before it hits the ground._  \n**Forlorn Spirits.** Chill haunts arise from the corpses of humanoids that froze to death. While most chill haunts derive from those who died alone in the cold, stories tell of entire families or villages returning as chill haunts. Because of the intensity of their demise, chill haunts dread cold and flee when targeted by cold magic.  \n**Hungry for Body Heat.** The chill haunt’s disdain for cold leads it to seek out warm buildings or open fires. While ambient heat or direct contact with fire diminishes its shivering and restores wounds it has received in combat, it craves heat from living creatures. Contact with the chill haunt sets off a deepening freeze in the victim, which is hard to reverse without the application of fire. The haunt comes into contact with living creatures to remember the feeling of warmth, and it does not care about the side effects of its touch. After it has drained the warmth from one creature, it immediately moves on to the next, ever-hungry.  \n**Restless Undead.** Destroying a chill haunt is only a temporary solution to the undead creature’s depredations. Similar to a ghost, a destroyed chill haunt returns to unlife 24 hours after its demise, attaining eternal rest only after being slain under a specific set of circumstances. For most chill haunts, the surest way to eternal rest is by coaxing the haunt to a warm building where it can sit by a hearth and nestle in blankets or furs. Though physical objects normally pass through the spectral creature, such conditions allow the coverings to conform to the shape of the haunt’s former body. Moments later, the haunt lets out a contented sigh and winks out of existence.  \n**Undead Nature.** A chill haunt doesn’t require air, food, drink, or sleep.",
            "name": "Chill Haunt",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 13,
            "armor_desc": null,
            "hit_points": 39,
            "hit_dice": "6d8+12",
            "speed": {
                "walk": 0,
                "fly": 30
            },
            "strength": 7,
            "dexterity": 16,
            "constitution": 14,
            "intelligence": 8,
            "wisdom": 16,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "acrobatics": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "cold, fire, necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "the languages it knew in life",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Shivering Touch",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) cold damage plus 3 (1d6) necrotic damage. The target must succeed on a DC 12 Constitution saving throw or take 3 (1d6) cold damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target takes fire damage, the effect ends.",
                    "attack_bonus": 5,
                    "damage_dice": "2d6+3"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Cryophobia",
                    "desc": "Whenever the chill haunt is subjected to cold damage, it takes no damage, but it must succeed on a DC 13 Wisdom saving throw or become frightened of the source of the damage for 1 minute. This trait overrides the haunt's normal immunity to the frightened condition."
                },
                {
                    "name": "Fire Absorption",
                    "desc": "Whenever the chill haunt is subjected to fire damage, it takes no damage and instead regains a number of hp equal to the fire damage dealt."
                },
                {
                    "name": "Incorporeal Movement",
                    "desc": "The chill haunt can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."
                }
            ],
            "spell_list": [],
            "page_no": 62,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_chill-haunt/"
        },
        {
            "slug": "fane-spirit",
            "desc": "As the sun gently dips below the horizon, the priest undergoes a startling transformation, his benevolent form replaced by the ghastly countenance of death._  \n**Temple Ghosts.** When a lawful individual dies defending a place of worship such as a temple, shrine, or other holy site, it sometimes rises as a fane spirit bound to the site, protecting it even in death. Most fane spirits were formerly clerics, though druids, paladins, and even lay worshippers can become fane spirits under the right circumstances. Fane spirits are lawful and typically only attack those who discover their undead nature or who try to harm their place of worship.  \n**Welcoming Priests.** During daylight hours, fane spirits appear to be living creatures, carrying on the same tasks they did when they were alive. Normal methods for detecting undead creatures do not work on them, and, unless attacked or injured, they show no outward signs of their true nature. This deception extends to the fane spirit itself, as it does not have any recollection of dying or of its time in its undead form. When this deception is revealed, the fane spirit becomes enraged with suffering and lashes out at those who made it remember.  \n**Undead Nature.** The fane spirit doesn’t require air, food, drink, or sleep.",
            "name": "Fane Spirit",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "any lawful alignment",
            "armor_class": 13,
            "armor_desc": null,
            "hit_points": 52,
            "hit_dice": "7d8+21",
            "speed": {
                "walk": 20,
                "hover": true,
                "fly": 40
            },
            "strength": 7,
            "dexterity": 16,
            "constitution": 16,
            "intelligence": 10,
            "wisdom": 18,
            "charisma": 17,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "deception": 5,
                "religion": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold, fire, lightning, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "poison, psychic",
            "condition_immunities": "charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "any languages it knew in life",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Touch of Forgetfulness",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) psychic damage. A target hit by this attack must succeed on a DC 13 Wisdom saving throw or forget any or all events that happened up to 5 minutes prior to this attack, as if affected by the modify memory spell. The GM decides how this affects the target.",
                    "attack_bonus": 5,
                    "damage_dice": "2d8+3"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Incorporeal Movement",
                    "desc": "The fane spirit can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."
                },
                {
                    "name": "Veil of the Living",
                    "desc": "During the day a fane spirit appears much as it did in life and loses its Incorporeal Movement trait, its Touch of Forgetfulness action, and its immunity to being grappled and restrained. It retains all other statistics. While in this form, it has a Strength score of 10. If attacked in this form, it relies on its spells to defend itself, but it reverts to its undead form as soon as it takes any damage.\n\nWhen the sun sets or when it takes any damage, the fane spirit assumes its undead form, and it has all of its listed statistics. Any creature witnessing this transformation must succeed on a DC 13 Wisdom saving throw or become frightened until the end of its next turn. A fane spirit reverts to its living form in the morning, though creatures witnessing this don't need to make saving throws."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The fane spirit's innate spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\nAt will: chill touch, spare the dying\n3/day each: cure wounds, inflict wounds, shield of faith\n1/day each: augury, hold person, lesser restoration"
                }
            ],
            "spell_list": [],
            "page_no": 141,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_fane-spirit/"
        },
        {
            "slug": "clockworkbeetleswarm-tob1-2023",
            "desc": "False",
            "name": "Clockwork Beetle Swarm",
            "size": "Large",
            "type": "Swarm",
            "subtype": "",
            "group": "null",
            "alignment": "Unaligned",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 52,
            "hit_dice": "8d10 + 8",
            "speed": {
                "walk": 50,
                "fly": 30
            },
            "strength": 8,
            "dexterity": 16,
            "constitution": 12,
            "intelligence": 1,
            "wisdom": 12,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 11,
            "skills": {},
            "damage_vulnerabilities": "False",
            "damage_resistances": "bludgeoning, piercing, slashing",
            "damage_immunities": "poison, psychic",
            "condition_immunities": "charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "—",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Bites",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the swarm's space. Hit: 18 (4d8) piercing damage, or 9 (2d8) piercing damage if the swarm has half of its hp or fewer, plus 3 (1d6) poison damage."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Construct Nature",
                    "desc": "The swarm doesn't require air, food, drink, or sleep."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The swarm has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Swarm",
                    "desc": "The swarm can occupy another creature's space and vice versa, and it can move through any opening large enough for a Tiny Construct. The swarm can't regain hp or gain temporary hp."
                }
            ],
            "spell_list": [],
            "page_no": 60,
            "environments": [],
            "img_main": "http://api.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_clockwork-beetle-swarm/"
        },
        {
            "slug": "radiant-spark-swarm",
            "desc": "A large cloud composed of tiny glowing sparks of fire floats silently through the air._  \n**Origin of Planar Instability.** Radiant spark swarms form when the border lands between the Plane of Fire and the Upper Planes experience some sort of instability. This instability might be caused by a regional anomaly, war between the gods themselves, magical upheaval, or some other calamity. Thousands of radiant sparks are created at once in massive conflagrations of radiant energy. They are then left to wander the planes alone. These creatures are most often found in the border lands between planes, but they have been known to appear in the Material Plane after accessing it through magical portals. They seldom wander back to their planes of origin and are almost always destroyed at some point during their eternal wanderings.  \n**Hunger for Magic.** Radiant spark swarms are drawn to magic for reasons that aren’t fully understood, for they can neither use it, nor do they truly devour it. Instead, when they sense powerful magic nearby, they instinctually move toward it, as though its very presence is comforting to them. As creatures that are neither particularly intelligent nor evil, their interest in the living usually has to do with the magic spellcasters carry, which draws the sparks close. Unfortunately, the owner of the magic that drew them is often caught in the midst of the swarm, which is inherently harmful.  \n**Elemental Nature.** A radiant spark swarm doesn’t require air, food, drink, or sleep.",
            "name": "Radiant Spark Swarm",
            "size": "Medium",
            "type": "Elemental",
            "subtype": "Swarm",
            "group": null,
            "alignment": "neutral",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 38,
            "hit_dice": "7d8+7",
            "speed": {
                "hover": true,
                "walk": 0,
                "fly": 60
            },
            "strength": 8,
            "dexterity": 17,
            "constitution": 12,
            "intelligence": 2,
            "wisdom": 13,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, slashing",
            "damage_immunities": "fire, poison, radiant",
            "condition_immunities": "charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "—",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Radiant Sparks",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the swarm's space. Hit: 9 (2d8) radiant damage plus 9 (2d8) fire damage, or 4 (1d8) radiant damage plus 4 (1d8) fire damage if the swarm has half of its hp or fewer.",
                    "attack_bonus": 5,
                    "damage_dice": "2d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Drawn to Magic",
                    "desc": "The radiant spark swarm can pinpoint the location of magical items within 60 feet of it. If the swarm starts its turn within 60 feet of a magic item, it moves to that magic item and hovers around it. If the item is being worn or carried by a creature, the swarm attacks that creature. If multiple magic items are within 60 feet of the swarm, it moves to the item that is most rare. If more than one item is most rare, choose randomly among them."
                },
                {
                    "name": "Burning Radiance",
                    "desc": "A creature that touches the radiant spark swarm, starts its turn in the swarm's space, or hits the swarm with a melee attack while within 5 feet of it takes 2 (1d4) radiant damage and 2 (1d4) fire damage."
                },
                {
                    "name": "Illumination",
                    "desc": "The radiant spark swarm sheds bright light in a 10-foot radius and dim light for an additional 10 feet."
                },
                {
                    "name": "Swarm",
                    "desc": "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny elemental. The swarm can't regain hp or gain temporary hp."
                }
            ],
            "spell_list": [],
            "page_no": 305,
            "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_radiant-spark-swarm/"
        },
        {
            "slug": "clockwork-huntsman",
            "desc": "_A clockwork huntsman is mechanical soldier clad in flat-black armor, and beneath its breastplate, gears tick and whir._  \n**Slave Hunters.** These metal huntsmen were once the province of corrupt aristocrats, running down escaped slaves and tracking prey in hunting expeditions. Their masters may vary, but the clockwork huntsmen still perform when called upon. In some places they operate only on the command of the secret police, hunting down persons of interest wanted for questioning.  \nHuntsmen may operate alone, but usually they seek their quarry as a small group of two or three. Because they are unsleeping and tireless, few can hide from them for long without magical assistance.  \n**Despised Machines.** Clockwork huntsmen are painted matte black with mithral trim, and occasionally outfitted with armor or a black steel blade for added intimidation. Common folk detest them; all but their keepers and commanders shun them.  \n**Obedient to Orders.** Bound with specific instructions, clockwork huntsmen patrol, stand sentry, or remain unmoving as ordered, always paying attention, always alert to their surroundings. Clockwork huntsmen are unrelenting and single-minded in their missions, focusing on particular targets—priests, spellcasters, or heavily armored intruders, as directed. Oblivious to injury, clockwork huntsmen attack until destroyed or ordered to stand down.  \nClockwork huntsmen stand nearly six feet tall and weigh 400 lb.  \n**Constructed Nature.** A clockwork huntsman doesn’t require air, food, drink, or sleep.",
            "name": "Clockwork Huntsman",
            "size": "Medium",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 14,
            "armor_desc": "",
            "hit_points": 110,
            "hit_dice": "20d8+20",
            "speed": {
                "walk": 40
            },
            "strength": 17,
            "dexterity": 14,
            "constitution": 12,
            "intelligence": 4,
            "wisdom": 10,
            "charisma": 1,
            "strength_save": 5,
            "dexterity_save": 4,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "perception": 4,
                "survival": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison, psychic",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "understands Common",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Longsword",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d8"
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Net Cannon",
                    "desc": "Ranged Weapon Attack: +4 to hit, range 5/15 ft., one target, size Large or smaller. Hit: the target is restrained. A mechanism within the clockwork huntsman's chest can fire a net with a 20-foot trailing cable anchored within the huntsman's chest. A creature can free itself (or another creature) from the net by using its action to make a successful DC 10 Strength check or by dealing 5 slashing damage to the net. The huntsman can fire up to four nets before it must be reloaded.",
                    "attack_bonus": 4,
                    "damage_dice": "0"
                },
                {
                    "name": "Explosive Core",
                    "desc": "The mechanism that powers the huntsman explodes when the construct is destroyed, projecting superheated steam and shrapnel. Every creature within 5 ft. of the construct takes 10 (3d6) fire damage, or half damage with a successful DC 13 Dexterity saving throw."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Immutable Form",
                    "desc": "The clockwork huntsman is immune to any spell or effect that would alter its form."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The clockwork huntsman has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 63,
            "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_clockwork-huntsman/"
        },
        {
            "slug": "apaxrusl",
            "desc": "Thick desert grit encrusts a decayed form as it stalks forward, clouds of biting sand flitting about at its behest._  \nApaxrusl, or sand drudges, are created through dark rituals that merge a corpse with desert sand.  \n**Soul Infusion.** The rituals used to create an apaxrusl call for infusing damned souls into the sand, and would-be creators regularly make bargains with demons to acquire this unique component. Oftentimes, the deal goes poorly for the creator, leaving the resulting apaxrusl to wander the desert without a master.  \n**Abyssal Intelligence.** The damned souls filling the apaxrusl give it intelligence, but its constructed form keeps it loyal, making it a valuable asset to its creator. Necromancers often create apaxrusl to lead small groups of undead on specific tasks, confident in the construct’s ability to execute orders and lead the undead while away from the direct control of the necromancer.  \n**Construct Nature.** The apaxrusl doesn’t require air, food, drink, or sleep.",
            "name": "Apaxrusl",
            "size": "Medium",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 60,
            "hit_dice": "8d8+24",
            "speed": {
                "burrow": 30,
                "walk": 30
            },
            "strength": 17,
            "dexterity": 13,
            "constitution": 16,
            "intelligence": 9,
            "wisdom": 6,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "stealth": 3
            },
            "damage_vulnerabilities": "thunder",
            "damage_resistances": "",
            "damage_immunities": "fire, poison",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 60 ft., tremorsense 30 ft., passive Perception 8",
            "languages": "Abyssal and one language of its creator",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The apaxrusl makes two slam attacks. If both attacks hit the same creature, the target is blinded for 1 minute or until it uses an action to wipe its eyes."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d8+3"
                },
                {
                    "name": "Fiery Sands (Recharge 5-6)",
                    "desc": "Sand whips violently around the apaxrusl. Each creature within 10 feet of the apaxrusl must make a DC 13 Constitution saving throw, taking 10 (3d6) slashing damage and 10 (3d6) fire damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Shifting Sands",
                    "desc": "The apaxrusl can shift the flowing sands of its body to avoid harm. When the apaxrusl takes damage, roll a d12. Reduce the damage it takes by the number rolled."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Earth Glide",
                    "desc": "The apaxrusl can burrow through nonmagical, unworked earth and stone. While doing so, the apaxrusl doesn't disturb the material it moves through."
                },
                {
                    "name": "Fiendish Construct",
                    "desc": "The apaxrusl's sand is infused with the souls of the damned. Its type is fiend in addition to construct when determining the effects of features such as a paladin's Divine Smite or a ranger's Primeval Awareness."
                }
            ],
            "spell_list": [],
            "page_no": 27,
            "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_apaxrusl/"
        },
        {
            "slug": "clockworkhuntsman-tob1-2023",
            "desc": "False",
            "name": "Clockwork Huntsman",
            "size": "Medium",
            "type": "Construct",
            "subtype": "",
            "group": "null",
            "alignment": "Unaligned",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 99,
            "hit_dice": "18d8 + 18",
            "speed": {
                "walk": 40
            },
            "strength": 17,
            "dexterity": 14,
            "constitution": 12,
            "intelligence": 4,
            "wisdom": 10,
            "charisma": 1,
            "strength_save": 5,
            "dexterity_save": 4,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 14,
            "skills": {
                "Perception": 4,
                "Survival": 4
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "poison, psychic",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "understands Common but can’t speak",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The clockwork huntsman makes one Slam attack and two Longsword attacks. It can replace its Slam attack with a Net Cannon attack."
                },
                {
                    "name": "Longsword",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage."
                },
                {
                    "name": "Net Cannon (4/Day)",
                    "desc": "Ranged Weapon Attack: +4 to hit, range 10/20 ft., one target. Hit: If the target is a Large or smaller creature, it is restrained. A mechanism within the clockwork huntsman's chest can fire a net with a 20-foot trailing cable anchored within its chest. A creature, including the restrained creature, can take its action to free the restrained creature by succeeding on a DC 10 Strength check. Alternatively, dealing 5 slashing damage to the net (AC 10) frees the creature."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Reel",
                    "desc": "The clockwork huntsman pulls a creature restrained by its net up to 15 feet straight toward it."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Construct Nature",
                    "desc": "The clockwork huntsman doesn't require air, food, drink, or sleep."
                },
                {
                    "name": "Explosive Core",
                    "desc": "The mechanism that powers the huntsman explodes when the construct is destroyed, projecting superheated steam and shrapnel. Each creature within 5 feet of the huntsman when it is destroyed must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one."
                },
                {
                    "name": "Immutable Form",
                    "desc": "The clockwork huntsman is immune to any spell or effect that would alter its form."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The clockwork huntsman has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 62,
            "environments": [],
            "img_main": "http://api.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_clockwork-huntsman/"
        },
        {
            "slug": "monolithfootman-tob1-2023",
            "desc": "False",
            "name": "Monolith Footman",
            "size": "Large",
            "type": "Construct",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 60,
            "hit_dice": "8d10 + 16",
            "speed": {
                "walk": 40
            },
            "strength": 15,
            "dexterity": 12,
            "constitution": 14,
            "intelligence": 10,
            "wisdom": 10,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 10,
            "skills": {},
            "damage_vulnerabilities": "False",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons",
            "damage_immunities": "poison, psychic",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "Elvish, Umbral",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The footman makes two Shortsword attacks."
                },
                {
                    "name": "Shortsword",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage plus 4 (1d8) cold damage or fire damage (the footman's choice). If the target is within a fey court or castle, the target must succeed on a DC 12 Charisma saving throw or become invisible, silent, and paralyzed for 1 minute, while an illusory version of the target under the footman's control remains visible and audible. The illusion shouts to the target's allies for a retreat or similar action. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself and destroying the illusory double on a success."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Coldfire Weapons",
                    "desc": "The monolith footman's weapon attacks are imbued with blue fey fire and magical. When the footman hits with any weapon, the weapon deals an extra 1d8 cold damage or fire damage (included in the attack), the champion's choice."
                },
                {
                    "name": "Construct Nature",
                    "desc": "The monolith footman doesn't require air, food, drink, or sleep."
                },
                {
                    "name": "Simple Construction",
                    "desc": "A critical hit against the footman causes it to burst into pieces and be destroyed. Each creature within 5 feet of the footman must succeed on a DC 12 Dexterity saving throw or take 5 (2d4) bludgeoning damage."
                }
            ],
            "spell_list": [],
            "page_no": 275,
            "environments": [],
            "img_main": "http://api.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_monolith-footman/"
        },
        {
            "slug": "golem-barnyard",
            "desc": "",
            "name": "Golem, Barnyard",
            "size": "Medium",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 9,
            "armor_desc": "",
            "hit_points": 75,
            "hit_dice": "10d8+30",
            "speed": {
                "walk": 40
            },
            "strength": 19,
            "dexterity": 8,
            "constitution": 16,
            "intelligence": 1,
            "wisdom": 10,
            "charisma": 4,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 0,
            "skills": {
                "perception": 0
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "nonmagic B/P/S attacks not made w/adamantine weapons",
            "damage_immunities": "lightning, poison",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 60', passive Perception 10",
            "languages": "understands creator's languages but can't speak",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "One Bite attack and one Wing Slap attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, 5 ft., one target, 7 (1d6+4) piercing damage + 7 (2d6) poison."
                },
                {
                    "name": "Wing Slap",
                    "desc": "Melee Weapon Attack: +6 to hit, 5 ft., one target, 6 (1d4+4) bludgeoning damage and the target must make DC 13 Str save or be knocked prone."
                },
                {
                    "name": "Chymus Expulsion (Recharge 5-6)",
                    "desc": "Exhales semi-digested decayed meat and vegetation in a 15 ft. cone. Each creature in that area: 14 (4d6) poison (DC 13 Con half)."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Construct Nature",
                    "desc": "Doesn't require air food drink or sleep."
                },
                {
                    "name": "Easily Distracted",
                    "desc": "Disadvantage on Wis (Perception) checks. In addition a creature that the golem can see or hear and that is within 30' of it can attempt to distract golem as a bonus action. Golem must make DC 10 Wis save or spend its next turn moving up to its speed toward the creature using its available actions on that creature."
                },
                {
                    "name": "Immutable Form",
                    "desc": "Immune: form-altering spells/effects."
                },
                {
                    "name": "Lightning Absorption",
                    "desc": "Whenever it is subjected to lightning it takes no damage and instead regains a number of hp equal to the lightning dealt."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "Advantage: spell/magic effect saves."
                }
            ],
            "spell_list": [],
            "page_no": 214,
            "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_golem-barnyard/"
        },
        {
            "slug": "bronze-golem",
            "desc": "",
            "name": "Bronze Golem",
            "size": "Large",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 57,
            "hit_dice": "6d10+24",
            "speed": {
                "walk": 30
            },
            "strength": 17,
            "dexterity": 6,
            "constitution": 18,
            "intelligence": 1,
            "wisdom": 10,
            "charisma": 1,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "perception": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "fire; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine",
            "damage_immunities": "poison, psychic",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "understands the languages of its creator but can't speak",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "desc": "The golem makes two slam attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 5,
                    "damage_dice": "1d8+3",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage and, if the target is a Medium or smaller creature, it is grappled (escape DC 13). The golem can only grapple one creature at a time.",
                    "name": "Slam"
                },
                {
                    "desc": "The golem makes a slam attack against a target it is grappling as it opens a plate in its chest and exposes its arcane boiler. If the attack hits, the target is forced into the golem's boiler, and the grapple ends. While inside the boiler, the target is blinded and restrained, it has total cover against attacks and other effects outside the boiler, and it takes 14 (4d6) fire damage at the start of each of its turns. To escape, it or another creature must succeed on a DC 13 Strength (Athletics) check to open the boiler, freeing the target, which falls prone in a space within 5 feet of the golem. A bronze golem can only have one creature in its boiler at a time.",
                    "name": "Brazen Bull"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The golem's body is hot to the touch, thanks to the boiler inside its chest. A creature that touches the golem or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.",
                    "name": "Boiling Body"
                },
                {
                    "desc": "The golem is immune to any spell or effect that would alter its form.",
                    "name": "Immutable Form"
                },
                {
                    "desc": "The golem has advantage on saving throws against spells and other magical effects.",
                    "name": "Magic Resistance"
                },
                {
                    "desc": "The golem's weapon attacks are magical.",
                    "name": "Magic Weapons"
                }
            ],
            "spell_list": [],
            "page_no": 201,
            "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_bronze-golem/"
        },
        {
            "slug": "keg-golem",
            "desc": "",
            "name": "Keg Golem",
            "size": "Medium",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 11,
            "armor_desc": "natural armor",
            "hit_points": 45,
            "hit_dice": "6d8+18",
            "speed": {
                "walk": 30
            },
            "strength": 16,
            "dexterity": 10,
            "constitution": 16,
            "intelligence": 8,
            "wisdom": 7,
            "charisma": 3,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine",
            "damage_immunities": "poison, psychic",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 60 ft., passive Perception 8",
            "languages": "understands the languages of its creator but can't speak",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "attack_bonus": 3,
                    "damage_dice": "1d6+3",
                    "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.",
                    "name": "Slam"
                },
                {
                    "desc": "The keg golem shoots a 1 gallon jet of ale in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Constitution saving throw. On a failure, a target takes 9 (2d8) poison damage and is poisoned for 1 minute. On a success, a target takes half the damage and isn't poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                    "name": "Ale Blast (Recharge 5-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "A keg golem holds 20 gallons of ale. If it runs out of ale or empties itself from ale blast, the golem's speed is reduced to 0 and it has disadvantage on all attack rolls until it is refilled with at least 1 gallon of ale.",
                    "name": "Empty Keg"
                },
                {
                    "desc": "The keg golem is immune to any spell or effect that would alter its form.",
                    "name": "Immutable Form"
                },
                {
                    "desc": "The keg golem has advantage on saving throws against spells and other magical effects.",
                    "name": "Magic Resistance"
                },
                {
                    "desc": "If the keg golem moves at least 15 feet straight toward a creature and then hits it with a slam attack on the same turn, that target must succeed on a DC 13 Dexterity saving throw or be knocked prone. If the target is prone, the keg golem can make one slam attack against it as a bonus action.",
                    "name": "Rolling Charge"
                }
            ],
            "spell_list": [],
            "page_no": 201,
            "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_keg-golem/"
        },
        {
            "slug": "thread-bound-constrictor-snake",
            "desc": "",
            "name": "Thread-Bound Constrictor Snake",
            "size": "Huge",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 12,
            "armor_desc": null,
            "hit_points": 60,
            "hit_dice": "8d12+8",
            "speed": {
                "walk": 30
            },
            "strength": 19,
            "dexterity": 14,
            "constitution": 12,
            "intelligence": 1,
            "wisdom": 10,
            "charisma": 3,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "blindsight 10 ft., darkvision 60 ft., passive Perception 10",
            "languages": "understands the languages of its creator but can't speak",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "attack_bonus": 6,
                    "damage_dice": "2d8+4",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage and the creature is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.",
                    "name": "Constrict"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The snake is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the snake must succeed on a Constitution saving throw against the caster's spell save DC or return to the textile to which it is bound for 1 minute.",
                    "name": "Antimagic Susceptibility"
                },
                {
                    "desc": "The snake is immune to any spell or effect that would alter its form.",
                    "name": "Immutable Form"
                },
                {
                    "desc": "The snake's weapon attacks are magical.",
                    "name": "Magic Weapons"
                },
                {
                    "desc": "The snake can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.",
                    "name": "Shifting Form"
                }
            ],
            "spell_list": [],
            "page_no": 353,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
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            "v2_converted_path": "/v2/creatures/ccdx_thread-bound-constrictor-snake/"
        },
        {
            "slug": "wood-golem",
            "desc": "",
            "name": "Wood Golem",
            "size": "Medium",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 52,
            "hit_dice": "8d8+16",
            "speed": {
                "walk": 20
            },
            "strength": 18,
            "dexterity": 10,
            "constitution": 15,
            "intelligence": 3,
            "wisdom": 10,
            "charisma": 1,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "fire",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine",
            "damage_immunities": "poison, psychic",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "understands the languages of its creator but can't speak",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "desc": "The wood golem makes two slam attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 6,
                    "damage_dice": "1d8+4",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.",
                    "name": "Slam"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The golem is immune to any spell or effect that would alter its form.",
                    "name": "Immutable Form"
                },
                {
                    "desc": "The wood golem has advantage on saving throws against spells and other magical effects.",
                    "name": "Magic Resistance"
                }
            ],
            "spell_list": [],
            "page_no": 201,
            "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_wood-golem/"
        },
        {
            "slug": "ahu-nixta",
            "desc": "",
            "name": "Ahu-Nixta",
            "size": "Large",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 14,
            "armor_desc": "clockwork armor",
            "hit_points": 67,
            "hit_dice": "9d10+18",
            "speed": {
                "fly": 30,
                "swim": 30,
                "walk": 30
            },
            "strength": 17,
            "dexterity": 15,
            "constitution": 14,
            "intelligence": 19,
            "wisdom": 13,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison, psychic",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Deep Speech, Void Speech",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "desc": "The ahu-nixta makes three melee attacks. It can cast one at will spell in place of two melee attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 5,
                    "damage_dice": "2d4+3",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.",
                    "name": "Whirring Blades"
                },
                {
                    "attack_bonus": 5,
                    "damage_dice": "1d6+3",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) piercing damage.",
                    "name": "Pronged Scepter"
                },
                {
                    "attack_bonus": 5,
                    "damage_dice": "1d10+3",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage.",
                    "name": "Bashing Rod"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The creature within the machine is a somewhat shapeless mass, both protected and given concrete manipulators by its armor. The clockwork armor has a variety of manipulators that the ahu-nixta can use to attack or to interact with objects outside of the armor. When the ahu-nixta is reduced to 0 hp, its clockwork armor breaks and the ahunixta exits it. Once out of its armor, the creature's pulpy mass no longer receives the benefits of the listed Damage or Condition Immunities, except for psychic and prone.\n\nWithout its clockwork armor, the ahu-nixta has the following statistics: AC 12, hp 37 (5d10 + 10), Strength 9 (-1), and all its modes of travel are reduced to 20 feet. In addition, it has no attack actions, though it can still cast its spells. The ahu-nixta's body can form eyes, mouths, and grabbing appendages. Its grabbing appendages can pick up objects and manipulate them, but the appendages can't be used for combat. The ahu-nixta's extra appendages can open and close glass-covered viewing ports in the clockwork armor, requiring no action, so it can see and interact with objects outside the armor.\n\nThe ahu-nixta can exit or enter its clockwork armor as a bonus action.",
                    "name": "Clockwork Encasement"
                },
                {
                    "desc": "The clockwork armor of the ahu-nixta is immune to any spell or effect that would alter its form, as is the creature that controls it as long as the ahu-nixta remains within the armor.",
                    "name": "Immutable Form"
                },
                {
                    "desc": "The ahu-nixta's innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The ahu-nixta can innately cast the following spells, requiring no material components.\nAt will: fear, fire bolt (2d10), telekinesis",
                    "name": "Innate Spellcasting"
                }
            ],
            "spell_list": [],
            "page_no": 11,
            "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_ahu-nixta/"
        },
        {
            "slug": "paper-golem-swarm",
            "desc": "",
            "name": "Paper Golem Swarm",
            "size": "Medium",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 13,
            "armor_desc": null,
            "hit_points": 55,
            "hit_dice": "10d8+10",
            "speed": {
                "fly": 30,
                "walk": 20
            },
            "strength": 8,
            "dexterity": 16,
            "constitution": 12,
            "intelligence": 3,
            "wisdom": 7,
            "charisma": 3,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "fire",
            "damage_resistances": "",
            "damage_immunities": "poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, restrained, stunned",
            "senses": "darkvision 30 ft., passive perception 8",
            "languages": "understands the languages of its creator but can't speak",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "attack_bonus": 5,
                    "damage_dice": "4d6",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) slashing damage, or 7 (2d6) slashing damage if the swarm has half of its hp or fewer.",
                    "name": "Paper Cut"
                },
                {
                    "desc": "The air is momentarily filled with paper golems. Each creature within 5 feet of the swarm must make a DC 13 Dexterity saving throw, taking 7 (2d6) slashing damage on a failed save, or half as much damage on a successful one.",
                    "name": "Whirlwind (Recharge 5-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "While the paper golem swarm remains motionless, it is indistinguishable from ordinary sheets of paper.",
                    "name": "False Appearance"
                },
                {
                    "desc": "The paper golem swarm is immune to any spell or effect that would alter its form.",
                    "name": "Immutable Form"
                },
                {
                    "desc": "As a bonus action, the paper golem applies ink to itself. The next time it hits a creature with a paper cut attack or whirlwind action, the creature must make a DC 13 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one.",
                    "name": "Ink Blot (Recharge 4-6)"
                },
                {
                    "desc": "The paper golem's weapon attacks are magical.",
                    "name": "Magic Weapons"
                },
                {
                    "desc": "The swarm can occupy another creature's space and vice versa, and it can move through any opening large enough for a piece of paper. The swarm can't regain hp or gain temporary hp.",
                    "name": "Swarm"
                }
            ],
            "spell_list": [],
            "page_no": 204,
            "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_paper-golem-swarm/"
        },
        {
            "slug": "mummy",
            "desc": "",
            "name": "Mummy",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": "Mummies",
            "alignment": "lawful evil",
            "armor_class": 11,
            "armor_desc": "natural armor",
            "hit_points": 58,
            "hit_dice": "9d8+18",
            "speed": {
                "walk": 20
            },
            "strength": 16,
            "dexterity": 8,
            "constitution": 15,
            "intelligence": 6,
            "wisdom": 10,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 2,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "fire",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "the languages it knew in life",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The mummy can use its Dreadful Glare and makes one attack with its rotting fist."
                },
                {
                    "name": "Rotting Fist",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.",
                    "attack_bonus": 5,
                    "damage_dice": "2d6",
                    "damage_bonus": 3
                },
                {
                    "name": "Dreadful Glare",
                    "desc": "The mummy targets one creature it can see within 60 ft. of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 333,
            "environments": [
                "Temple",
                "Desert",
                "Shadowfell",
                "Ruin",
                "Tomb"
            ],
            "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_mummy/"
        },
        {
            "slug": "monolith-footman",
            "desc": "_A suit of elven parade armor, beautifully ornate but perhaps not terribly functional, stands at attention._  \n**Beautiful Construct.** Like the Open Game License",
            "name": "Monolith Footman",
            "size": "Large",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 60,
            "hit_dice": "8d10+16",
            "speed": {
                "walk": 40
            },
            "strength": 18,
            "dexterity": 12,
            "constitution": 14,
            "intelligence": 10,
            "wisdom": 10,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison, bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "Elvish, Umbral",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Longsword",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 9 (2d8) cold or fire damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 9 (2d8) cold or fire damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Blatant Dismissal",
                    "desc": "While in the courts or castles of the fey, a monolith footman that scores a successful hit with its longsword can try to force the substitution of the target with a shadow double. The target must succeed at a DC 10 Charisma saving throw or become invisible, silent, and paralyzed, while an illusory version of itself remains visible and audible-and under the monolith footman's control, shouting for a retreat or the like. Outside fey locales, this ability does not function."
                },
                {
                    "name": "Fey Flame",
                    "desc": "The ritual powering a monolith footman grants it an inner flame that it can use to enhance its weapon or its fists with additional fire or cold damage, depending on the construct's needs."
                },
                {
                    "name": "Simple Construction",
                    "desc": "Monolith footmen are designed with a delicate fey construction. They burst into pieces and are destroyed when they receive a critical hit."
                }
            ],
            "spell_list": [],
            "page_no": 295,
            "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_monolith-footman/"
        },
        {
            "slug": "venomous-mummy",
            "desc": "_This shambling corpse warrior is draped in stained linen wrappings. Green liquid drips from rents in the fabric._  \n**Servant of the Scorpion Goddess.** These mummies are crafted by Selket’s faithful to guard holy sites and tombs and to serve as agents of the goddess’s retribution. Should Selket or her faithful feel themselves slighted by an individual or a community, they perform dangerous rituals to awaken these creatures from the crypts of her temples. Venomous mummies delight in wreaking deadly vengeance against those who disrespect the goddess.  \n**Death to Blasphemers.** In most cases, retribution is limited to people who actually undertook the acts of blasphemy, but if her priests determine that an entire community has grown heretical and earned Selket’s wrath, they may set mummies loose against the entire populace.  \n**Deadly Smoke.** Burning a venomous mummy is a terrible idea; the smoke of their immolation is toxic.",
            "name": "Venomous Mummy",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 11,
            "armor_desc": "natural armor",
            "hit_points": 58,
            "hit_dice": "9d8+18",
            "speed": {
                "walk": 20
            },
            "strength": 16,
            "dexterity": 8,
            "constitution": 15,
            "intelligence": 7,
            "wisdom": 10,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 2,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "fire",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "the languages it knew in life",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Venomous Fist",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be affected by the Selket's venom curse (see above).",
                    "attack_bonus": 5,
                    "damage_dice": "2d6+7"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Selket's Venom",
                    "desc": "The venomous mummy's body and wrappings are magically imbued with substances that are highly toxic. Any creature that comes in physical contact with the venomous mummy (e.g., touching the mummy barehanded, grappling, using a bite attack) must succeed on a DC 12 Constitution saving throw or be poisoned with Selket's venom. The poisoned target takes 3 (1d6) poison damage every 10 minutes. Selket's venom is a curse, so it lasts until ended by the remove curse spell or comparable magic."
                },
                {
                    "name": "Toxic Smoke",
                    "desc": "The venomous mummy's poison-imbued wrappings and flesh create toxic fumes when burned. If a venomous mummy takes fire damage, it is surrounded by a cloud of toxic smoke in a 10-foot radius. This cloud persists for one full round. A creature that starts its turn inside the cloud or enters it for the first time on its turn takes 14 (4d6) poison damage, or half damage with a successful DC 12 Constitution saving throw."
                }
            ],
            "spell_list": [],
            "page_no": 299,
            "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_venomous-mummy/"
        },
        {
            "slug": "vine-golem",
            "desc": "A humanoid-shaped tangle of green vines shambles through a portal and gives a friendly wave._  \n**Druid Servants.** Vine golems are constructs created by druids for use as scouts and guardians. These plant-like constructs maintain a psychic connection with their creators, who can see through their eyes and cast spells through them. The golem-creator connection is maintained across the planes of the multiverse and is severed only if the construct or the druid dies. The vine golem is made from a variety of rare plants and flowers found only in the depths of old-growth forests. The process of creating a vine golem is closely guarded by cabals of druids, who will sometimes gift worthy druids with the knowledge in the form of a manual of vine golems.  \n**Golems without Creators.** When a vine golem’s creator dies, the construct carries out the druid’s final orders and then retreats to the nearest wilderness. Driven by a psyche fractured from the loss of its creator, the vine golem guards the animals and plants of its chosen home with extreme prejudice, attacking all intruders, regardless of any previous affiliation they might have had with its creator.  \n**Construct Nature.** A vine golem doesn’t require air, food, drink, or sleep.",
            "name": "Vine Golem",
            "size": "Medium",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 14,
            "armor_desc": null,
            "hit_points": 67,
            "hit_dice": "9d8+27",
            "speed": {
                "climb": 30,
                "walk": 30
            },
            "strength": 12,
            "dexterity": 18,
            "constitution": 17,
            "intelligence": 6,
            "wisdom": 10,
            "charisma": 5,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "perception": 2,
                "stealth": 6
            },
            "damage_vulnerabilities": "slashing",
            "damage_resistances": "bludgeoning and piercing from nonmagical attacks not made with adamantine weapons",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "understands the languages of its creator but can’t speak",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The vine golem makes two thorned vine attacks."
                },
                {
                    "name": "Thorned Vine",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 8 (1d8 + 4) piercing damage, and the target must succeed on a DC 14 Strength saving throw or be pulled up to 10 feet toward the vine golem.",
                    "attack_bonus": 6,
                    "damage_dice": "1d8+4"
                },
                {
                    "name": "Thorned Embrace",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one Medium or smaller creature. Hit: 13 (2d8 + 4) piercing damage, and the target is grappled (escape DC 11). Until the grapple ends, the target is restrained, and the vine golem can't embrace another target.",
                    "attack_bonus": 6,
                    "damage_dice": "2d8+4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Bound",
                    "desc": "The vine golem is psychically bound to its creator and can communicate telepathically with its creator as long as neither is incapacitated. In addition, each knows the distance to and direction of the other. The golem and its creator don't have to be on the same plane of existence to communicate telepathically, but they do have to be on the same plane to know each other's distance and direction."
                },
                {
                    "name": "Creator's Eyes and Ears",
                    "desc": "As a bonus action, the creator can see through the vine golem's eyes and hear what it hears until the start of the creator's next turn, gaining the benefits of the vine golem's darkvision. During this time, the creator is deaf and blind with regard to its own senses. While using the construct's senses, the creator can cast a spell through the vine golem, using those senses to target the spell. The range, area, and effect of the spell are calculated as if the spell originated from the vine golem, not the master, though the master must still cast the spell on the master's turn. Spells that require concentration must be maintained by the master."
                },
                {
                    "name": "Immutable Form",
                    "desc": "The vine golem is immune to any spell or effect that would alter its form."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The vine golem has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Plant Camouflage",
                    "desc": "The vine golem has advantage on Dexterity (Stealth) checks it makes in any terrain that contains ample obscuring plant life."
                }
            ],
            "spell_list": [],
            "page_no": 181,
            "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_vine-golem/"
        },
        {
            "slug": "venomousmummy-tob1-2023",
            "desc": "False",
            "name": "Venomous Mummy",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": "null",
            "alignment": "Lawful Evil",
            "armor_class": 11,
            "armor_desc": "natural armor",
            "hit_points": 58,
            "hit_dice": "9d8 + 18",
            "speed": {
                "walk": 20
            },
            "strength": 16,
            "dexterity": 8,
            "constitution": 15,
            "intelligence": 7,
            "wisdom": 10,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 2,
            "charisma_save": null,
            "perception": 10,
            "skills": {},
            "damage_vulnerabilities": "fire",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "the languages it knew in life",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Venomous Fist",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) poison damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed. Every 24 hours that elapse, the cursed target must succeed on a DC 12 Constitution saving throw or take 7 (2d6) poison damage, and its hp maximum is reduced by that amount. This reduction lasts until the target finishes a long rest after the curse is removed. The target dies if this effect reduces its hp maximum to 0. The curse lasts until removed by the remove curse spell or similar magic."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Toxic Smoke",
                    "desc": "If the venomous mummy takes fire damage, each creature within 10 feet of it must make a DC 12 Constitution saving throw as its venom-soaked wraps emit a poisonous smoke. On a failure, a creature takes 7 (2d6) poison damage and is poisoned until the end of its next turn. On a success, a creature takes half the damage and isn't poisoned. The smoke fills a 10-foot-radius sphere centered on the mummy. The sphere spreads around corners, and its area is lightly obscured. It lasts until the end of the mummy's next turn. A creature that enters the cloud for the first time on a turn or starts its turn there is poisoned until the end of its next turn."
                },
                {
                    "name": "Venom-Soaked Wraps",
                    "desc": "A creature that touches the mummy or hits it with a melee attack while within 5 feet of it takes 3 (1d6) poison damage."
                },
                {
                    "name": "Undead Nature",
                    "desc": "The venomous mummy doesn't require air, food, drink, or sleep."
                }
            ],
            "spell_list": [],
            "page_no": 279,
            "environments": [],
            "img_main": "http://api.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_venomous-mummy/"
        },
        {
            "slug": "bleakheart",
            "desc": "A humanoid in blurred gray tones settles in the shadowed corner of a dimly-lit room and disappears from view._  \n**Poor Players.** Some people are driven to perform. They crave the adulation of their peers, the attention of strangers, the promise of fame and the immortality it brings. Unfortunately, not every such artist has the talent and perseverance to succeed. Whenever a minstrel flees a stage pelted by rotting produce and ends their life in despair, or an actor’s alcoholism leads them to an early grave after a scathing review, a bleakheart is born. Once a bleakheart rises, it seeks to spread hopelessness and create new bleakhearts.  \n**Walking Shadows.** Bleakhearts exist on the fringes of the societies where they once lived. When they are not skulking in the dark, the citizenry ignores them as they would any other drifter. They linger around taverns, theaters, and other places the living visit for entertainment. Sometimes the sight and sound of merriment rouses the bleakhearts from cold despair to hot rage. The resulting carnage invariably leads to the destruction of the originating bleakheart and the creation of several new ones.  \n**Familiar Faces.** A bleakheart gains grim satisfaction in causing distress to the living, especially those who have recently experienced joy. By day, they lurk in deeply shadowed areas of settlements, usually around places of entertainment, and skim the thoughts of passersby. When a bleakheart detects someone who is elated, it follows them home for further observation. While its victim sleeps, the bleakheart probes their mind, causing the victim nightmares about the subject of their happiness. Once the victim awakens, its joy turned to pain, the bleakheart disguises itself as the personage who once brought the victim joy and reveals itself. Even while magically disguised, a bleakheart appears disquietingly out of focus.  \n**Undead Nature.** A bleakheart doesn’t require air, food, drink, or sleep.",
            "name": "Bleakheart",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 12,
            "armor_desc": null,
            "hit_points": 66,
            "hit_dice": "12d8+12",
            "speed": {
                "walk": 30
            },
            "strength": 10,
            "dexterity": 15,
            "constitution": 12,
            "intelligence": 10,
            "wisdom": 10,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "persuasion": 5,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, poisoned",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "Common",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Disheartening Touch",
                    "desc": "Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (3d6) psychic damage.",
                    "attack_bonus": 5,
                    "damage_dice": "3d6"
                },
                {
                    "name": "Steal Joy (Recharge 5-6)",
                    "desc": "Each creature of the bleakheart's choice that is within 20 feet of the bleakheart and aware of it must succeed on a DC 13 Wisdom saving throw or its Charisma score is reduced by 1d4. A creature that has taken psychic damage from the bleakheart's Disheartening Touch within the last minute has disadvantage on this saving throw. A creature that has its Charisma reduced to 0 ends its life at the earliest opportunity, and a new bleakheart rises from its corpse 1d4 hours later. Otherwise, the Charisma reduction lasts until the target finishes a long rest."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Indiscernible in Shadows",
                    "desc": "While in dim light or darkness, the bleakheart is invisible."
                },
                {
                    "name": "Silent Entry (3/Day)",
                    "desc": "As a bonus action, the bleakheart can silently unlock a door within 10 feet of it that is held shut by a mundane lock. If a door has multiple locks, only one is unlocked per use of this trait."
                },
                {
                    "name": "Sunlight Weakness",
                    "desc": "While in sunlight, the bleakheart has disadvantage on attack rolls, ability checks, and saving throws."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The bleakheart's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:\nAt will: detect thoughts, minor illusion\n3/day each: disguise self"
                }
            ],
            "spell_list": [],
            "page_no": 43,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_bleakheart/"
        },
        {
            "slug": "wrackwraith",
            "desc": "",
            "name": "Wrackwraith",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 45,
            "hit_dice": "6d8+18",
            "speed": {
                "walk": 30,
                "fly": 30
            },
            "strength": 14,
            "dexterity": 16,
            "constitution": 16,
            "intelligence": 10,
            "wisdom": 12,
            "charisma": 11,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 1,
            "skills": {
                "perception": 1
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold, fire, lightning, thunder; nonmagic B/P/S attacks",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "passive Perception 13",
            "languages": "any languages it knew in life",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Ghostly Touch",
                    "desc": "Melee Weapon Attack: +5 to hit, 5 ft., one target, 7 (1d8+3) necrotic."
                },
                {
                    "name": "Slam (Wrack Form Only)",
                    "desc": "Melee Weapon Attack: +5 to hit, 5 ft., one target, 10 (2d6+3) bludgeoning damage + 4 (1d8) necrotic. If target is Large or smaller grappled (escape DC 13). Until grapple ends target restrained and wrackwraith can't use its Slam or attack another. Target can't breathe or speak until grapple ends."
                },
                {
                    "name": "Animate Wrack",
                    "desc": "Animates wrack within 5 ft. of it pulling the debris into a protective covering over its ghostly body."
                },
                {
                    "name": "Deluge (Wrack Form Only)",
                    "desc": "Fills lungs of one creature it is grappling with seawater algae and tiny ocean debris harming creatures that breathe air or water: 14 (4d6) necrotic and chokes as lungs fill with water and debris (DC 13 Con half damage not choking). Choking creature can re-save at end of each of its turns success ends effect on itself."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Wrack Jump (Recharge 4-6)",
                    "desc": "Leaves current pile magically teleports to another within 60' of it and uses Animate Wrack."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Incorporeal Movement",
                    "desc": "Move through others/objects as difficult terrain. Takes 5 (1d10) force if it ends turn in object."
                },
                {
                    "name": "Wrack Form",
                    "desc": "While animating a pile of wrack has AC 18 and can use Slam and Deluge actions. Also loses its immunity to grappled and restrained conditions and can't fly. If it moves through a creature or object with Incorporeal Movement while animating wrack wrack falls off its ghostly body ending this. Otherwise can end this as bonus action. If it takes 15+ damage in single turn while animating wrack must make DC 13 Con save or be ejected from wrack ending this."
                }
            ],
            "spell_list": [],
            "page_no": 395,
            "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_wrackwraith/"
        },
        {
            "slug": "ghoul-darakhul",
            "desc": "",
            "name": "Ghoul, Darakhul",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 16,
            "armor_desc": "scale mail; 18 with shield",
            "hit_points": 78,
            "hit_dice": "12d8+24",
            "speed": {
                "walk": 30
            },
            "strength": 16,
            "dexterity": 17,
            "constitution": 14,
            "intelligence": 14,
            "wisdom": 12,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "deception": 3,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, exhaustion, poisoned",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Common, Darakhul",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The darakhul bites once, claws once, and makes one war pick attack. Using a shield limits the darakhul to making either its claw or war pick attack, but not both."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and if the target creature is humanoid it must succeed on a DC 11 Constitution saving throw or contract darakhul fever.",
                    "attack_bonus": 5,
                    "damage_dice": "2d8"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must make a successful DC 12 Constitution saving throw or be paralyzed for 1 minute. A paralyzed target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a humanoid creature is paralyzed for 2 or more rounds (the victim fails at least 2 saving throws), consecutive or nonconsecutive, the creature contracts darakhul fever.",
                    "attack_bonus": 5,
                    "damage_dice": "2d6"
                },
                {
                    "name": "War Pick",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Master of Disguise",
                    "desc": "A darakhul in a prepared disguise has advantage on Charisma (Deception) checks made to pass as a living creature. While using this ability, the darakhul loses its stench."
                },
                {
                    "name": "Stench",
                    "desc": "Any creature that starts its turn within 5 feet of the darakhul must make a successful DC 12 Constitution saving throw or be poisoned until the start of its next turn. A successful saving throw makes the creature immune to the darakhul's stench for 24 hours. A darakhul using this ability can't also benefit from Master of Disguise."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "The darakhul has disadvantage on Wisdom (Perception) checks that rely on sight and on attack rolls while it, the object it is trying to see or attack in direct sunlight."
                },
                {
                    "name": "Turning Defiance",
                    "desc": "The darakhul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead."
                },
                {
                    "name": "Darakhul Fever",
                    "desc": "spread mainly through bite wounds, this rare disease makes itself known within 24 hours by swiftly debilitating the infected. A creature so afflicted must make a DC 17 Constitution saving throw after every long rest. On a failed save the victim takes 14 (4d6) necrotic damage, and its hit point maximum is reduced by an amount equal to the damage taken. This reduction can't be removed until the victim recovers from darakhul fever, and even then only by greater restoration or similar magic. The victim recovers from the disease by making successful saving throws on two consecutive days. Greater restoration cures the disease; lesser restoration allows the victim to make the daily Constitution check with advantage. Primarily spread among humanoids, the disease can affect ogres, and therefore other giants may be susceptible. If the infected creature dies while infected with darakhul fever, roll 1d20, add the character's current Constitution modifier, and find the result on the Adjustment Table to determine what undead form the victim's body rises in. Adjustment Table Roll Result:\n\n1-9 None; victim is simply dead\n\n10-16 Ghoul\n\n17-20 Ghast\n\n21+ Darakhul"
                }
            ],
            "spell_list": [],
            "page_no": 216,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_ghoul-darakhul/"
        },
        {
            "slug": "darakhul-tob1-2023",
            "desc": "False",
            "name": "Darakhul",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 18,
            "armor_desc": "scale mail, shield",
            "hit_points": 78,
            "hit_dice": "12d8 + 24",
            "speed": {
                "walk": 30
            },
            "strength": 16,
            "dexterity": 17,
            "constitution": 14,
            "intelligence": 14,
            "wisdom": 12,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 11,
            "skills": {
                "Deception": 3,
                "Stealth": 5
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "necrotic",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, exhaustion, poisoned",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Common, Darakhul",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The darakhul makes one Bite attack, one Claw attack, and one War Pick attack. If the darakhul is using a shield, it instead makes one Bite attack and one Claw or War Pick attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and, if the target is a Humanoid, it must succeed on a DC 11 Constitution saving throw or contract the darakhul fever disease (see the Darakhul Fever sidebar)."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an Undead, it must succeed on a DC 12 Constitution saving throw or be paralyzed for 1 minute. A paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a Humanoid is paralyzed for more than 2 rounds, it contracts darakhul fever."
                },
                {
                    "name": "War Pick",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Hungry Dead Nature",
                    "desc": "The darakhul requires no air or sleep."
                },
                {
                    "name": "Master of Disguise",
                    "desc": "A darakhul in a prepared disguise has advantage on Charisma (Deception) checks made to pass as a living creature. While using this ability, it loses its Stench."
                },
                {
                    "name": "Stench",
                    "desc": "Any creature that starts its turn within 5 feet of the darakhul must succeed on a DC 12 Constitution saving throw or be poisoned until the start of its next turn. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the darakhul's Stench for the next 24 hours. A darakhul using this ability can't also benefit from Master of Disguise."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "While in sunlight, the darakhul has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
                },
                {
                    "name": "Turning Defiance",
                    "desc": "The darakhul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn Undead."
                }
            ],
            "spell_list": [],
            "page_no": 202,
            "environments": [],
            "img_main": "http://api.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_darakhul/"
        },
        {
            "slug": "mummy-a5e",
            "desc": "",
            "name": "Mummy",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 11,
            "armor_desc": "",
            "hit_points": 67,
            "hit_dice": "9d8+27",
            "speed": {
                "walk": 20
            },
            "strength": 16,
            "dexterity": 8,
            "constitution": 16,
            "intelligence": 10,
            "wisdom": 10,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 2,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "damage from nonmagical weapons",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, fatigue, frightened, paralyzed, poisoned",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "the languages it knew in life",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The mummy uses Dreadful Glare and then attacks with its rotting fist."
                },
                {
                    "name": "Dreadful Glare (Gaze)",
                    "desc": "The mummy targets a creature within 60 feet. The target makes a DC 11 Wisdom saving throw. On a failure  it is magically frightened until the end of the mummys next turn. If the target fails the save by 5 or more  it is paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of mummies (but not mummy lords) for 24 hours."
                },
                {
                    "name": "Rotting Fist",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature  it makes a DC 13 Constitution saving throw. On a failure  it is cursed with Mummy Rot."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Flammable",
                    "desc": "After taking fire damage, the mummy catches fire and takes 5 (1d10) ongoing fire damage if it isnt already suffering ongoing fire damage. A creature can use an action to extinguish this fire."
                },
                {
                    "name": "Curse: Mummy Rot",
                    "desc": "A mummys touch inflicts a dreadful curse called mummy rot. A cursed creature can't regain hit points, and its hit point maximum decreases by an amount equal to the creatures total number of Hit Dice for every 24 hours that elapse. If this curse reduces the targets hit point maximum to 0, the target dies and crumbles to dust. Remove curse and similar magic ends the curse."
                }
            ],
            "spell_list": [],
            "page_no": 338,
            "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/mmenag_mummy/"
        },
        {
            "slug": "goat-man",
            "desc": "_This hunched, man-like figure lurches with a strange, half-hopping gait. Tattered clothing hangs from its muscled shoulders, and its legs are those of a ram, ending in cloven hooves._  \n**Trespassers on the Rites.** The first of the goat-men was the victim of a powerful curse intended to punish him for spying on magical rites exclusive to the women of his tribe. Admiring the grotesque result, the Black Goat of the Woods With a Thousand Young adopted him as its servant, and ensured that all who committed the same taboo fell to the same curse, and thus into the Black Goat’s service.  \n**Bleating Speech.** A goat-man’s head is tusked, adorned with curling ram’s horns, and its beard often drips with gore. Rows of transparent, needle-like teeth fill its mouth; these teeth are malformed and make clear speech impossible for goat-men, though they understand others’ speech perfectly well.  \n**Serve Foul Cults.** Cultists of Shub-Niggurath or the Black Goat in good standing are sometimes granted the services of a goat-man. The creatures guard rituals sites, visit settlements to capture or purchase suitable sacrifices, and perform certain unspeakable acts with cult members to call forth ritual magic.",
            "name": "Goat-Man",
            "size": "Medium",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 65,
            "hit_dice": "10d8+20",
            "speed": {
                "walk": 40
            },
            "strength": 19,
            "dexterity": 14,
            "constitution": 14,
            "intelligence": 10,
            "wisdom": 13,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": 4,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "acrobatics": 4,
                "athletics": 6,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "",
            "condition_immunities": "charmed, frightened",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Common, Giant, Trollkin, but cannot speak",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The goat-man makes one bite attack and one slam attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Headbutt",
                    "desc": "If the goat-man moves at least 10 feet straight toward a creature and then hits it with a slam attack on the same turn, the target must succeed on a DC 14 Strength saving throw or be knocked prone and stunned for 1 round. If the target is prone, the goat-man can make one bite attack against it immediately as a bonus action."
                }
            ],
            "spell_list": [],
            "page_no": 231,
            "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_goat-man/"
        },
        {
            "slug": "fragrant-one",
            "desc": "A pale yellow and green slug-like creature with a benign expression on its round human face sits atop a large mushroom. Long antennae wave atop its bald head as its languid blue eyes observe its surroundings._  \n**Fairytale Fey.** A fragrant one is a whimsical and playful creature whose innocent and friendly demeanor hides a cunning intelligence. Fragrant ones feed on companionship and use their magical pheromones to inveigle themselves into the lives of other creatures, particularly woodland humanoids and giants. Strangely, a fragrant one knows nothing of real commitment or friendship, and all of its relationships are built on lies and deceptions.  \n**Safety in Numbers.** Fragrant ones are relatively weak when alone, barely having enough strength to fend off predators. When in the presence of multiple charmed companions, however, a fragrant one becomes much more of a threat, its body growing thick chitinous plates and its antennae lengthening.",
            "name": "Fragrant One",
            "size": "Small",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 11,
            "armor_desc": null,
            "hit_points": 45,
            "hit_dice": "13d6",
            "speed": {
                "walk": 20,
                "climb": 20
            },
            "strength": 7,
            "dexterity": 12,
            "constitution": 10,
            "intelligence": 18,
            "wisdom": 15,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": 6,
            "wisdom_save": 4,
            "charisma_save": 6,
            "perception": 4,
            "skills": {
                "deception": 8,
                "insight": 4,
                "perception": 4,
                "persuasion": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "charmed, frightened",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "Common, Elvish, Sylvan, telepathy 60 ft.",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Phrenic Antennae",
                    "desc": "Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) psychic damage, and the target must succeed on a DC 14 Wisdom saving throw or be incapacitated until the end of its next turn.",
                    "attack_bonus": 6,
                    "damage_dice": "1d4+4"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Interpose Ally",
                    "desc": "When a creature the fragrant one can see targets it with an attack, the fragrant one can force a charmed ally within 5 feet of it to move between it and the attack. The charmed ally becomes the target of the attack instead. If the charmed ally takes damage from this attack, it can immediately repeat the Fragrant Aura's saving throw, ending the charmed condition on itself on a success."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Fragrant Aura",
                    "desc": "The fragrant one emits a cloud of sweet-smelling pheromones within 20 feet of it. A giant, humanoid, or beast that starts its turn inside the aura must succeed on a DC 14 Wisdom saving throw or be charmed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n\nIf a creature fails the saving throw three times in 1 hour, it is charmed for 1 day and obeys the fragrant one's verbal or telepathic commands. If the creature suffers harm from the fragrant one or its allies or receives a suicidal command, it can repeat the saving throw, ending the effect on a success.\n\nThe fragrant one can have no more than six creatures charmed at a time. The fragrant one can end its charm on a creature at any time (no action required). If the fragrant one has six creatures charmed and a seventh creature fails its saving throw, the fragrant one can choose to release its charm on another creature to replace it with the new creature or to have the new creature unaffected by the aura."
                },
                {
                    "name": "Strength in Numbers",
                    "desc": "The fragrant one grows more powerful when it has charmed allies. For each charmed ally within 20 feet of it, the fragrant one gains 5 temporary hit points, its Armor Class increases by 1, and it deals an extra 2 (1d4) psychic damage when it hits with any attack. Temporary hp gained from this trait replenish every 1 minute."
                }
            ],
            "spell_list": [],
            "page_no": 156,
            "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_fragrant-one/"
        },
        {
            "slug": "goat-man-tob1-2023",
            "desc": "False",
            "name": "Goat-Man",
            "size": "Medium",
            "type": "Monstrosity",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 65,
            "hit_dice": "10d8 + 20",
            "speed": {
                "walk": 40
            },
            "strength": 19,
            "dexterity": 14,
            "constitution": 14,
            "intelligence": 10,
            "wisdom": 13,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": 4,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 11,
            "skills": {
                "Acrobatics": 4,
                "Athletics": 6,
                "Stealth": 6
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "False",
            "condition_immunities": "charmed, frightened",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "understands Common, Giant, and Trollkin but can’t speak",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The goat-man makes one Bite attack and two Slam attacks. If both Slam attacks hit the same target, the target must succeed on a DC 14 Constitution saving throw or be stunned until the end of its next turn."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Charge",
                    "desc": "If the goat-man moves at least 20 feet straight toward a target and then hits it with a Slam attack on the same turn, the target takes an extra 4 (1d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone."
                }
            ],
            "spell_list": [],
            "page_no": 214,
            "environments": [],
            "img_main": "http://api.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_goat-man/"
        },
        {
            "slug": "woe-siphon",
            "desc": "This flabby creature squints with beady eyes, licks its lips, and places a bone-white hand to the gaping hole punched through its chest._  \n**Miserable Visage.** Woe siphons are a sad sight when compared to their beautiful and terrible fey brethren. They appear as misshapen humanoids with translucent, glossy skin. All woe siphons possess a through-and-through hole in the chest where their heart should be. When underfed, this hole appears ragged and torn, like a fresh wound. When well-fed, a fragile layer of skin forms over the gap.  \n**Pain Gorger.** Woe siphons feed on negative emotions. To sustain themselves, many migrate to places where sentient creatures suffer in vast numbers or where historical suffering took place, such as mass graves or ancient battlefields. Particularly deadly or dangerous underground locales are common hunting grounds of the hungry woe siphon. Once inside such a place, a woe siphon inflicts suffering on any who cross its path. A favorite tactic involves invisibly stalking adventuring parties to torment their victims for as long as possible before attacking outright.",
            "name": "Woe Siphon",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 45,
            "hit_dice": "6d8+18",
            "speed": {
                "walk": 30
            },
            "strength": 18,
            "dexterity": 17,
            "constitution": 16,
            "intelligence": 5,
            "wisdom": 12,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "",
            "condition_immunities": "charmed, frightened, exhaustion",
            "senses": "darkvision 120 ft., passive Perception 11",
            "languages": "Common, Sylvan",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Siphoning Fist",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 5 (2d4) psychic damage. The target must succeed on a DC 13 Charisma saving throw or its hp maximum is reduced by an amount equal to the psychic damage taken. The woe siphon 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.",
                    "attack_bonus": 6,
                    "damage_dice": "1d6+4"
                },
                {
                    "name": "Cause Despair",
                    "desc": "The woe siphon can overwhelm a creature with intense feelings of inadequacy. One creature the woe siphon can see within 60 feet of it must succeed on a DC 13 Charisma saving throw or become overwhelmed with despair for 1 minute. A creature overwhelmed with despair has disadvantage on ability checks and attack rolls. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this woe siphon's Cause Despair for the next 24 hours."
                },
                {
                    "name": "Invisibility",
                    "desc": "The woe siphon magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the woe siphon wears or carries is invisible with it."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Detect Sentience",
                    "desc": "The woe siphon can magically sense the presence of creatures with an Intelligence of 5 or higher up to 1 mile away. It knows the general direction to the creatures but not their exact locations."
                }
            ],
            "spell_list": [],
            "page_no": 373,
            "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_woe-siphon/"
        },
        {
            "slug": "swarm-swamp-slirghs",
            "desc": "",
            "name": "Swarm, Swamp Slirghs",
            "size": "Large",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 10,
            "armor_desc": "",
            "hit_points": 66,
            "hit_dice": "12d10",
            "speed": {
                "walk": 30,
                "swim": 40
            },
            "strength": 17,
            "dexterity": 11,
            "constitution": 10,
            "intelligence": 7,
            "wisdom": 15,
            "charisma": 3,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "perception": 2
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, slashing",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned",
            "senses": "darkvision 60', tremorsense 60', passive Perception 12",
            "languages": "Aquan, Terran",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Bites",
                    "desc": "Melee Weapon Attack: +5 to hit, 0 ft., one creature, in the swarm's space. 14 (4d6) piercing damage + 9 (2d8) poison or 7 (2d6) piercing damage + 4 (1d8) poison if the swarm has half its hp or fewer."
                },
                {
                    "name": "Spit Swamp Sludge",
                    "desc": "Ranged Weapon Attack: +5 to hit 20/60' one target 18 (4d8) poison or 9 (2d8) poison if the swarm has half its hp or fewer."
                },
                {
                    "name": "Soggy Relocation (Recharge 5-6)",
                    "desc": "While at least one creature is in swarm's space swarm uses Puddle Jump attempting to pull one creature along for the ride. Target magically teleported with swarm to swarm's destination (DC 13 Str negates)."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Puddle Jump",
                    "desc": "Once on its turn can use 10 ft. of its move to step magically through body of water within reach and emerge from 2nd body of water within 60' of 1st appearing in unoccupied space within 5 ft. of 2nd. If in Huge or larger body of water can teleport to another location within same body of water."
                },
                {
                    "name": "Stench",
                    "desc": "Any creature that starts its turn within 5 ft. of swarm: poisoned until start of its next turn. (DC 12 Con negates and creature immune to swarm's Stench for 24 hrs)."
                },
                {
                    "name": "Swarm",
                    "desc": "Can occupy another creature's space and vice versa and swarm can move through any opening large enough for a Tiny elemental. Can't regain hp or gain temp hp."
                }
            ],
            "spell_list": [],
            "page_no": 363,
            "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_swarm-swamp-slirghs/"
        },
        {
            "slug": "plaresh",
            "desc": "",
            "name": "Plaresh",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "demon",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 30,
            "hit_dice": "4d8+12",
            "speed": {
                "burrow": 30,
                "swim": 30,
                "walk": 30
            },
            "strength": 2,
            "dexterity": 17,
            "constitution": 16,
            "intelligence": 6,
            "wisdom": 12,
            "charisma": 3,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, fire, lightning; bludgeoning, slashing, and piercing",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned",
            "senses": "blindsight 30 ft. (blind beyond this radius), tremorsense 60 ft., passive Perception 11",
            "languages": "understands Abyssal but can't speak",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "attack_bonus": 5,
                    "damage_dice": "4d6",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 13 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the target is wearing nonmagical armor, the armor takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 is destroyed.",
                    "name": "Bites"
                },
                {
                    "desc": "The plaresh targets one dead humanoid in its space. The body is destroyed, and a new plaresh rises from the corpse. The newly created plaresh is free-willed but usually joins its creator.",
                    "name": "Infest Corpse (Recharges after a Long Rest)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The plaresh can burrow through harder substances such as wood, stone, or even metal. While doing so its burrow speed is reduced to half, and it creates a cluster of bore holes that leaves the material porous and weak. The material has -5 to its AC and half the usual hp.",
                    "name": "Grinding Maws"
                },
                {
                    "desc": "The plaresh has advantage on saving throws against spells and other magical effects.",
                    "name": "Magic Resistance"
                },
                {
                    "desc": "The plaresh can occupy another creature's space and vice versa, and the plaresh can move through any opening large enough for a Tiny worm. The plaresh can't regain hp or gain temporary hp.",
                    "name": "Swarm"
                }
            ],
            "spell_list": [],
            "page_no": 89,
            "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_plaresh/"
        },
        {
            "slug": "swarmofprismaticbeetles-tob1-2023",
            "desc": "False",
            "name": "Swarm of Prismatic Beetles",
            "size": "Medium",
            "type": "Swarm",
            "subtype": "",
            "group": "null",
            "alignment": "Unaligned",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 60,
            "hit_dice": "11d8 + 11",
            "speed": {
                "walk": 30,
                "fly": 5,
                "burrow": 20
            },
            "strength": 3,
            "dexterity": 16,
            "constitution": 12,
            "intelligence": 1,
            "wisdom": 13,
            "charisma": 2,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 13,
            "skills": {
                "Perception": 3,
                "Stealth": 5
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "bludgeoning, piercing, slashing",
            "damage_immunities": "False",
            "condition_immunities": "charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned",
            "senses": "blindsight 10 ft., darkvision 30 ft., passive Perception 13",
            "languages": "—",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Bites",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hp or fewer. The target must make a DC 13 Constitution saving throw. On a failure, a creature takes 10 (4d4) poison damage and is euphoric for 1 minute. On a success, a creature takes half the damage and isn't euphoric. A euphoric creature has disadvantage on saving throws. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Glittering Carapace",
                    "desc": "When a creature that can see the swarm starts its turn within 30 feet of the swarm and the swarm is in bright or dim light, the swarm can force the creature to make a DC 13 Wisdom saving throw if the swarm isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature falls unconscious. Otherwise, a creature that fails the save is incapacitated and its speed is reduced to 0 until the start of its next turn, as it remains transfixed in place by the glitter of the swarm. A creature has advantage on the saving throw if the swarm is in dim light."
                },
                {
                    "name": "Swarm",
                    "desc": "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hp or gain temporary hp."
                }
            ],
            "spell_list": [],
            "page_no": 356,
            "environments": [],
            "img_main": "http://api.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_swarm-of-prismatic-beetles/"
        },
        {
            "slug": "swarmofsluaghs-tob1-2023",
            "desc": "False",
            "name": "Swarm of Sluaghs",
            "size": "Medium",
            "type": "Swarm",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Evil",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 54,
            "hit_dice": "12d8",
            "speed": {
                "walk": 50,
                "fly": 30
            },
            "strength": 6,
            "dexterity": 16,
            "constitution": 11,
            "intelligence": 6,
            "wisdom": 13,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 11,
            "skills": {
                "Stealth": 5
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "bludgeoning, piercing, and slashing",
            "damage_immunities": "cold",
            "condition_immunities": "charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Common, Sylvan",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Chilling Touch",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 28 (8d6) cold damage, or 14 (4d6) cold damage if the swarm has half of its hp or fewer. The target must succeed on a DC 13 Constitution saving throw or be unable to regain hp 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."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Shadow Stealth",
                    "desc": "While in dim light or darkness, the swarm of sluaghs takes the Hide action."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Sunlight Weakness",
                    "desc": "While in sunlight, the swarm of sluaghs has disadvantage on attack rolls, ability checks, and saving throws."
                },
                {
                    "name": "Swarm",
                    "desc": "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny fey. The swarm can't regain hp or gain temporary hp."
                }
            ],
            "spell_list": [],
            "page_no": 357,
            "environments": [],
            "img_main": "http://api.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_swarm-of-sluaghs/"
        },
        {
            "slug": "swarmofwharflings-tob1-2023",
            "desc": "False",
            "name": "Swarm of Wharflings",
            "size": "Large",
            "type": "Swarm",
            "subtype": "",
            "group": "null",
            "alignment": "Unaligned",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 66,
            "hit_dice": "12d10",
            "speed": {
                "walk": 30
            },
            "strength": 10,
            "dexterity": 16,
            "constitution": 10,
            "intelligence": 2,
            "wisdom": 12,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 13,
            "skills": {
                "Perception": 3,
                "Sleight of Hand": 5
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "bludgeoning, piercing, slashing",
            "damage_immunities": "False",
            "condition_immunities": "charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "—",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Pilfering Bites",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 28 (8d6) piercing damage, or 14 (4d6) piercing damage if the swarm has half of its hp or fewer, and the target must succeed on a DC 13 Dexterity saving throw or lose one item it is wearing or carrying to the swarm, provided the item weighs no more than 10 pounds, isn't a weapon, and isn't wrapped around or firmly attached to the target, such as a shirt or armor."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The swarm of wharflings can breathe air and water."
                },
                {
                    "name": "Snapping Jaws",
                    "desc": "A creature that attempts to move out of or through the swarm of wharflings must succeed on a DC 13 Dexterity saving throw or take 7 (2d6) piercing damage."
                },
                {
                    "name": "Swarm",
                    "desc": "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny wharfling. The swarm can't regain hp or gain temporary hp."
                }
            ],
            "spell_list": [],
            "page_no": 395,
            "environments": [],
            "img_main": "http://api.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_swarm-of-wharflings/"
        },
        {
            "slug": "swarm-vampire-blossom",
            "desc": "",
            "name": "Swarm, Vampire Blossom",
            "size": "Large",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 14,
            "armor_desc": "",
            "hit_points": 82,
            "hit_dice": "11d10+22",
            "speed": {
                "walk": 20,
                "fly": 10
            },
            "strength": 3,
            "dexterity": 19,
            "constitution": 14,
            "intelligence": 3,
            "wisdom": 14,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 3,
            "perception": 2,
            "skills": {
                "perception": 2
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, slashing",
            "damage_immunities": "psychic",
            "condition_immunities": "charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned",
            "senses": "passive Perception 12",
            "languages": "—",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Petal Slashes",
                    "desc": "Melee Weapon Attack: +6 to hit, 0 ft., one creature, in the swarm's space. 18 (4d8) slashing damage or 9 (2d8) slashing damage if the swarm has half its hp or fewer. Target must make a DC 13 Con save reducing its hp max by an amount equal to damage taken on a failed save or by half as much if made. This reduction lasts until creature finishes a long rest. Target dies if this reduces its hp max to 0."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Blood Frenzy",
                    "desc": "Has advantage on melee attack rolls vs. any creature that doesn't have all its hp."
                },
                {
                    "name": "Blood Sense",
                    "desc": "Can pinpoint by scent location of creatures that aren't constructs or undead within 30' of it. Swarm is otherwise blind."
                },
                {
                    "name": "False Appearance",
                    "desc": "While motionless indistinguishable from carpet of flower petals."
                },
                {
                    "name": "Swarm",
                    "desc": "Can occupy another creature's space and vice versa and swarm can move through any opening large enough for a Tiny plant. Swarm can't regain hp or gain temp hp."
                }
            ],
            "spell_list": [],
            "page_no": 364,
            "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_swarm-vampire-blossom/"
        },
        {
            "slug": "clockwork-beetle-swarm",
            "desc": "_Light glints off the moving parts of almost a thousand clockwork beetles in a biting cloud._  \n**Freed But Foolish.** Clockwork beetle swarms form when several of the creatures break free of their creators and bond together in a noisy mass of clattering mechanical parts. Severed from the bond of their creators, the beetle swarm lacks the telepathy of singular clockwork beetles and has a reduced mental capacity.",
            "name": "Clockwork Beetle Swarm",
            "size": "Large",
            "type": "Construct",
            "subtype": "Swarm",
            "group": null,
            "alignment": "neutral",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 52,
            "hit_dice": "8d10+8",
            "speed": {
                "walk": 30,
                "fly": 50
            },
            "strength": 8,
            "dexterity": 16,
            "constitution": 12,
            "intelligence": 4,
            "wisdom": 12,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing",
            "damage_immunities": "fire, poison, psychic",
            "condition_immunities": "charmed, frightened, paralyzed, petrified, prone, restrained, stunned",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "-",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Bites",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 0 ft., up to 4 creatures in the swarm's space. Hit: 17 (5d6) piercing damage plus 3 (1d6) poison damage.",
                    "attack_bonus": 5,
                    "damage_dice": "5d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Swarm",
                    "desc": "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny construct. The swarm can't regain hit points or gain temporary hit points."
                }
            ],
            "spell_list": [],
            "page_no": 61,
            "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_clockwork-beetle-swarm/"
        },
        {
            "slug": "prismatic-beetle-swarm",
            "desc": "_A dazzling explosion of multicolored lights erupts from this cloud of flying beetles, flashing every color of the rainbow._  \n_**Flesh-Eating Beauties.**_ The depths of the jungle are filled with lethal wildlife, and prismatic beetles are superlative examples of this. These flesh-eating, venomous insects distract and subdue their prey with sparkling beauty even as they devour it alive. Individual prismatic beetles sparkle like precious gems in the light; tosculi traders, gnolls, and humans often incorporate their carapaces into decorative jewelry or utilize them as special components in enchantment and illusion (pattern) spells and items.  \n_**Hypno-Paralytic.**_ When swarming in the thousands, these beautiful bugs create a hypnotic cascade of glimmering hues capable of enthralling creatures. As they descend on their dazed prey, the beetles’ bites slowly paralyze their victims while their toxins distract the mind with feelings of euphoria and delight.  \n_**Predator Partners.**_ Although carnivorous, prismatic beetles are not overly aggressive; they attack other creatures only when hungry or threatened. Even when they’re not attacking, however, they can be a threat; more than one unwary traveler has stopped to admire what they thought was a docile swarm of prismatic beetles, and became captivated. The unfortunates are often killed and eaten by lurking jungle predator, as such animals know the beetles stun and confuse prey.",
            "name": "Prismatic Beetle Swarm",
            "size": "Medium",
            "type": "Beast",
            "subtype": "Swarm",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 38,
            "hit_dice": "7d8+7",
            "speed": {
                "walk": 20,
                "burrow": 5,
                "fly": 30
            },
            "strength": 3,
            "dexterity": 16,
            "constitution": 12,
            "intelligence": 1,
            "wisdom": 13,
            "charisma": 2,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, slashing",
            "damage_immunities": "",
            "condition_immunities": "charmed, frightened, paralyzed, petrified, prone, restrained, stunned",
            "senses": "blindsight 10 ft., darkvision 30 ft., passive Perception 13",
            "languages": "-",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Bites",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. The target also takes 10 (4d4) poison damage and becomes euphoric for 1d4 rounds, or takes half as much poison damage and is not euphoric if it makes a successful DC 11 Constitution saving throw. A euphoric creature has disadvantage on saving throws.",
                    "attack_bonus": 5,
                    "damage_dice": "4d4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Swarm",
                    "desc": "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points."
                },
                {
                    "name": "Glittering Carapace",
                    "desc": "The glossy, iridescent carapaces of the beetles in the swarm scatter and tint light in a dazzling exhibition of colors. In bright light, a creature within 30 feet that looks at the prismatic beetle swarm must make a successful DC 13 Wisdom saving throw or be blinded until the end of its next turn. If the saving throw fails by 5 or more, the target is also knocked unconscious. Unless it's surprised, a creature can avoid the saving throw by choosing to avert its eyes at the start of its turn. A creature that averts its eyes can't see the swarm until the start of its next turn, when it can choose to avert its eyes again. If the creature looks at the swarm in the meantime, it must immediately make the saving throw. The saving throw is made with advantage if the swarm of prismatic beetles is in dim light, and this ability has no effect if the swarm is in darkness."
                }
            ],
            "spell_list": [],
            "page_no": 375,
            "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_prismatic-beetle-swarm/"
        },
        {
            "slug": "sluagh-swarm",
            "desc": "_Some say the sluagh are fey turned by vampires, while others say they are the evil souls of violent men, who cannot rest and return to kill. Still others claim they are the souls of devilbound gnomes who committed suicide. All agree that they are loathsome by nature._  \n**Cowards Alone.** These tiny, malevolent fey dwell in darkness. Alone they are cowards, but they are rarely encountered alone. They are most active during the winter, especially during winter’s long nights. They usually speak to their victims as they attack, but those shouts are little more than whispers to the ears of their prey.  \n**Chilling Touch.** Sluagh feed by using their chilling touch. They devour small animals if nothing more appetizing is available. Their victims are easy to identify; their skin is unnaturally cold, and their features are frozen in fear.  \nSwarms of sluagh serve hags, devils, trollkin, and evil fey who know the blood rituals to summon and direct them. Shadow fey and drow send them against other elves, often targeting the defenders of elven settlements, or their spouses and children.  \n**Legless Flocks.** Sluagh are tiny, gaunt humanoid creatures the size of a weasel. They have no legs; instead their torso tapers off in a disquieting way. Though they can fly, they can also pull themselves quickly across the ground with their arms. They are always draped in black, though their actual skin and hair are pale white. They have sharp claws and fangs, and their eyes are entirely black. In masses, they somewhat resemble a flock of strange birds.",
            "name": "Sluagh Swarm",
            "size": "Medium",
            "type": "Fey",
            "subtype": "Swarm",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 54,
            "hit_dice": "12d8",
            "speed": {
                "walk": 30,
                "fly": 50
            },
            "strength": 6,
            "dexterity": 16,
            "constitution": 11,
            "intelligence": 6,
            "wisdom": 13,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "stealth": 5
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "cold; bludgeoning, piercing, and slashing",
            "damage_immunities": "",
            "condition_immunities": "charmed, frightened, paralyzed, petrified, prone, restrained, stunned",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Common, Sylvan",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Chilling Touch",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 28 (8d6) cold damage or 14 (4d6) cold damage if the swarm has half of its hit points or fewer. The target must make a successful DC 13 Constitution saving throw or be unable to regain hit points. An affected creature repeats the saving throw at the end of its turns, ending the effect on itself with a successful save. The effect can also be ended with a greater restoration spell or comparable magic.",
                    "attack_bonus": 5,
                    "damage_dice": "8d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Lone Slaughs: An individual sluagh has a challenge rating of 1/8 (25 XP), 2 hit points, and does 3 (1d6) cold damage",
                    "desc": "They travel in swarms for a reason."
                },
                {
                    "name": "Swarm",
                    "desc": "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny fey. The swarm can't regain hit points or gain temporary hit points."
                },
                {
                    "name": "Shadowy Stealth",
                    "desc": "While in dim light or darkness, the sluagh swarm can take the Hide action as a bonus action."
                },
                {
                    "name": "Sunlight Weakness",
                    "desc": "While in sunlight, the sluagh swarm has disadvantage on attack rolls, ability checks, and saving throws."
                }
            ],
            "spell_list": [],
            "page_no": 376,
            "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_sluagh-swarm/"
        },
        {
            "slug": "beetle-clacker-swarm",
            "desc": "",
            "name": "Beetle, Clacker Swarm",
            "size": "Medium",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 36,
            "hit_dice": "8d8",
            "speed": {
                "walk": 20,
                "climb": 20
            },
            "strength": 3,
            "dexterity": 13,
            "constitution": 10,
            "intelligence": 1,
            "wisdom": 7,
            "charisma": 1,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": -2,
            "skills": {
                "perception": -2
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "charmed, frightened, paralyzed, petrified, prone, restrained, stunned",
            "senses": "blindsight 30', passive Perception 8",
            "languages": "—",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +3 to hit 0' 1 tgt in the swarm's space. 14 (4d6) piercing damage or 7 (2d6) piercing damage if the swarm has half of its hp or fewer."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Constant Clacking",
                    "desc": "A creature that starts its turn in the swarm's space takes 5 (1d10) thunder."
                },
                {
                    "name": "Swarm",
                    "desc": "Can occupy another creature's space and vice versa and swarm can move through any opening large enough for a Tiny creature. Swarm can't regain hp or gain temp hp."
                }
            ],
            "spell_list": [],
            "page_no": 54,
            "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_beetle-clacker-swarm/"
        },
        {
            "slug": "bar-brawl",
            "desc": "",
            "name": "Bar Brawl",
            "size": "Huge",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 12,
            "armor_desc": "leather armor",
            "hit_points": 67,
            "hit_dice": "9d12+9",
            "speed": {
                "walk": 30
            },
            "strength": 14,
            "dexterity": 12,
            "constitution": 13,
            "intelligence": 11,
            "wisdom": 10,
            "charisma": 9,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "bludgeoning",
            "damage_resistances": "piercing, slashing",
            "damage_immunities": "",
            "condition_immunities": "charmed, frightened, paralyzed, petrified, prone, restrained, stunned",
            "senses": "passive Perception 10",
            "languages": "any two languages",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "desc": "The bar brawl makes two melee attacks or two darts attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 4,
                    "damage_dice": "4d6",
                    "desc": "Melee Weapon Attack: +4 to hit, range 0 ft., one target in the bar brawl's space. Hit: 14 (4d6) bludgeoning damage, or 7 (2d6) if the bar brawl has half its hit points or fewer.",
                    "name": "Barstool"
                },
                {
                    "attack_bonus": 4,
                    "damage_dice": "4d4",
                    "desc": "Melee Weapon Attack: +4 to hit, range 0 ft., one target in the bar brawl's space. Hit: 10 (4d4) slashing damage, or 5 (2d4) if the bar brawl has half its hit points or fewer.",
                    "name": "Broken Bottles"
                },
                {
                    "attack_bonus": 3,
                    "damage_dice": "4d4",
                    "desc": "Ranged Weapon Attack: +3 to hit, range 20/40 ft. Hit: 10 (4d4) piercing damage, or 5 (2d4) if the bar brawl has half its hit points or fewer.",
                    "name": "Darts"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "As a bonus action, the bar brawl imbibes nearby alcohol to gain access to a hidden reservoir of audacity and grit. The bar brawl gains 7 (2d6) temporary hp for 1 minute.",
                    "name": "Liquid Courage (Recharge 5-6)"
                },
                {
                    "desc": "The bar brawl can occupy another creature's space and vice versa, and the bar brawl can move through any opening large enough for a Medium humanoid. Except for Liquid Courage, the bar brawl can't regain hp or gain temporary hp.",
                    "name": "Swarm"
                }
            ],
            "spell_list": [],
            "page_no": 48,
            "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_bar-brawl/"
        },
        {
            "slug": "mindrot-thrall",
            "desc": "_A heavily cloaked figure reeks of decay and spreads a floating cloud of spores with every step._  \n**Fungal Rot.** Mindrot fungus is an intelligent hive-mind parasite that consumes creatures from the inside out. When inhaled, mindrot spores enter the brain through the bloodstream. As the fungus grows, it dissolves the host’s body and slowly replaces the creature’s flesh with its own.  \nThe fungus’s first target is the motor function of the brain. It takes control of the creature’s movement while the victim is still alive and fully conscious—but no longer controls his or her own body! Indeed, sensory awareness may be the last function that the fungus attacks. Eventually, even the victim’s skin and muscle are replaced with fungal fibers. At that point, the affected creature no longer looks like its former self. Such a newly-born mindrot thrall conceals its alarming appearance under heavy robes or cloaks so it can travel without causing alarm.  \n**Spore Blisters.** A thrall’s skin is taut and waxy. Blisters form just beneath the surface, and when they grow as large as a child’s fist they burst, releasing a spray of spores. It seeks to infect as many new victims as possible during the few weeks that it survives in humanoid form. At the end of that time, the thrall shrivels to a dried, vaguely humanoid husk. Even a dead mindrot thrall, however, is still dangerous because its half-formed spore blisters can remain infectious for months. Disturbing the husk can burst these blisters and trigger a Mindrot Spores attack.  \n**Dimensional Horrors.** Wizards hypothesize the fungus was brought to the mortal world by a shambling horror crossing through a dimensional portal. The remoteness of that wasteland is likely whythe mindrot fungus hasn’t destroyed whole cities, though someday it may find a more fertile breeding ground.",
            "name": "Mindrot Thrall",
            "size": "Medium",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 82,
            "hit_dice": "11d8+33",
            "speed": {
                "walk": 30
            },
            "strength": 15,
            "dexterity": 14,
            "constitution": 17,
            "intelligence": 11,
            "wisdom": 14,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 5,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning and piercing from nonmagical attacks",
            "damage_immunities": "acid, poison",
            "condition_immunities": "charmed, frightened, poisoned",
            "senses": "tremorsense 30 ft., passive Perception 12",
            "languages": "understands Common but cannot speak",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The mindrot thrall makes two claw attacks."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.",
                    "attack_bonus": 4,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Acid Breath (Recharge 4-6)",
                    "desc": "The thrall exhales a blast of acidic spores from its rotten lungs in a 15-foot cone. Each creature in that area takes 36 (8d8) acid damage, or half damage with a successful DC 13 Dexterity saving throw. If the saving throw fails, the creature is also infected with mindrot spores."
                },
                {
                    "name": "Mindrot Spores",
                    "desc": "Infection occurs when mindrot spores are inhaled or swallowed. Infected creatures must make a DC 13 Constitution saving throw at the end of every long rest; nothing happens if the saving throw succeeds, but if it fails, the creature takes 9 (2d8) acid damage and its hit point maximum is reduced by the same amount. The infection ends when the character makes successful saving throws after two consecutive long rests, or receives the benefits of a lesser restoration spell or comparable magic. A creature slain by this disease becomes a mindrot thrall after 24 hours unless the corpse is destroyed."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Fungal Aura",
                    "desc": "A creature that starts its turn within 5 feet of a mindrot thrall must succeed on a DC 13 Constitution saving throw or become infected with mindrot spores."
                }
            ],
            "spell_list": [],
            "page_no": 290,
            "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_mindrot-thrall/"
        },
        {
            "slug": "mindrotthrall-tob1-2023",
            "desc": "False",
            "name": "Mindrot Thrall",
            "size": "Medium",
            "type": "Plant",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 82,
            "hit_dice": "11d8 + 33",
            "speed": {
                "walk": 30
            },
            "strength": 15,
            "dexterity": 14,
            "constitution": 17,
            "intelligence": 11,
            "wisdom": 14,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 5,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 12,
            "skills": {},
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "acid, poison",
            "condition_immunities": "charmed, frightened, poisoned",
            "senses": "tremorsense 30 ft., passive Perception 12",
            "languages": "understands Common but can’t speak",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The mindrot thrall makes two Claw attacks."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage."
                },
                {
                    "name": "Spore Breath (Recharge 4-6)",
                    "desc": "The thrall exhales a blast of acidic spores from its rotten lungs in a 15-foot cone. Each creature in the area must make a DC 13 Dexterity saving throw. On a failure, a creature takes 18 (4d8) acid damage and is infected with the mindrot disease (see the Mindrot trait). On a success, a creature takes half the damage and isn't infected."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Fungal Aura",
                    "desc": "A creature that starts its turn within 5 feet of a mindrot thrall must succeed on a DC 13 Constitution saving throw or become infected with the mindrot disease."
                },
                {
                    "name": "Mindrot",
                    "desc": "A creature infected with this disease manifests symptoms in 1d4 days after infection, which include migraines and muscle weakness. Until the disease is cured, at the end of each long rest, the infected creature must succeed on a DC 13 Constitution saving throw or take 9 (2d8) acid damage, and its hp maximum is reduced by that amount. This reduction lasts until the creature finishes a long rest after the disease is cured. The creature dies if the disease reduces its hp maximum to 0. One day after the creature dies, it rises as a mindrot thrall. A creature that succeeds on two saving throws recovers from the disease."
                }
            ],
            "spell_list": [],
            "page_no": 270,
            "environments": [],
            "img_main": "http://api.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_mindrot-thrall/"
        },
        {
            "slug": "imy-ut-ushabti",
            "desc": "_These tomb guardians walk their rounds silently, an ornate sword in its hand. Glittering scarabs scurry from under their deformed and yellowed linen wrappings._  \n**Willing Sacrifices.** The undying servants of the god‑kings and queens of ancient times, the imy-ut ushabti guard the tombs of their masters and shepherd them toward their eventual awakening. Generals, trusted advisors, and close allies of their god-king willingly accompanied their dying lords into the afterlife through a horrifying transformation. Still alive, they are tightly bound in linens and sealed within a sarcophagus among a swarm of flesh‑eating scarabs that, over a period of days to weeks, fully consumed their bodies. The servant’s devotion to their task and the anguish of their passing transforms the scarab colony and animates the funerary wrappings to carry on the imy-ut’s duty.  \n**Scarab Mummies.** From a distance, the imy-ut ushabti are indistinguishable from the mummified form of their master, betrayed only by the reserved ornamentation of their lacquered armor and the ripples of movement beneath their wrappings from the mass of scarabs beneath it.  \n**Warding Triads.** Traditionally, imy‑ut ushabti appear only in triads—the warden, charged with ensuring the death sleep of their god‑queen is uninterrupted; the steward, tasked with escorting their master back from the land of the dead; and the herald, proclaiming their lord’s return to the world of the living.",
            "name": "Imy-Ut Ushabti",
            "size": "Medium",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 15,
            "armor_desc": "chain shirt",
            "hit_points": 97,
            "hit_dice": "15d8+30",
            "speed": {
                "walk": 30
            },
            "strength": 17,
            "dexterity": 14,
            "constitution": 15,
            "intelligence": 6,
            "wisdom": 10,
            "charisma": 5,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 2,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "fire",
            "damage_resistances": "bludgeoning",
            "damage_immunities": "",
            "condition_immunities": "exhaustion, frightened",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "Common (Ancient Nurian)",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Ceremonial Greatsword",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) slashing damage, and the target must make a successful DC 13 Constitution saving throw or take 5 (2d4) poison damage at the start of each of its turns. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                    "attack_bonus": 5,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Vomit Swarm (1/Day)",
                    "desc": "The imy-ut ushabti parts its wrappings voluntarily and releases a swarm of scarab beetles that follow its mental commands. The statistics of this swarm are identical to a swarm of insects, but with the following attack instead of a swarm of insects' standard bite attack:"
                },
                {
                    "name": "Bites",
                    "desc": "Melee Weapon Attack: +3 to hit, reach 0 ft., one creature. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer, and the target must make a successful DC 13 Constitution saving throw or take 5 (2d4) poison damage at the start of each of its turns. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                    "attack_bonus": 3,
                    "damage_dice": "4d4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Regeneration",
                    "desc": "The imy-ut ushabti regains 5 hit points at the start of its turn if it has at least 1 hit point."
                },
                {
                    "name": "Rent wrappings",
                    "desc": "A creature that touches or deals slashing or piercing damage to an imy-ut ushabti while within 5 feet of the creature shreds its delicate linen wrappings, releasing a flurry of skittering scarabs. The attacking creature must make a DC 12 Dexterity saving throw to avoid them. On a failure, these beetles flow onto the attacker and deal 3 (1d6) piercing damage to it at the start of each of its turns. A creature can remove beetles from itself or from another affected creature within reach by using an action and making a successful DC 12 Dexterity saving throw. The beetles are also destroyed if the affected creature takes damage from an area effect."
                }
            ],
            "spell_list": [],
            "page_no": 256,
            "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_imy-ut-ushabti/"
        },
        {
            "slug": "preta",
            "desc": "",
            "name": "Preta",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 75,
            "hit_dice": "10d8+30",
            "speed": {
                "walk": 30
            },
            "strength": 15,
            "dexterity": 14,
            "constitution": 16,
            "intelligence": 10,
            "wisdom": 13,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3,
                "stealth": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic",
            "damage_immunities": "poison",
            "condition_immunities": "exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "the languages it knew in life",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "desc": "The preta uses its Blood Siphon. It then makes two attacks with its claws.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 4,
                    "damage_dice": "2d6+2",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.",
                    "name": "Claws"
                },
                {
                    "desc": "The preta magically draws the blood from a target it can see within 30 feet into its ever-hungry mouth. The target must succeed on a DC 13 Constitution saving throw or take 7 (2d6) points of necrotic damage. The preta regains hp equal to half the necrotic damage dealt.",
                    "name": "Blood Siphon"
                },
                {
                    "desc": "The preta magically enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.",
                    "name": "Etherealness"
                },
                {
                    "desc": "The preta turns invisible until it attacks or uses Blood Siphon, or until its concentration ends (as if concentrating on a spell). While invisible, it leaves no physical evidence of its passage, leaving it traceable only by magic. Any equipment the preta wears or carriers is invisible with it. While invisible, the preta can create small illusory sounds and images like the minor illusion spell except it can create either two images, two sounds, or one sound and one image.",
                    "name": "Hidden Illusionist"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The preta can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.",
                    "name": "Ethereal Sight"
                }
            ],
            "spell_list": [],
            "page_no": 411,
            "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_preta/"
        },
        {
            "slug": "beach-weird",
            "desc": "",
            "name": "Beach Weird",
            "size": "Large",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 65,
            "hit_dice": "10d10+10",
            "speed": {
                "walk": 20,
                "swim": 40
            },
            "strength": 17,
            "dexterity": 13,
            "constitution": 13,
            "intelligence": 13,
            "wisdom": 14,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "perception": 2
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, fire; nonmagic B/P/S attacks",
            "damage_immunities": "poison",
            "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious",
            "senses": "blindsight 30', passive Perception 12",
            "languages": "Aquan",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +5 to hit, 10 ft., one target, 16 (3d8+3) bludgeoning damage and target: DC 13 Str save or be pushed up to 10 ft. away from the beach weird."
                },
                {
                    "name": "Create Quicksand (3/Day)",
                    "desc": "Creates a 10 ft. radius 5 ft. deep area of quicksand centered on a point it can see within 30' of it. A creature that starts its turn in the quicksand or enters area for the first time on a turn: DC 13 Str save or be grappled by it. Grappled creature must make DC 13 Str save at start of each of its turns or sink 1 foot into the quicksand. A Small creature that sinks 2'+ or a Med creature that sinks 3'+ is restrained instead."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Elemental Nature",
                    "desc": "Doesn't require air food drink or sleep."
                },
                {
                    "name": "Invisible in Water",
                    "desc": "Is invisible while fully immersed in water."
                },
                {
                    "name": "Swim in Sand",
                    "desc": "Can burrow through sand at half its swim speed. It can't make attacks while immersed in sand."
                },
                {
                    "name": "Tidepool Bound",
                    "desc": "Dies if it moves more than 100' from the tide pools to which it is bound or if those tide pools remain waterless for more than 24 hrs."
                }
            ],
            "spell_list": [],
            "page_no": 52,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_beach-weird/"
        },
        {
            "slug": "talus-flow",
            "desc": "",
            "name": "Talus Flow",
            "size": "Large",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 102,
            "hit_dice": "12d10+36",
            "speed": {
                "walk": 30,
                "climb": 10
            },
            "strength": 17,
            "dexterity": 10,
            "constitution": 16,
            "intelligence": 5,
            "wisdom": 12,
            "charisma": 5,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 1,
            "skills": {
                "perception": 1
            },
            "damage_vulnerabilities": "thunder",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious",
            "senses": "darkvision 30', tremorsense 120', passive Perception 13",
            "languages": "Terran",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Two Slam attacks. If both attacks hit a Med or smaller target the target is grappled (escape DC 13)."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +5 to hit, 5 ft., one target, 10 (2d6+3) bludgeoning damage."
                },
                {
                    "name": "Grind",
                    "desc": "Grinds its form over one creature in its space or that is grappled by it. Target takes 21 (6d6) bludgeoning damage (DC 13 Dex half). Flow regains hp equal to half the damage taken if creature is not a Construct or Undead."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "False Appearance",
                    "desc": "While motionless indistinguishable from normal pile of rocks pebbles and scree."
                },
                {
                    "name": "Landslide",
                    "desc": "If it moves at least 15 ft. before entering creature's space creature: DC 13 Dex save or knocked prone. If target is prone talus flow can make one Slam vs. it as a bonus action."
                },
                {
                    "name": "Scree Form",
                    "desc": "Can enter a hostile creature's space and stop there. Flow can move through a space as narrow as 3 inches wide with o squeezing. Flow's space is difficult terrain. When a creature starts its turn in flow's space it must make DC 13 Dex save or be knocked prone."
                },
                {
                    "name": "Stone Camouflage",
                    "desc": "Has advantage on Dex (Stealth) checks made to hide in rocky terrain."
                }
            ],
            "spell_list": [],
            "page_no": 365,
            "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_talus-flow/"
        },
        {
            "slug": "npc:-frost-afflicted",
            "desc": "",
            "name": "Npc: Frost-Afflicted",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 13,
            "armor_desc": "leather armor",
            "hit_points": 65,
            "hit_dice": "10d8+20",
            "speed": {
                "walk": 30
            },
            "strength": 13,
            "dexterity": 14,
            "constitution": 15,
            "intelligence": 12,
            "wisdom": 17,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "cold",
            "condition_immunities": "exhaustion, petrified",
            "senses": "passive Perception 13",
            "languages": "any one language (usually Common)",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Two Frigid Punch or Frost Bolt attacks."
                },
                {
                    "name": "Frigid Punch",
                    "desc": "Melee Weapon Attack: +4 to hit, 5 ft., one target, 4 (1d4+2) bludgeoning damage and 5 (2d4) cold."
                },
                {
                    "name": "Frost Bolt",
                    "desc": "Ranged Spell Attack: +5 to hit, 60 ft., one target, 8 (2d4+3) cold."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Frigid Flare",
                    "desc": "When a creature hits the frost-afflicted with weapon attack ice bursts from the frost-afflicted. Each creature within 5 ft. of the frost-afflicted must make a DC 13 Con save taking 5 (2d4) cold on a failed save or half damage if made."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Burning Cold",
                    "desc": "A creature with resistance to cold doesn't have resistance to the cold dealt by the frost-afflicted. A creature with immunity to cold is unaffected by this trait."
                },
                {
                    "name": "Icy Nature",
                    "desc": "The frost-afflicted is infused with minor elemental power and it requires only half the amount of food and drink that a typical humanoid of its size needs."
                }
            ],
            "spell_list": [],
            "page_no": 408,
            "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-frost-afflicted/"
        },
        {
            "slug": "veteran-swordbreaker-skeleton",
            "desc": "Tougher than a typical animated skeleton, these undead are raised from skeletal remains that have fossilized._  \n**Bones of Stone.** The swordbreaker skeleton’s bones have fossilized and become stony. Most weapons shatter against these bones, but the fossilization makes the skeletons more susceptible to magic that harms stone or that causes concussive bursts of sound.  \n**Undead Nature.** A swordbreaker skeleton doesn’t require air, food, drink, or sleep.",
            "name": "Veteran Swordbreaker Skeleton",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 78,
            "hit_dice": "12d8+24",
            "speed": {
                "walk": 30
            },
            "strength": 16,
            "dexterity": 13,
            "constitution": 14,
            "intelligence": 6,
            "wisdom": 8,
            "charisma": 5,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "thunder",
            "damage_resistances": "piercing, slashing",
            "damage_immunities": "poison",
            "condition_immunities": "exhaustion, petrified, poisoned",
            "senses": "darkvision 60 ft., passive Perception 9",
            "languages": "understands all languages it knew in life but can’t speak",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The veteran swordbreaker skeleton makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack."
                },
                {
                    "name": "Longsword",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.",
                    "attack_bonus": 5,
                    "damage_dice": "1d8+3"
                },
                {
                    "name": "Shortsword",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6+3"
                },
                {
                    "name": "Heavy Crossbow",
                    "desc": "Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.",
                    "attack_bonus": 3,
                    "damage_dice": "1d10+1"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Fossilized Bones",
                    "desc": "Any nonmagical slashing or piercing weapon made of metal or wood that hits the swordbreaker skeleton cracks. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the swordbreaker skeleton is destroyed after dealing damage."
                }
            ],
            "spell_list": [],
            "page_no": 332,
            "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_veteran-swordbreaker-skeleton/"
        },
        {
            "slug": "far-wanderer",
            "desc": "",
            "name": "Far Wanderer",
            "size": "Medium",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 14,
            "armor_desc": null,
            "hit_points": 88,
            "hit_dice": "16d8+16",
            "speed": {
                "walk": 30
            },
            "strength": 14,
            "dexterity": 18,
            "constitution": 12,
            "intelligence": 17,
            "wisdom": 11,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "arcana": 5,
                "perception": 2,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold",
            "damage_immunities": "",
            "condition_immunities": "exhaustion, poisoned",
            "senses": "darkvision 120 ft., passive Perception 12",
            "languages": "Common, Elvish, Sylvan",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "attack_bonus": 4,
                    "damage_dice": "2d8+2",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 11 (2d8 + 2) slashing damage and 2 (1d4) cold damage.",
                    "name": "Stardust Blade"
                },
                {
                    "attack_bonus": 6,
                    "damage_dice": "2d8+4",
                    "desc": "Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 13 (2d8 + 4) piercing damage and 2 (1d4) cold damage.",
                    "name": "Stardust bow"
                },
                {
                    "desc": "The far wanderer channels the energy of the living god-star Yorama. One creature the far wanderer can see within 60 feet must make a DC 13 Wisdom saving throw, taking 7 (2d6) psychic damage on a failed save, or half as much damage on a successful one. A creature who fails the saving throw is stunned until the end of its turn. Alternately, the far wanderer can instead restore 14 (4d6) hp to one willing creature it can see within 60 feet.",
                    "name": "Call to Yorama (1/Day)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The far wanderer understands the literal meaning of any spoken or written language it hears or reads. In addition, it can use an action to read the surface thoughts of one creature within 30 feet. This works like the detect thoughts spell, except it can only read surface thoughts and there is no limit to the duration. It can end this effect as a bonus action or by using an action to change the target.",
                    "name": "Trader"
                },
                {
                    "desc": "As a bonus action, the far wanderer folds the fabric of reality to teleport itself to an unoccupied space it can see within 30 feet. A brief shimmer of starlight appears at the origin and destination.",
                    "name": "Traveler"
                }
            ],
            "spell_list": [],
            "page_no": 151,
            "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_far-wanderer/"
        }
    ]
}