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

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

{
    "count": 3207,
    "next": "https://api.open5e.com/monsters/?format=api&ordering=-armor_desc&page=6",
    "previous": "https://api.open5e.com/monsters/?format=api&ordering=-armor_desc&page=4",
    "results": [
        {
            "slug": "death-vulture",
            "desc": "The putrid stench of death wafts off a grotesquely muscled vulture with glowing green eyes. It opens its mouth in a shrill call, rotting meat dripping from its beak._  \nDeath vultures are giant birds transformed by their diet of undead flesh.  \n**Mutated Monstrosities.** When a giant vulture gorges on undead flesh, the necromantic magic suffused in the meal warps and changes the bird’s body. The vulture’s muscles bulge in odd places, making it stronger and tougher, its eyes burn with green fire, and it reeks of rot, earning these mutated monsters the name “death vultures.” The vulture also gains the ability to regurgitate necromantic energy, which can cause the flesh of living creatures to decay and age rapidly.  \n**Massive Meat Appetites.** Death vultures have incredible appetites and are far more willing to attack live prey than other vultures. They have a special taste for rotting flesh, and they use their decaying breath weapon to “season” their foes with necrotic energy before using their talons and beaks to tear apart their quarry.  \n**Necromancer Neighbors.** Death vultures often form kettles near the lairs of necromancers as they feed on their undead creations. While some necromancers find the birds to be a nuisance, many necromancers feed the vultures, encouraging them to stay. Most death vultures are willing to trade service as guardians of the lairs for food.",
            "name": "Death Vulture",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 12,
            "armor_desc": "natural armor",
            "hit_points": 76,
            "hit_dice": "8d10+32",
            "speed": {
                "fly": 60,
                "walk": 10
            },
            "strength": 18,
            "dexterity": 10,
            "constitution": 18,
            "intelligence": 6,
            "wisdom": 12,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "understands Common but can’t speak",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The death vulture makes two attacks: one with its beak and one with its talons."
                },
                {
                    "name": "Beak",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d4+4"
                },
                {
                    "name": "Talons",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d6+4"
                },
                {
                    "name": "Decaying Breath (Recharge 6)",
                    "desc": "The vulture breathes necrotic energy in a 15-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one. Creatures that fail this saving throw by 5 or more also age a number of years equal to half the damage taken."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Awful Stench",
                    "desc": "The vulture has a disgusting body odor. Any creature that starts its turn within 5 feet of the vulture must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn."
                },
                {
                    "name": "Keen Sight and Smell",
                    "desc": "The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell."
                },
                {
                    "name": "Pack Tactics",
                    "desc": "The vulture has advantage on attack rolls against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally isn't incapacitated."
                }
            ],
            "spell_list": [],
            "page_no": 81,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_death-vulture/"
        },
        {
            "slug": "deathspeaker",
            "desc": "An ancient man in a tattered cloak with matted hair, cloudy eyes, and a deathly pallor says in a raspy voice, “Come, sit, and listen.”_  \n**Doomsayer.** The deathspeaker appears to be alive, if only barely, but it is an undead menace that attempts to engage people in conversation, eventually cursing the one who listens to it by predicting the listener’s death. The deathspeaker claims to be a seer who is granted glimpses into the future, saying it is there to advise people of the perils they face. Deathspeakers know their appearance can often be unsettling to humanoids, and many use disguises or heavy clothing to obscure their features.  \n**Evil Origins.** Deathspeakers are imparted unlife from gods of trickery and deception. Chosen from people who were charlatans in life, deathspeakers rely on their former tricks to curse the living in the names of their gods.  \n**Cadaver Sprites.** For reasons that aren’t understood, Open Game License",
            "name": "Deathspeaker",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 97,
            "hit_dice": "13d8+39",
            "speed": {
                "walk": 30
            },
            "strength": 12,
            "dexterity": 16,
            "constitution": 17,
            "intelligence": 18,
            "wisdom": 12,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "deception": 8,
                "persuasion": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "exhaustion, poisoned",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "any languages it knew in life",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The deathspeaker makes two rake attacks. Alternatively, it can use Necrotic Ray twice."
                },
                {
                    "name": "Rake",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) slashing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d8+3"
                },
                {
                    "name": "Necrotic Ray",
                    "desc": "Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 10 (3d6) necrotic damage.",
                    "attack_bonus": 7,
                    "damage_dice": "3d6"
                },
                {
                    "name": "Pronounce Death",
                    "desc": "The deathspeaker chooses a creature it can see within 30 feet of it that has been reduced to 0 hp. The target must succeed on a DC 13 Constitution saving throw or immediately die. Creatures cursed by the Deathspeak trait have disadvantage on this saving throw."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Deathspeak",
                    "desc": "If the deathspeaker engages at least one creature in conversation for at least 1 minute, it can perform a prophetic display, reading cards, throwing bones, speaking to a crystal ball, or similar. Each creature that can see or hear the prophetic display must succeed on a DC 15 Intelligence saving throw or be cursed with the belief it will soon die. While cursed, the creature has disadvantage on attack rolls and ability checks. The curse lasts until it is lifted by a remove curse spell or similar magic, or until the deathspeaker dies. The deathspeaker can use this trait only on creatures that share at least one language with it."
                }
            ],
            "spell_list": [],
            "page_no": 82,
            "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_deathspeaker/"
        },
        {
            "slug": "deathweaver",
            "desc": "The black and crimson spider, its fangs dripping a dark poison, uses the two arms beside its fangs to pull a corpse from its tainted web._  \nDeathweavers are spiders who were once subjected to dark rituals and are now infused with necrotic energies. Their carapaces are mottled patterns of black, crimson, and ivory, and two arms flank their fangs.  \n**Allied Evil.** Deathweavers are often found in league with other intelligent, evil creatures. A powerful necromancer or an evil cult might ally with one, using the undead it spawns to bolster their strength in exchange for treasure or favors.  \n**Web Spawn.** The deathweaver’s webs infuse corpses left in them with necrotic energy. A humanoid corpse cocooned in the webbing for 24 hours has a 50 percent chance of rising as a Open Game License",
            "name": "Deathweaver",
            "size": "Huge",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 95,
            "hit_dice": "10d12+30",
            "speed": {
                "walk": 40,
                "climb": 40
            },
            "strength": 16,
            "dexterity": 14,
            "constitution": 17,
            "intelligence": 7,
            "wisdom": 12,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "perception": 4,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "blindsight 20 ft., darkvision 60 ft., passive Perception 14",
            "languages": "Deep Speech",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The deathweaver makes two bite attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) piercing damage, and the target must make a DC 14 Constitution saving throw, taking 9 (2d8) necrotic damage on a failed save, or half as much damage on a successful one. If the necrotic damage reduces the target to 0 hp, the target is stable but poisoned for 1 hour, even after regaining hp, and is paralyzed while poisoned this way.",
                    "attack_bonus": 6,
                    "damage_dice": "2d6+3"
                },
                {
                    "name": "Web (Recharge 5-6)",
                    "desc": "Ranged Weapon Attack: +5 to hit, range 40/80 ft., one creature. Hit: The target is restrained by webbing and takes 3 (1d6) necrotic damage each round. As an action, the restrained target can make a DC 14 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, necrotic, poison, and psychic damage). A humanoid slain by this attack rises 24 hours later as a web zombie under the deathweaver's control, unless the humanoid is restored to life or its body is destroyed. The deathweaver can have no more than twelve web zombies under its control at one time."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Spider Climb",
                    "desc": "The deathweaver can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
                },
                {
                    "name": "Web Sense",
                    "desc": "While in contact with a web, the deathweaver knows the exact location of any other creature in contact with the same web."
                },
                {
                    "name": "Web Walker",
                    "desc": "The deathweaver ignores movement restrictions caused by webbing."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The deathweaver's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\nAt will: chill touch\n3/day each: darkness, ray of enfeeblement\n1/day: vampiric touch"
                }
            ],
            "spell_list": [],
            "page_no": 83,
            "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_deathweaver/"
        },
        {
            "slug": "deep-troll",
            "desc": "This large, lanky creature has limp, slate-colored hair, a long nose, and dark green, rubbery skin. Its legs are disproportionally larger than its upper body, and its limbs are oddly curved._  \nDeep trolls live far underground in the lightless regions seldom tread by people. An offshoot from their cousins on the surface, they have adapted to their environment in some unusual ways. Although they have eyes that can see light normally, their primary means of navigating the darkness is through vibration sense, which they register on their rubbery, sensitive skin.  \n**Malleable.** After these trolls moved underground, their bodies adapted to surviving in the smaller, often cramped caverns. Their bones became soft and malleable, allowing them to access areas deep beneath the surface world. Deep trolls can elongate their limbs and body or squeeze themselves ooze-like through tiny cracks and openings until they emerge into a place large enough to accommodate their natural size.  \n**Tribal.** Deep trolls live in small tribes of seven to fifteen members. They raid in groups, though they can be found alone when hunting or scavenging. They are intelligent enough to communicate, but they are voracious and can rarely be reasoned with when food is present. They prefer to attack anything potentially edible that isn’t part of the tribe and deal with the repercussions later. In rare cases, when confronted with opponents who are clearly more powerful, they can be persuaded to reason and discuss terms. Deep trolls are likely to agree to mutually beneficial terms, such as helping them deal with a common enemy or providing them with something they value.",
            "name": "Deep Troll",
            "size": "Large",
            "type": "Giant",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 63,
            "hit_dice": "6d10+30",
            "speed": {
                "walk": 30,
                "burrow": 20
            },
            "strength": 18,
            "dexterity": 13,
            "constitution": 20,
            "intelligence": 7,
            "wisdom": 9,
            "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": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "blindsight 30 ft., darkvision 60 ft., passive Perception 9",
            "languages": "Deep Speech",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The deep troll makes two attacks: one with its bite and one with its claws."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d6+4"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) slashing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d6+4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Malleable Internal Structure",
                    "desc": "Provided there is suitable room to accommodate its volume, a deep troll can move at half its burrowing speed through any opening large enough for a Tiny creature."
                },
                {
                    "name": "Oozing Body",
                    "desc": "When the deep troll takes at least 15 slashing damage at one time, a chunk of its oozing flesh falls off into an unoccupied space within 5 feet of it. This flesh isn't under the deep troll's control, but it views the troll as an ally. The oozing flesh acts on the deep troll's initiative and has its own action and movement. It has an AC of 10, 10 hp, and a walking speed of 15 feet. It can make one attack with a +6 to hit, and it deals 7 (2d6) acid damage on a hit. If not destroyed, the oozing flesh lives for 1 week, voraciously consuming any non-deep troll creature it encounters. After that time, it dissolves into a puddle of water and gore."
                },
                {
                    "name": "Regeneration",
                    "desc": "The deep troll regains 10 hp at the start of its turn. If the troll takes fire damage, this trait doesn't function at the start of the troll's next turn. The deep troll dies only if it starts its turn with 0 hp and doesn't regenerate."
                }
            ],
            "spell_list": [],
            "page_no": 352,
            "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_deep-troll/"
        },
        {
            "slug": "derendian-moth-abomination",
            "desc": "The creature’s multicolored moth wings slow to a flutter as it lands. The tentacles surrounding its mouth wriggle at the prospect of a new meal._  \n**Cursed Origins.** A dark tree resides in the depths of a forest where the veil between the Material and Shadow Realms is thin. Once a year, a heart-shaped growth on the tree beats, imbuing a nearby creature with shadow. The creature grows in size and power and becomes the tree’s avatar in the mortal world. It spends its short life tending to and protecting its parent and the other shadow-touched trees of the forest.",
            "name": "Derendian Moth Abomination",
            "size": "Huge",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 210,
            "hit_dice": "20d12+80",
            "speed": {
                "walk": 30,
                "fly": 40
            },
            "strength": 14,
            "dexterity": 20,
            "constitution": 18,
            "intelligence": 16,
            "wisdom": 14,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": 9,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "stealth": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "cold, necrotic",
            "condition_immunities": "frightened",
            "senses": "darkvision 120 ft., passive Perception 16",
            "languages": "—",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The Derendian moth abomination makes a number of tentacle attacks equal to the number of tentacles it currently possesses, and one beak attack."
                },
                {
                    "name": "Tentacle",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 20 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage.",
                    "attack_bonus": 9,
                    "damage_dice": "1d8+1"
                },
                {
                    "name": "Beak",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (3d10) piercing damage.",
                    "attack_bonus": 9,
                    "damage_dice": "3d10"
                },
                {
                    "name": "Wings of the Primal Tender (1/Day)",
                    "desc": "The Derendian moth abomination teleports to an unoccupied location within 100 feet, leaving a shimmering outline of its wings in its former location. The shimmering wings flap violently before exploding in a rainbowcolored dust cloud covering a 60-foot radius. Any creature caught in the dust cloud must make a successful DC 16 Wisdom saving throw or be reduced to 0 hit points. Creatures reduced to 0 hit points from this effect regenerate 10 hit points at the beginning of their next three turns."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "The Derendian moth abomination can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. Spent legendary actions are regained at the start of each turn.",
            "legendary_actions": [
                {
                    "name": "Detect",
                    "desc": "The abomination makes a Perception check."
                },
                {
                    "name": "Pursue",
                    "desc": "The abomination moves its flying speed."
                },
                {
                    "name": "Lay Eggs (Costs 2 Actions)",
                    "desc": "The Derendian moth abomination ejects a sticky mass of eggs within 5 feet of itself. At the beginning of the abomination's next turn, the eggs hatch as a swarm of insects that attacks the abomination's enemies."
                }
            ],
            "special_abilities": [
                {
                    "name": "Antennae",
                    "desc": "The Derendian moth abomination has advantage on Wisdom (Perception) checks that rely on smell."
                },
                {
                    "name": "Assimilation",
                    "desc": "The Derendian moth abomination has six tentacles. Whenever it takes 30 or more damage in a single turn, one of its tentacles is shorn from its body. Whenever a non-undead creature drops to 0 hit points within 200 feet of the Derendian moth abomination, it can use its reaction to sprout one additional tentacle, up to a maximum of ten. Additional tentacles atrophy after one day."
                },
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "If the Derendian moth abomination fails a saving throw, it can choose to succeed instead."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The Derendian moth abomination's weapon attacks are magical."
                },
                {
                    "name": "Unbound",
                    "desc": "The Derendian moth abomination's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the moth's speed nor cause it to be paralyzed or restrained."
                }
            ],
            "spell_list": [],
            "page_no": 96,
            "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_derendian-moth-abomination/"
        },
        {
            "slug": "dimensional-shambler",
            "desc": "The large creature lumbers forward, its ape-like and insectoid features blending incomprehensibly. It blinks in and out of existence, closing in on prey in a manner that betrays both the eye and time itself._  \nSolitary and efficient hunters, dimensional shamblers often materialize in closed structures to surprise prey that believes it is safely hidden. Capable of seeing into and entering the Lower Planes, they regularly stalk targets in the Material Plane by hopping in and out of other planes to remain undetectable.  \n**Disturbing Form.** The dimensional shambler has a rudimentary face with dead eyes, thick hide, and symetrical hands. Its claw-tipped fingers bend in either direction. Moving through many dimensions, the creature’s disturbing gait suggests a lack of any conventional skeletal structure.  \n**Unknown Origins.** The number and lifecycle of these creatures is unknown. No records of more than one shambler appearing in the Material Plane at one time exist, and it is not clear whether they were created by some dark or inscrutable power or evolved naturally.",
            "name": "Dimensional Shambler",
            "size": "Large",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 102,
            "hit_dice": "12d10+36",
            "speed": {
                "walk": 30
            },
            "strength": 22,
            "dexterity": 21,
            "constitution": 17,
            "intelligence": 21,
            "wisdom": 16,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": 9,
            "constitution_save": 7,
            "intelligence_save": 9,
            "wisdom_save": 7,
            "charisma_save": null,
            "perception": 7,
            "skills": {
                "arcana": 9,
                "athletics": 10,
                "perception": 7,
                "stealth": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "exhaustion, frightened, poisoned",
            "senses": "darkvision 60 ft., passive Perception 17",
            "languages": "Abyssal, Infernal, Void Speech",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "A dimensional shambler makes two claw attacks. If both attacks hit the same target, the target is grappled (escape DC 16)."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage.",
                    "attack_bonus": 10,
                    "damage_dice": "2d10+6"
                },
                {
                    "name": "Drag Through",
                    "desc": "The dimensional shambler shifts through multiple dimensions with a target it is grappling, ending in the same dimension it began. The creature must make a DC 16 Wisdom saving throw, taking 21 (6d6) psychic damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Look Between",
                    "desc": "As a bonus action, the dimensional shambler can see 60 feet into any of the Lower Planes when it is on the Material Plane, and vice versa. This sight lasts until the beginning of its next turn. During this time, the dimensional shambler is deaf and blind with regard to its own senses in its current plane."
                },
                {
                    "name": "Maddening Form",
                    "desc": "When a creature that can see the dimensional shambler starts its turn within 30 feet of the dimensional shambler, the dimensional shambler can force it to make a DC 16 Constitution saving throw if the dimensional shambler is not incapacitated. On a failed save, the creature is frightened until the start of its next turn. If the creature is concentrating on a spell, that creature must succeed on a DC 16 Constitution saving throw or lose concentration on the spell.\n\nUnless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the dimensional shambler until the start of its next turn, when it can avert its eyes again. If the creature looks at the dimensional shambler in the meantime, it must immediately make the saving throw."
                },
                {
                    "name": "Step Between",
                    "desc": "As a bonus action, the dimensional shambler can magically shift from the Material Plane to any Lower Plane, or vice versa. It can't bring other creatures with it when it shifts in this way."
                }
            ],
            "spell_list": [],
            "page_no": 107,
            "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_dimensional-shambler/"
        },
        {
            "slug": "diminution-drake",
            "desc": "The diminution drake removes its stinger from its prey, watching them shrink to one-foot-tall. It then flings its spaghetti-like tongue around the pint-sized victim and engulfs it in one swift motion._  \nThis draconic hunter can shrink or grow from a cat-sized to a person-sized drake. Diminution drakes resemble dragons with a long, tubular snouts. Their eyes have red pupils that continually contract from wide spheres to tiny dots and back again. They have subpar vision and hearing but an extraordinary sense of smell.  \n**Shrinking Hunter.** The diminution drake uses the shrinking properties of its toxic breath weapon and stinger to reduce the size of its prey. Once a creature has been reduced in size, the drake uses its spaghetti-like tongue to swallow its prey.  \n**Hunters of Sport.** Diminution drakes can live off of rodents and small animals, but they find great satisfaction in hunting, diminishing, and devouring larger prey. The gut of the drake can digest anything, and digesting a shrunken, armored adventurer is of no consequence. The drake is a cunning hunter, often hiding as a tiny creature to set up ambushes.",
            "name": "Diminution Drake",
            "size": "Medium",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 71,
            "hit_dice": "13d8+13",
            "speed": {
                "fly": 60,
                "walk": 30
            },
            "strength": 14,
            "dexterity": 18,
            "constitution": 12,
            "intelligence": 6,
            "wisdom": 13,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": 4,
            "intelligence_save": null,
            "wisdom_save": 4,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "perception": 4,
                "stealth": 4,
                "survival": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "blinded, deafened, poisoned",
            "senses": "blindsight 30 ft., passive Perception 17",
            "languages": "understands Common and Draconic but can’t speak",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The drake makes two claw attacks and one stinger attack."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage",
                    "attack_bonus": 7,
                    "damage_dice": "2d6+3"
                },
                {
                    "name": "In One Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one Tiny target. Hit: The target must succeed on a DC 15 Dexterity saving throw or be swallowed by the drake. While swallowed, the target's hit points are reduced to 0, and it is stable. If a creature remains swallowed for 1 minute, it dies.\n\nWhile it has a creature swallowed, the diminution drake can't reduce its size below Medium. If the diminution drake dies, a swallowed creature's hit points return to the amount it had before it was swallowed, and the creature falls prone in an unoccupied space within 5 feet of the drake."
                },
                {
                    "name": "Stinger",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or have its size reduced by one category until it completes a short or long rest. This attack can reduce a creature's size to no smaller than Tiny.",
                    "attack_bonus": 7,
                    "damage_dice": "1d4+4"
                },
                {
                    "name": "Shrinking Breath (Recharge 5-6)",
                    "desc": "The drake exhales poison in a 15-foot-line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw. On a failure, a creature takes 17 (5d6) poison damage and its size is reduced by one category until it completes a short or long rest. On a success, it takes half the damage and isn't reduced in size. This breath can reduce a creature's size to no smaller than Tiny."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Change Scale",
                    "desc": "As a bonus action, the drake can change its size to Tiny or Small for 1 minute. While its size is reduced, it can't use In One Bite, and it has advantage on stinger attacks made against creatures larger than it. It can end this effect early as a bonus action."
                },
                {
                    "name": "Keen Smell",
                    "desc": "The diminution drake has advantage on Wisdom (Perception) checks that rely on smell."
                }
            ],
            "spell_list": [],
            "page_no": 121,
            "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_diminution-drake/"
        },
        {
            "slug": "dragonflesh-golem",
            "desc": "A hulking being with a dragon’s head and a patchwork of black, blue, green, red, and white scales for skin lurches forward on two legs, raising clawed fists into the air._  \nDragonflesh golems are rare constructs created from the remains of dead chromatic dragons.  \n**Built from Dragon Corpses.** Dragonflesh golems are powerful, but building such a creature requires great expense beyond the normal costs to create most other golems. The crafter must use the remains of five dragons, one of each color, of adult age or older. Mages looking to construct dragonflesh golems often hire adventurers to acquire the bodies they need.  \n**Powered by Dragon Blood.** Dragonflesh golems require frequent infusions of dragon blood to remain operational. This blood does not need to come from a true dragon; any creature with draconic blood will suffice.  \n**Construct Nature.** The dragonflesh golem doesn’t require air, food, drink, or sleep.",
            "name": "Dragonflesh Golem",
            "size": "Large",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 115,
            "hit_dice": "11d10+55",
            "speed": {
                "walk": 30
            },
            "strength": 22,
            "dexterity": 7,
            "constitution": 20,
            "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": "",
            "damage_resistances": "acid, cold, fire, lightning, poison",
            "damage_immunities": "bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 120 ft., passive Perception 10",
            "languages": "understands the languages of its creator but can’t speak",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragonflesh golem uses Terror Stare. It then makes two attacks: one with its bite and one with its claws."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage.",
                    "attack_bonus": 10,
                    "damage_dice": "2d10+6"
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) slashing damage.",
                    "attack_bonus": 10,
                    "damage_dice": "3d6+6"
                },
                {
                    "name": "Terror Stare",
                    "desc": "The dragonflesh golem chooses a creature that can see its eyes within 30 feet of it. The target must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the golem's Terror Stare for the next 24 hours."
                },
                {
                    "name": "Elemental Breath (Recharge 5-6)",
                    "desc": "The dragonflesh golem exhales energy in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 21 (6d6) fire damage and 21 (6d6) damage of another type on a failed save, or half as much damage on a successful one. Roll a d4 to determine the additional damage type: 1 is acid, 2 is cold, 3 is lightning, and 4 is poison."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Immutable Form",
                    "desc": "The golem is immune to any spell or effect that would alter its form."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The golem has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The golem's weapon attacks are magical."
                }
            ],
            "spell_list": [],
            "page_no": 180,
            "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_dragonflesh-golem/"
        },
        {
            "slug": "dread-walker-excavator",
            "desc": "These glyph-covered metal spiders slowly crawl over the cracked temples of beings beyond the minds of mortals._  \nDread walker excavators are spider-shaped constructs developed to protect and excavate ancient, magical ruins. Excavators are found deep underwater or in wastelands, crawling over monuments built hundreds of years ago.  \n**Alien Minds.** The minds of the excavators are completely mysterious, their instructions indecipherable. Excavators are able to communicate with one another, and supposedly with their masters, but the transmission path of this communication is unknown.  \n**Dread Eye.** The excavator’s central eye shines complicated diagrams atop the stonework of ancient ruins, imprinting alien glyphs atop those carved hundreds of years previously. Some believe the excavators contain vast knowledge of ancient magic and lost civilizations, and sages greatly desire destroyed excavators, hoping to extract this knowledge from their remains. None have yet been successful, and many have been driven mad by the attempt.  \n**Construct Nature.** A dread walker excavator doesn’t require air, food, drink, or sleep.",
            "name": "Dread Walker Excavator",
            "size": "Large",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 75,
            "hit_dice": "10d10+20",
            "speed": {
                "climb": 30,
                "walk": 30,
                "swim": 30
            },
            "strength": 18,
            "dexterity": 19,
            "constitution": 14,
            "intelligence": 14,
            "wisdom": 16,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "perception": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison, psychic",
            "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 60 ft., tremorsense 60 ft., passive Perception 16",
            "languages": "—",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The excavator makes two foreleg attacks."
                },
                {
                    "name": "Foreleg",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d8+4"
                },
                {
                    "name": "Excavation Beam",
                    "desc": "Ranged Weapon Attack: +7 to hit, range 30/60 ft., one target. Hit: 17 (5d6) force damage.",
                    "attack_bonus": 7,
                    "damage_dice": "5d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Arcane Instability",
                    "desc": "When the excavator is reduced to half its maximum hp or fewer, unstable arcane energy begins to pour from its metal body. A creature that touches the unstable excavator or hits it with a melee attack while within 5 feet of it takes 3 (1d6) force damage."
                },
                {
                    "name": "Spider Climb",
                    "desc": "The excavator can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
                }
            ],
            "spell_list": [],
            "page_no": 129,
            "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_dread-walker-excavator/"
        },
        {
            "slug": "emperors-hyena",
            "desc": "A choking cackle escapes the throat of the hyena. As it steps forward, patches of fur fall off of it, revealing bone and rotting muscle._  \nAs their name implies, emperor’s hyenas are undead hyenas that have been magically enhanced and tied to the emperor. With rotting, matted fur, missing teeth, and baleful yellow eyes, they are easily mistaken for simple undead beasts. Their appearance belies a relentless cunning.  \n**Gifts from the God of Death.** The method of creation of emperor’s hyenas was a gift given directly to the emperor by the god of death and has been entrusted to only a few necromancers. Emperor’s hyenas can be created only from hyenas that were anointed protectors of the god’s holy places when they were alive. Their scarcity means they are primarily used as messengers and guardians for the emperor. The emperor rarely sends them to attack enemies unless the enemy has truly angered him. The emperor is seldom seen without a pair of emperor’s hyenas by his side. When he moves publicly, every available emperor’s hyena is deployed to ensure his safety.  \n**Voice of the Emperor.** Emperor’s hyenas often deliver messages when the emperor needs a messenger hardier than a Open Game License",
            "name": "Emperor’s Hyena",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 91,
            "hit_dice": "14d8+28",
            "speed": {
                "walk": 50
            },
            "strength": 16,
            "dexterity": 14,
            "constitution": 15,
            "intelligence": 6,
            "wisdom": 10,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": 4,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "perception": 2
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, exhaustion, poisoned",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "understands Common and Darakhul but can’t speak",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The emperor's hyena makes two bite attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6) necrotic damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6+3"
                },
                {
                    "name": "Black Breath (Recharge 5-6)",
                    "desc": "The emperor's hyena breathes a 15-foot cone of noxious black vapor. Each creature in the area that isn't an undead or a construct must make a DC 12 Constitution saving throw, taking 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the creature gains one level of exhaustion. This exhaustion lasts until the creature finishes a short or long rest."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Pack Tactics",
                    "desc": "The emperor's hyena has advantage on attack rolls against a creature if at least one of the hyena's allies is within 5 feet of the creature and the ally isn't incapacitated."
                },
                {
                    "name": "Stench",
                    "desc": "Any creature that starts its turn within 5 feet of the emperor's hyena must succeed on a DC 12 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the emperor's hyena's Stench for 24 hours."
                },
                {
                    "name": "Turning Resistance",
                    "desc": "The emperor's hyena has advantage on saving throws against any effect that turns undead."
                }
            ],
            "spell_list": [],
            "page_no": 135,
            "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_emperors-hyena/"
        },
        {
            "slug": "empusa",
            "desc": "A monstrous woman with claws and hooves of shining copper, the creature stalks the roads and tracks between towns, seeking to kill and devour any who stumble across her path._  \n**Bane of Travelers.** Distant kin to lamias, the dreadful empusae are exclusively female. They use their supernatural abilities to hunt down and devour the flesh of those traveling along deserted roads and byways between settlements. While empusae aren’t afraid of sunlight, they tend to hunt at night, returning to caves and ruins during the day to feast on those they have killed. When travelers aren’t available, empusae target shepherds and farmers, disguising themselves as goats or donkeys to get close to their targets.  \n**Copper Hooves.** The legs and hooves of an empusa are extremely powerful and are sheathed in magically-hardened copper, allowing her to deliver swift and powerful kicks and move at great speed. This copper can be harvested when the empusa is slain and is often used in the construction of magical boots and staffs.",
            "name": "Empusa",
            "size": "Medium",
            "type": "Monstrosity",
            "subtype": "shapechanger",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 102,
            "hit_dice": "12d8+48",
            "speed": {
                "walk": 40
            },
            "strength": 20,
            "dexterity": 13,
            "constitution": 18,
            "intelligence": 10,
            "wisdom": 14,
            "charisma": 19,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": 7,
            "perception": 5,
            "skills": {
                "deception": 7,
                "perception": 5,
                "stealth": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 15",
            "languages": "Common",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The empusa makes two claw attacks, or one claw attack and one kick attack."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d8+5"
                },
                {
                    "name": "Kick",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away from the empusa and knocked prone.",
                    "attack_bonus": 8,
                    "damage_dice": "2d6+5"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Ambusher",
                    "desc": "In the first round of combat, the empusa has advantage on attack rolls against any creature she has surprised."
                },
                {
                    "name": "Magical Copper",
                    "desc": "The empusa's claw and kick attacks are magical."
                },
                {
                    "name": "Nimble Fighter",
                    "desc": "The empusa can take the Dash or Disengage action as a bonus action on each of her turns."
                },
                {
                    "name": "Shapechanger",
                    "desc": "The empusa can use her action to polymorph into a Small or Medium beast that has a challenge rating no higher than her own, or back into her true form. Her statistics, other than her size, are the same in each form. While transformed, at least one of her limbs has a coppery color. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies."
                }
            ],
            "spell_list": [],
            "page_no": 136,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_empusa/"
        },
        {
            "slug": "fabricator",
            "desc": "A rectangular slab of thick, green ooze flows slowly across the floor. Twisting metallic veins and strange lights illuminate its translucent interior, and everything it touches dissolves into a formless sludge._  \n**Artificial Oozes.** Though fabricators superficially resemble monsters like ochre jellies or gelatinous cubes, they are in fact a type of construct composed of millions of minute constructs connected by an intelligent hive-mind. Most fabricators were built to aid in the construction of advanced machinery or structures and normally are not aggressive. However, their programming sometimes calls for the disposal of organic life, and they do not hesitate to apply fatal force when necessary.  \n**Relic of Past Empires.** The first fabricators were built by a cabal of ancient mages from a forgotten empire to construct a great weapon to use against their enemies. This weapon was completed and unleashed, subsequently dooming the creators and leaving the fabricators to carry on with the tasks assigned to them. Over time, the magical bonds to their masters’ work slowly unraveled, freeing many fabricators from their responsibilities and leaving them without purpose. Today, some of these fabricators are employed by mage guilds to aid in the construction of magic items, communicating with the mages by etching words on sheets of copper.  \n**Construct Nature.** A fabricator doesn’t require air, food, drink, or sleep.",
            "name": "Fabricator",
            "size": "Large",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 147,
            "hit_dice": "14d10+70",
            "speed": {
                "climb": 15,
                "walk": 30,
                "swim": 15
            },
            "strength": 18,
            "dexterity": 7,
            "constitution": 20,
            "intelligence": 15,
            "wisdom": 15,
            "charisma": 5,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "perception": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "force, poison, psychic",
            "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone",
            "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 16",
            "languages": "understands Common, Deep Speech, and Draconic but can’t speak",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The fabricator makes two disassembling slam attacks."
                },
                {
                    "name": "Disassembling Slam",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage plus 10 (3d6) force damage. A creature reduced to 0 hp by this attack immediately dies and its body and nonmagical equipment is disassembled and absorbed into the fabricator. The creature can be restored to life only by means of a true resurrection or a wish spell. The fabricator can choose to not disassemble a creature or its equipment after reducing it to 0 hp.",
                    "attack_bonus": 8,
                    "damage_dice": "2d10+4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Assemble",
                    "desc": "With at least 10 minutes of work, a fabricator can refine raw materials and create entirely new objects by combining material it has absorbed. For example, it can create a rope from absorbed hemp, clothing from absorbed flax or wool, and a longsword from absorbed metal. A fabricator can create intricate objects like thieves' tools and objects with moving parts with at least 1 hour of work and twice the requisite raw materials, but it can't create magic items. The quality of objects it creates is commensurate with the quality of the raw materials."
                },
                {
                    "name": "Dismantling Form",
                    "desc": "A creature that touches the fabricator or hits it with a melee attack while within 5 feet of it takes 3 (1d6) force damage. Any nonmagical weapon made of metal or once-living material (such as bone or wood) that hits the fabricator is slowly dismantled by the minute constructs that make up the fabricator. 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 once-living material that hits the fabricator is destroyed after dealing damage. At the start of each of its turns, the fabricator can choose whether this trait is active."
                }
            ],
            "spell_list": [],
            "page_no": 138,
            "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_fabricator/"
        },
        {
            "slug": "fey-revenant",
            "desc": "An amalgam of shadow fey and spider, the thorn-covered fey appears out of the shadows and envelops its victim in icy tendrils of darkness._  \n**Will of the Fey Queen.** Shadow fey who have proven themselves most loyal to the commands and desires of the fey courts catch the eye of the Queen. She calls them to her court and blesses them with a measure of her power.  \n**Fey Transformation.** A fey revenant retains the upper torso of its shadow fey body, its skin becomes thorny and bark-like, and its lower body changes into that of an arachnid or insect. Spiders, scorpions, and beetles are the most common, but many fey revenants have lower bodies resembling dragonflies, wasps, and locusts. Fey revenants with insect bodies that can fly have a flying speed of 30 feet.",
            "name": "Fey Revenant",
            "size": "Large",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 19,
            "armor_desc": "natural armor",
            "hit_points": 161,
            "hit_dice": "17d10+68",
            "speed": {
                "walk": 30,
                "climb": 30
            },
            "strength": 14,
            "dexterity": 18,
            "constitution": 18,
            "intelligence": 10,
            "wisdom": 14,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "perception": 5,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 120 ft., passive Perception 15",
            "languages": "Common, Elvish, Umbral",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The fey revenant makes three attacks, either with its shortsword or longbow. It can use its Queen's Grasp in place of one shortsword or longbow attack."
                },
                {
                    "name": "Shortsword",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage plus 3 (1d6) poison damage.",
                    "attack_bonus": 7,
                    "damage_dice": "1d6+4"
                },
                {
                    "name": "Longbow",
                    "desc": "Ranged Weapon Attack: +7 to hit, range 120/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 3 (1d6) poison damage.",
                    "attack_bonus": 7,
                    "damage_dice": "1d8+4"
                },
                {
                    "name": "Queen's Grasp",
                    "desc": "Ranged Weapon Attack: +7 to hit, ranged 30/60 ft., one target. Hit: The target is restrained by icy wisps of shadow. While restrained, the creature takes 7 (2d6) cold damage at the start of each of its turns. As an action, the restrained creature can make a DC 15 Strength check, bursting through the icy shadow on a success. The icy shadow can also be attacked and destroyed (AC 10; 5 hp; resistance to bludgeoning, piercing, and slashing damage; immunity to cold, necrotic, poison, and psychic damage)."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Magic Resistance",
                    "desc": "The fey revenant has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Shadow Sight",
                    "desc": "Magical darkness doesn't impede the fey revenant's darkvision."
                },
                {
                    "name": "Shadow Traveler (4/Day)",
                    "desc": "As a bonus action while in shadows, dim light, or darkness, the fey revenant disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at its origin and destination when it uses this trait."
                },
                {
                    "name": "Spider Climb",
                    "desc": "The fey revenant can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "While in sunlight, the fey revenant has disadvantage on attack rolls, as well as Wisdom (Perception) checks that rely on sight."
                },
                {
                    "name": "Thorn Body",
                    "desc": "A creature that touches the fey revenant or hits it with a melee attack while within 5 feet of it takes 4 (1d8) piercing damage."
                }
            ],
            "spell_list": [],
            "page_no": 150,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_fey-revenant/"
        },
        {
            "slug": "fire-infused-water-elemental",
            "desc": "A pillar of water rises up into a humanoid shape, steam trailing from its boiling form._  \n**Boiling Water.** Fire-infused water elementals are created when water elementals spend great lengths of time in superheated water, such as the borderlands between the Elemental Planes of Fire and Water, or when they are inundated with large amounts of fire magic. The elementals are irreparably changed and exist in a state between fire and water elemental. Too fiery for one and too watery for the other, they often find their way to the Material Plane, where they can carve out their own territory.  \n**Geothermal Dwellers.** Fire-infused water elementals prefer to inhabit areas with water heated by geothermal activity, such as hot springs and geysers. They claim such locations as their homes and grow violent when creatures harm or pollute their claimed waters. Fire-infused water elementals get along well with Open Game License",
            "name": "Fire-Infused Water Elemental",
            "size": "Huge",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 138,
            "hit_dice": "12d12+60",
            "speed": {
                "swim": 90,
                "walk": 30
            },
            "strength": 20,
            "dexterity": 14,
            "constitution": 20,
            "intelligence": 5,
            "wisdom": 10,
            "charisma": 8,
            "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": "acid, cold, fire; bludgeoning, piercing, slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "Aquan",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The elemental makes two slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage plus 7 (2d6) fire damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d10+5"
                },
                {
                    "name": "Scald (Recharge 6)",
                    "desc": "A fire-infused water elemental sprays a 30-foot cone of superheated water. Each creature in the area must make a DC 12 Dexterity saving throw. On a failure, a creature takes 21 (6d6) fire damage and is knocked prone. On a success, a creature takes half as much damage and isn't knocked prone."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Water Form",
                    "desc": "The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing."
                }
            ],
            "spell_list": [],
            "page_no": 216,
            "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_fire-infused-water-elemental/"
        },
        {
            "slug": "fleshdreg",
            "desc": "A mass of disgorged plant material lies at the base of this fleshy tree. Hollowed out areas give the impression of a mouth and a pair of eyes._  \n**Disgusting Display.** At a distance, the fleshdreg’s appearance is not quite so disturbing, but a close-up view invokes revulsion in many creatures. Their most unsettling aspect—the constant spewing of plant material—is due to a strange regenerative factor. The trees spontaneously generate plant material, which negatively interacts with their acidic interiors and causes them near-constant digestive discomfort. The fleshdregs can direct this acidified material as a spew, which temporarily suspends this continual production, but they are hesitant to do so except in extreme circumstances. If they lose too much acid or their acid somehow becomes neutralized, the pulpy material fills their innards, bloating them and eventually erupting through their skin.  \n**Friendly Trees.** Many intelligent creatures encountering fleshdregs judge them by their horrifying features, but the fleshdregs are amiable hosts. They understand that many creatures find them repulsive and react to hostility with calming words and a show of peace. Assuming they establish a friendly footing with visitors, they prove to be valuable sources of information about the surrounding territory. In some cases, fleshdregs volunteer to accompany their new acquaintances within a swamp, especially if the fleshdregs seek to relocate.  \n**Otherworldly Origins.** Scholars who have studied the strange trees conclude they derive from some foreign environment. They are split on whether the creatures come from beyond the stars or migrated from deep within the underworld. The scholars agree fleshdregs serve an environmental niche in their native habitat similar to trees and may be an otherworldly equivalent to Open Game License",
            "name": "Fleshdreg",
            "size": "Huge",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "neutral good",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 115,
            "hit_dice": "10d12+50",
            "speed": {
                "walk": 30
            },
            "strength": 19,
            "dexterity": 6,
            "constitution": 20,
            "intelligence": 13,
            "wisdom": 16,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "insight": 6,
                "nature": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "fire",
            "damage_immunities": "acid",
            "condition_immunities": "exhaustion, unconscious",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Common, Deep Speech, Sylvan",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The fleshdreg makes two slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 14 (3d6 + 4) bludgeoning damage.",
                    "attack_bonus": 7,
                    "damage_dice": "3d6+4"
                },
                {
                    "name": "Rock",
                    "desc": "Melee Weapon Attack: +7 to hit, range 60/180 ft., one target. Hit: 20 (3d10 + 4) bludgeoning damage.",
                    "attack_bonus": 7,
                    "damage_dice": "3d10+4"
                },
                {
                    "name": "Disgorge Innards (Recharge 6)",
                    "desc": "The fleshdreg expels acidic sludge in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one. A creature that fails the saving throw takes 9 (2d8) acid damage the end of its next turn, unless it or a creature within 5 feet of it takes an action to remove the sludge."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Regeneration",
                    "desc": "The fleshdreg regains 5 hp at the start of its turn if it has at least 1 hp. If the fleshdreg uses its Disgorge Innards action, this trait doesn't function at the start of its next turn."
                }
            ],
            "spell_list": [],
            "page_no": 152,
            "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_fleshdreg/"
        },
        {
            "slug": "forest-emperor",
            "desc": "The smell of freshly turned soil and bubbling sulfur accompanies this terrible monster, an amalgam of wood and flesh vaguely reminiscent of a giant centaur with bony wooden limbs. Vast draconic wings sprout from the creature’s back, and it bears a serpentine tail ending in a cone-shaped rattle._  \n**Born of Dragons.** When a particularly hardy Open Game License",
            "name": "Forest Emperor",
            "size": "Huge",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 161,
            "hit_dice": "14d12+70",
            "speed": {
                "walk": 30,
                "climb": 30,
                "fly": 60
            },
            "strength": 23,
            "dexterity": 12,
            "constitution": 21,
            "intelligence": 12,
            "wisdom": 20,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 10,
            "intelligence_save": null,
            "wisdom_save": 10,
            "charisma_save": null,
            "perception": 10,
            "skills": {
                "nature": 6,
                "perception": 10,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "acid, cold; bludgeoning from nonmagical attacks",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 20",
            "languages": "Common, Giant",
            "challenge_rating": "15",
            "cr": 15.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The forest emperor makes two claw attacks and one tail attack. If both claws hit the same target, the target must succeed on a DC 18 Constitution saving throw or its hp maximum is reduced by 7 (2d6) and the forest emperor regains hp equal to this amount. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0."
                },
                {
                    "name": "Acidic Claw",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) slashing damage plus 7 (2d6) acid damage.",
                    "attack_bonus": 11,
                    "damage_dice": "3d6+6"
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage.",
                    "attack_bonus": 11,
                    "damage_dice": "2d10+6"
                },
                {
                    "name": "Toxic Nectar Spray (Recharge 5-6)",
                    "desc": "The forest emperor sprays a 60-foot cone of acid from its flower-ringed eye pits. Creatures in the path of this cone must make a DC 18 Dexterity saving throw, taking 42 (12d6) acid damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Forest Camouflage",
                    "desc": "The forest emperor has advantage on Dexterity (Stealth) checks made to hide in forest terrain."
                },
                {
                    "name": "Keen Smell",
                    "desc": "The forest emperor has advantage on Wisdom (Perception) checks that rely on smell."
                },
                {
                    "name": "Rattle",
                    "desc": "The forest emperor constantly rattles its tail when in combat. Each creature that starts its turn within 60 feet of the forest emperor and that can hear it must succeed on a DC 18 Wisdom saving throw or become frightened until the start of its next turn. A creature that succeeds on two saving throws is unaffected by the forest emperor's rattle for the next 24 hours."
                }
            ],
            "spell_list": [],
            "page_no": 155,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_forest-emperor/"
        },
        {
            "slug": "frost-mole",
            "desc": "Frost moles primarily eat meat and supplement their diets with plants that eke out an existence in arctic climates. Though they can overpower prey with their claws, they prefer to ensnare their victims in pits they dig as traps. Since frost moles build their warrens near farms where they can grab more docile livestock, their lairs present a nuisance to those who work the land during the short growing seasons. Creatures capable of taming frost moles find them extremely valuable. Frost mole masters train the moles to excavate treacherous pits around their lairs, protecting the masters from intruders.",
            "name": "Frost Mole",
            "size": "Small",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 71,
            "hit_dice": "11d6+33",
            "speed": {
                "burrow": 30,
                "walk": 30
            },
            "strength": 16,
            "dexterity": 15,
            "constitution": 16,
            "intelligence": 3,
            "wisdom": 13,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "athletics": 5,
                "perception": 3,
                "stealth": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 13",
            "languages": "—",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "2d4+3"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Keen Smell",
                    "desc": "The frost mole has advantage on Wisdom (Perception) checks that rely on smell."
                },
                {
                    "name": "Snow Burrower",
                    "desc": "The frost mole can burrow through nonmagical snow and ice in addition to sand, earth, and mud."
                },
                {
                    "name": "Snow Camouflage",
                    "desc": "The frost mole has advantage on Dexterity (Stealth) checks made to hide in snowy terrain."
                },
                {
                    "name": "Snow Pit",
                    "desc": "If the frost mole moves at least 20 feet straight toward a creature, it can dig a 5-foot-diameter, 20-foot-deep pit beneath the creature. If the target is Medium or smaller, it must succeed on a DC 13 Dexterity saving throw or fall into the pit and land prone, taking falling damage as normal. If the target is Large or larger, it must succeed on a DC 13 Dexterity saving throw or be restrained. If the target is prone or restrained, the mole can make one claw attack against it as a bonus action."
                }
            ],
            "spell_list": [],
            "page_no": 390,
            "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_frost-mole/"
        },
        {
            "slug": "galidroo",
            "desc": "This horrid creature is larger than an ox, and its hairless, wrinkled skin is covered in foul warts and pustules. The creature has two rat-like heads and a heavy tentacular tail that lashes the air malevolently._  \n**Wasteland Monstrosity.** The galidroo dwells primarily in desolate badlands, ravaged ruins, and areas where magic has corrupted the landscape and the creatures within it. Though powerful monsters in their own right, they are rarely at the top of the food chain and have to watch out for other monsters like Open Game License",
            "name": "Galidroo",
            "size": "Huge",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 172,
            "hit_dice": "15d12+75",
            "speed": {
                "burrow": 20,
                "walk": 40
            },
            "strength": 22,
            "dexterity": 13,
            "constitution": 20,
            "intelligence": 11,
            "wisdom": 18,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 9,
            "intelligence_save": null,
            "wisdom_save": 8,
            "charisma_save": null,
            "perception": 8,
            "skills": {
                "perception": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "psychic",
            "condition_immunities": "exhaustion",
            "senses": "darkvision 90 ft., passive Perception 18",
            "languages": "Deep Speech, telepathy 60 ft.",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The galidroo makes four attacks: two with its bite and two with its claws. It can make one tail attack in place of its two claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.",
                    "attack_bonus": 10,
                    "damage_dice": "2d10+6"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.",
                    "attack_bonus": 10,
                    "damage_dice": "2d6+6"
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage. The target is grappled (escape DC 17) if it is a Large or smaller creature and the galidroo doesn't have another creature grappled. Until this grapple ends, the target is restrained, and the galidroo can't use its tail on another target.",
                    "attack_bonus": 10,
                    "damage_dice": "3d6+6"
                },
                {
                    "name": "Prophetic Screech (Recharge 5-6)",
                    "desc": "The galidroo unleashes a burst of prophetic power in a 60-foot cone. Each creature in that area must make a DC 17 Intelligence saving throw. On a failure, a creature takes 35 (10d6) psychic damage and is incapacitated for 1 minute as its mind is bombarded with visions of its past and future. On a success, a creature takes half the damage and isn't incapacitated. 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": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Aura of Lassitude",
                    "desc": "A creature that starts its turn within 30 feet of the galidroo must succeed on a DC 17 Constitution saving throw or feel lethargic until the start of its next turn. While lethargic, a creature can't use reactions, its speed is halved, and it can't make more than one melee or ranged attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. On a successful saving throw, the creature is immune to the galidroo's Aura of Lassitude for the next 24 hours."
                },
                {
                    "name": "Selective Precognition",
                    "desc": "The galidroo can see into the past, present, and future simultaneously. It can innately cast divination and legend lore once per day each, requiring no material components. Its innate spellcasting ability is Wisdom. The galidroo can't use these spells to gain information about itself or its personal future or past."
                },
                {
                    "name": "Two-Headed",
                    "desc": "The galidroo has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious."
                }
            ],
            "spell_list": [],
            "page_no": 161,
            "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_galidroo/"
        },
        {
            "slug": "gaunt-one",
            "desc": "This corpse-like creature’s flesh is gray, its body is emaciated, and its skin is pulled tight across its skeleton. A strange, writhing tentacle protrudes slightly from its gaping mouth._  \n**Unnatural Origin.** Centuries ago, an order of wizards, known as the Covenant of Infinum, found itself in need of slaves and descended upon a nearby human settlement. The order enslaved every villager and conducted magical experiments upon them in the wizards’ remote mountain tower. The wizards were trying to create the perfect servitor race, using the villagers as a baser life form. The experiment failed spectacularly, unleashing a magical transformative wave upon the tower. Many of the wizards managed to escape, but all of the human slaves were caught in the magical chaos and were forever changed into gaunt ones.  \n**Undead Appearance.** At first glance, gaunt ones appear to be some form of undead creature, leading many to underestimate them. Their skin is pale, shrunken, and withered, and their teeth are yellow and jagged with receded gums.  \n**Hunger for Hearts.** Gaunt ones have an inherent hunger for hearts and often sit quietly for hours, listening for the heartbeats of nearby creatures. A gaunt one grabs hold of its prey and worms its tentaclelike tongue into the creature’s mouth to extract the creature’s heart. Insatiable, a gaunt one continues to eat the hearts of creatures it finds until there is nothing left to harvest. Lacking readily available food, it moves on.",
            "name": "Gaunt One",
            "size": "Medium",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 75,
            "hit_dice": "10d8+30",
            "speed": {
                "walk": 30
            },
            "strength": 18,
            "dexterity": 15,
            "constitution": 16,
            "intelligence": 15,
            "wisdom": 12,
            "charisma": 4,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "stealth": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "understands Undercommon but can’t speak",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The gaunt one makes two claw attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14)."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) slashing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d6+4"
                },
                {
                    "name": "Extract Heart",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one humanoid grappled by the gaunt one. Hit: The target must make a DC 13 Constitution saving throw, taking 22 (5d8) piercing damage on a failed save, or half as much damage on a successful one. If this damage reduces the target to 0 hp, the gaunt one kills the target by extracting and devouring its heart."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Keen Hearing",
                    "desc": "The gaunt one has advantage on Wisdom (Perception) checks that rely on hearing."
                }
            ],
            "spell_list": [],
            "page_no": 163,
            "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_gaunt-one/"
        },
        {
            "slug": "ghillie-dubh",
            "desc": "This bipedal creature seems to be a humanoid-shaped mound of leaves and moss given life. Dark pits in its head resemble empty eye sockets._  \n**Protectors of the Lost.** Ghillie dubhs hail from good-aligned arboreal planes. There, they guide visitors through the sometimes-confounding landscape. They often rescue those who incidentally succumb to the peaceful nature of planar woodlands and might otherwise perish. However, they find their services more useful on the Material Plane where nature is generally more unforgiving. Their desire to help mortals leads them to more extreme climates, with a strong preference for colder weather. Ghillie dubhs find lost travelers and guide these unfortunates to safe places. If a traveler impresses a ghillie dubh with knowledge or a desire for knowledge about the forest, the ghillie dubh gifts the traveler with some of its knowledge.  \n**Punishment of Transgression.** Likewise, a ghillie dubh expects visitors to the area it oversees to be respectful of the land. Ghillie dubhs lecture mild violators and briefly use nature to inconvenience them, such as by covering paths or removing tracks. More heinous acts—like wantonly slaughtering animals or setting trees ablaze—are met with physical retaliation.  \n**Part of the Forest.** Ghillie dubhs take on characteristics of the forests they call home to blend in seamlessly with the trees and other plants. They can listen to subtle variations in the trees’ movements to receive early warning about attacks, and they can turn their attention to any part of the forest to ensure no harm is coming to an area.",
            "name": "Ghillie Dubh",
            "size": "Medium",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "lawful good",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 52,
            "hit_dice": "8d8+16",
            "speed": {
                "walk": 30,
                "climb": 20,
                "swim": 20
            },
            "strength": 15,
            "dexterity": 13,
            "constitution": 14,
            "intelligence": 12,
            "wisdom": 19,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": 5,
            "perception": 6,
            "skills": {
                "nature": 3,
                "perception": 6,
                "stealth": 3,
                "survival": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, radiant",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "passive Perception 16",
            "languages": "Celestial, Common, Sylvan, telepathy 60 ft.",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.",
                    "attack_bonus": 4,
                    "damage_dice": "2d6+2"
                },
                {
                    "name": "Forest Knowledge (Recharge 6)",
                    "desc": "The ghillie dubh can alter nearby creatures' knowledge of the forest, choosing one of the following. An effect lasts for 24 hours, until the creature leaves the ghillie dubh's forest, or until the ghillie dubh dismisses it as a bonus action. \n* Remove Knowledge. Each creature within 30 feet of the ghillie dubh must succeed on a DC 13 Charisma saving throw or become hopelessly lost in the ghillie dubh's forest. The creature has disadvantage on Wisdom (Survival) checks and takes 50 percent more time on overland travel, even delaying clearheaded companions. \n* Share Knowledge. Each creature within 30 feet of the ghillie dubh has advantage on Wisdom (Survival) checks. The creature can move at a fast pace through forest terrain, and difficult terrain composed of nonmagical plants doesn't cost it extra movement."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Forest Camouflage",
                    "desc": "The ghillie dubh has advantage on Dexterity (Stealth) checks made to hide in forest terrain."
                },
                {
                    "name": "One with the Trees",
                    "desc": "If the ghillie dubh has spent at least 24 hours in a forest, it has advantage on Wisdom (Perception) checks while in that forest. In addition, it can spend 10 minutes focusing its attention on the forest and an invisible, sapling-shaped sensor anywhere in its forest within 1 mile of it. It can see and hear everything within 60 feet of this sensor, but it is deaf and blind with regard to its own senses while doing so. The sensor lasts for 1 minute or until the ghillie dubh dismisses it (no action required)."
                },
                {
                    "name": "Speak with Beasts and Plants",
                    "desc": "The ghillie dubh can communicate with beasts and plants as if they shared a language."
                }
            ],
            "spell_list": [],
            "page_no": 165,
            "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_ghillie-dubh/"
        },
        {
            "slug": "ghul",
            "desc": "A creature wearing a black turban steps out of the sudden fog. It is roughly the size and shape of a short man, with gray skin and pointed teeth. The thing sneers as it summons lightning to its hand, the air suddenly stinking of ozone. Its stony gray skin shifts to an icy blue as it raises its arm to direct its electrical attack._  \n**Elemental Remnants.** When an undead with the ability to raise more of their kind, such as a Open Game License",
            "name": "Ghul",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "any evil alignment",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 105,
            "hit_dice": "14d8+42",
            "speed": {
                "walk": 30,
                "fly": 30
            },
            "strength": 16,
            "dexterity": 15,
            "constitution": 16,
            "intelligence": 10,
            "wisdom": 10,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, fire, lightning, necrotic",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, exhaustion, petrified, poisoned",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "Common",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The ghul makes two attacks with its claws."
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                    "attack_bonus": 6,
                    "damage_dice": "2d6+3"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Paralyzing Throes",
                    "desc": "When the ghul dies, it explodes in a puff of noxious smoke. Each creature within 5 feet of it must succeed on a DC 13 Constitution saving throw or be paralyzed until the end of its next turn."
                },
                {
                    "name": "Turn Resistance",
                    "desc": "The ghul has advantage on saving throws against any effect that turns undead."
                },
                {
                    "name": "Variable Immunity",
                    "desc": "As a bonus action, the ghul changes one of its damage resistances to immunity to that type of damage until the start of its next turn."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The ghul's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\nAt will: chill touch, fire bolt, ray of frost, shocking grasp\n3/day each: fog cloud, rolling thunder, misty step, spire of stone\n1/day each: blur, fireball, gaseous form, frozen razors, stinking cloud"
                }
            ],
            "spell_list": [],
            "page_no": 169,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
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            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_ghul/"
        },
        {
            "slug": "giant-armadillo",
            "desc": "Giant armadillos look like a hybrid of aardvark, rhinoceros, and turtle with vicious-looking claws used primarily for burrowing. These creatures are generally placid and seek to avoid conflict whenever possible.",
            "name": "Giant Armadillo",
            "size": "Small",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 12,
            "armor_desc": "natural armor",
            "hit_points": 10,
            "hit_dice": "3d6",
            "speed": {
                "burrow": 15,
                "walk": 25
            },
            "strength": 12,
            "dexterity": 8,
            "constitution": 10,
            "intelligence": 2,
            "wisdom": 10,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "—",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.",
                    "attack_bonus": 3,
                    "damage_dice": "1d6+1"
                },
                {
                    "name": "Tuck In",
                    "desc": "The giant armadillo tucks its entire body into its shell, forming an armored ball. While in this form, it moves by rolling around, it has resistance to bludgeoning, piercing, and slashing damage, and it can't take the Attack action or burrow. The giant armadillo can return to its true form as a bonus action."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 392,
            "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_giant-armadillo/"
        },
        {
            "slug": "giant-bombardier-beetle",
            "desc": "The giant bombardier beetle is among the most surprising creatures lurking on the forest floor. A placid herbivore content to go about its business, the beetle has a powerful defense mechanism in the form of a boiling liquid it can spray to scald would-be predators as it makes its escape.  \n_Many types of beetles inhabit the world, and, depending on the location and culture, they are used as food, companions, or beasts of burden by its people._  \n_**Forest Beetles.**_ Open Game License",
            "name": "Giant Bombardier Beetle",
            "size": "Medium",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 13,
            "hit_dice": "2d8+4",
            "speed": {
                "walk": 30
            },
            "strength": 10,
            "dexterity": 14,
            "constitution": 15,
            "intelligence": 3,
            "wisdom": 10,
            "charisma": 3,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 4,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "fire",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "blindsight 30 ft., passive Perception 10",
            "languages": "—",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d6+2"
                },
                {
                    "name": "Spray",
                    "desc": "Ranged Weapon Attack: +4 to hit, range 15/30 ft., one target. Hit: 7 (2d4 + 2) fire damage.",
                    "attack_bonus": 4,
                    "damage_dice": "2d4+2"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 39,
            "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_giant-bombardier-beetle/"
        },
        {
            "slug": "giant-frilled-lizard",
            "desc": "These massive reptiles adore hot climates and often lie motionless while they sun themselves. When disturbed, giant frilled lizards become quite aggressive, hissing and protruding the large, jagged frill that surrounds their necks.",
            "name": "Giant Frilled Lizard",
            "size": "Large",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 105,
            "hit_dice": "14d10+28",
            "speed": {
                "climb": 30,
                "walk": 30
            },
            "strength": 14,
            "dexterity": 18,
            "constitution": 15,
            "intelligence": 2,
            "wisdom": 12,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "athletics": 8,
                "perception": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "—",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The giant frilled lizard makes one bite attack and one tail attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 10 (4d4) poison damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d6+4"
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.",
                    "attack_bonus": 7,
                    "damage_dice": "1d8+4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Intimidating Charge",
                    "desc": "When a giant frilled lizard charges, it hisses ferociously, extends its neck frills, and darts forward on its hind legs, increasing its walking speed to 50 feet for that round. In addition, the creature charged must succeed on a DC 13 Charisma saving throw or be frightened for 1d6 rounds. The creature can repeat the save at the end of each of its turns, ending the effect on a success."
                }
            ],
            "spell_list": [],
            "page_no": 392,
            "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_giant-frilled-lizard/"
        },
        {
            "slug": "giant-snow-beetle",
            "desc": "Many types of beetles inhabit the world, and, depending on the location and culture, they are used as food, companions, or beasts of burden by its people._  \n_**Forest Beetles.**_ Open Game License",
            "name": "Giant Snow Beetle",
            "size": "Large",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 12,
            "armor_desc": "natural armor",
            "hit_points": 45,
            "hit_dice": "6d10+12",
            "speed": {
                "walk": 30
            },
            "strength": 17,
            "dexterity": 10,
            "constitution": 14,
            "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": null,
            "skills": {
                "athletics": 5,
                "stealth": 2
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "tremorsense 30 ft., passive Perception 10",
            "languages": "—",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Pincer",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) bludgeoning damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d8+3"
                },
                {
                    "name": "Rotten Snowball Shove (Recharge 6)",
                    "desc": "The giant snow beetle tosses one of its carrion-filled snowballs at a point it can see within 20 feet of it. Each creature within 5 feet of that point must make a DC 12 Dexterity saving throw. On a failure, a target takes 7 (2d6) bludgeoning damage and becomes poisoned for 1 minute. On a success, a target takes half the damage and isn't poisoned. A poisoned creature can make a DC 13 Constitution saving throw at the end of each of its turns, ending the poisoned condition on itself on a success."
                },
                {
                    "name": "Snowball Shove",
                    "desc": "The giant snow beetle tosses one of its rolled snowballs at a point it can see within 20 feet of it. Each creature within 5 feet of that point must make a DC 12 Dexterity saving throw. On a failure, a target takes 7 (2d6) bludgeoning damage and is knocked prone. On a success, a target takes half the damage and isn't knocked prone."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Snowball Concealment",
                    "desc": "The giant snow beetle has advantage on Dexterity (Stealth) checks to hide if it is within 10 feet of a Large or larger snowball. It can attempt to hide even if another creature can see it clearly."
                },
                {
                    "name": "Snowball Roll",
                    "desc": "The giant snow beetle can spend 1 minute to roll up a ball of snow equal to its size."
                }
            ],
            "spell_list": [],
            "page_no": 392,
            "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_giant-snow-beetle/"
        },
        {
            "slug": "giant-water-scorpion",
            "desc": "A common threat in canals, lagoons, bayous, and countless other bodies of water, the giant water scorpion is responsible for the deaths of many adventurers exploring waterways. Like most aquatic monsters, giant water scorpions are seldom at the top of the food chain in their native environment, and black dragons in particular enjoy snacking on them. Swamp and water-dwelling humanoids like lizardfolk have been known to use the giant water scorpion’s carapace to create shields or coverings for their tents. The creature’s long tail acts as a breathing tube for it, which is often harvested and used by intrepid explorers and inventors in the creation of diving bells and other apparatuses for traversing the stygian depths.",
            "name": "Giant Water Scorpion",
            "size": "Large",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 93,
            "hit_dice": "11d10+33",
            "speed": {
                "swim": 30,
                "walk": 20
            },
            "strength": 17,
            "dexterity": 12,
            "constitution": 16,
            "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": {
                "stealth": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., blindsight 60 ft., passive Perception 10",
            "languages": "—",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The giant water scorpion makes two claw attacks. If it is grappling a creature, it can use its proboscis once."
                },
                {
                    "name": "Proboscis",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.",
                    "attack_bonus": 5,
                    "damage_dice": "1d10+3"
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) piercing damage. The target is grappled (escape DC 13) if it is a Medium or smaller creature and the scorpion doesn't have another creature grappled.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6+3"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Hold Breath",
                    "desc": "The scorpion can hold its breath for 1 hour. If it is within 15 feet of the water's surface, it can use its tail as a breathing tube and doesn't need to hold its breath."
                },
                {
                    "name": "Poison Injection",
                    "desc": "When the scorpion hits with a proboscis attack against a grappled, paralyzed, restrained, or stunned creature, it deals an extra 10 (3d6) poison damage."
                },
                {
                    "name": "Underwater Camouflage",
                    "desc": "The scorpion has advantage on Dexterity (Stealth) checks made to hide while underwater."
                }
            ],
            "spell_list": [],
            "page_no": 393,
            "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_giant-water-scorpion/"
        },
        {
            "slug": "glacial-corrupter",
            "desc": "This skeleton’s bones are crystal and caked with layers of frost and ice._  \n**Origin.** Glacial corrupters are similar in nature to most Open Game License",
            "name": "Glacial Corrupter",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 34,
            "hit_dice": "4d8+16",
            "speed": {
                "walk": 30
            },
            "strength": 14,
            "dexterity": 13,
            "constitution": 18,
            "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": "",
            "damage_resistances": "",
            "damage_immunities": "cold, poison",
            "condition_immunities": "exhaustion, poisoned, petrified",
            "senses": "darkvision 60 ft., passive Perception 9",
            "languages": "understands all languages it knew in life but can’t speak",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Longsword",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.",
                    "attack_bonus": 4,
                    "damage_dice": "1d8+2"
                },
                {
                    "name": "Longbow",
                    "desc": "Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d8+2"
                },
                {
                    "name": "Glacial Touch (Recharge 5-6)",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) cold damage. The target must succeed on a DC 13 Constitution saving throw or take 2 (1d4) cold damage at the start of each of its turns, as a frozen shard lodges itself in the wound. Any creature can take an action to remove the shard with a successful DC 12 Wisdom (Medicine) check. The shard crumbles to snow if the target receives magical healing.\n\nA humanoid slain by this attack rises in 1 week as a glacial corrupter, unless the humanoid is restored to life or its body is destroyed.",
                    "attack_bonus": 4,
                    "damage_dice": "2d6+2"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 176,
            "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_glacial-corrupter/"
        },
        {
            "slug": "glacier-behemoth",
            "desc": "A depression in the ground trails in the wake of this six-legged creature. Aged ice, appearing more like granite, covers the creature’s body._  \n**Slow but Steady.** Glacier behemoths earn their name from their resemblance to glaciers, including their slow, relentless pace. Their squat frames help conceal their six legs, reinforcing the notion that they are calved glaciers. Short of chasms blocking its way or the intervention of other glacier behemoths, nothing can stop a glacier behemoth when it moves. Its tough hide combined with its primal intellect render it fearless as it lumbers after its foes.  \n**Bulettekin.** Glacier behemoths are arctic relatives to Open Game License",
            "name": "Glacier Behemoth",
            "size": "Huge",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 172,
            "hit_dice": "15d12+75",
            "speed": {
                "burrow": 20,
                "walk": 20
            },
            "strength": 24,
            "dexterity": 3,
            "constitution": 21,
            "intelligence": 4,
            "wisdom": 14,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 9,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "athletics": 11,
                "perception": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "cold",
            "condition_immunities": "grappled, prone, restrained",
            "senses": "darkvision 60 ft., tremorsense 60 ft., passive Perception 16",
            "languages": "—",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The glacier behemoth makes two bite attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 33 (4d12 + 7) piercing damage.",
                    "attack_bonus": 11,
                    "damage_dice": "4d12+7"
                },
                {
                    "name": "Inexorable Charge",
                    "desc": "If the glacier behemoth moves at least 10 feet, it can then use this action to continue moving in a 40-foot line that is 15 feet wide. Each creature in this line must make a DC 17 Dexterity saving throw. On a failure, a creature takes 35 (10d6) bludgeoning damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone. The glacier behemoth's movement along this line doesn't provoke opportunity attacks."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Ground Disruptor",
                    "desc": "When the glacier behemoth moves, it can choose to make the area it moves through difficult terrain. When it uses Inexorable Charge, it automatically makes the ground difficult terrain."
                },
                {
                    "name": "Unstoppable",
                    "desc": "Difficult terrain composed of ice, rocks, sand, or natural vegetation, living or dead, doesn't cost the glacier behemoth extra movement. Its speed can't be reduced by any effect."
                }
            ],
            "spell_list": [],
            "page_no": 177,
            "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_glacier-behemoth/"
        },
        {
            "slug": "graknork",
            "desc": "Towering over the frozen landscape, this immense saurian monstrosity possesses a terrifying shark-like head with a multitude of serrated teeth. The monster has three eyes: two soulless black pits and a third larger eye that glows with a freezing blue light._  \n**Terror of the North.** The legendary graknork is one of the most powerful monsters to roam the endless tundra and taiga of the north and is feared by all who live in the rugged and frozen expanses of the world. Only the largest white dragons surpass the graknork in size and strength, and lesser creatures give the monster a wide berth. Graknorks are mostly found on land but are reasonable swimmers. They have no problem taking to the water to pursue escaping prey or to hunt fishermen and even whales. Graknorks are solitary creatures and cannot stand the presence of their own kind, attacking and eating juvenile graknorks that cross their path. When they do mate, it is a destructive affair with the female uprooting dozens of trees to build her nest. A typical graknork is more than forty feet long, though even larger specimens have been sighted in the coldest regions of the world.  \n**Great Blue Eye.** While the graknork’s raw physical prowess is justifiably feared, the aspect of its appearance that causes the greatest consternation is its great, freezing blue eye. Its eye is said to possess terrible and wondrous powers, including seeing through illusions, freezing souls outright, and causing everlasting blizzards. Most of these tales are mere fancy and hearsay spun by northern tribesmen, yet there is no denying that the graknork’s central eye is a fearsome weapon.",
            "name": "Graknork",
            "size": "Gargantuan",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 20,
            "armor_desc": "natural armor",
            "hit_points": 201,
            "hit_dice": "13d20+65",
            "speed": {
                "swim": 30,
                "walk": 50
            },
            "strength": 25,
            "dexterity": 18,
            "constitution": 21,
            "intelligence": 5,
            "wisdom": 13,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "perception": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "cold",
            "condition_immunities": "",
            "senses": "darkvision 90 ft., passive Perception 16",
            "languages": "—",
            "challenge_rating": "14",
            "cr": 14.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The graknork makes three attacks: one with its bite and two with its claws. Alternatively, it can use its Eye Ray twice. If both claw attacks hit a Large or smaller creature, the creature must succeed on a DC 18 Strength saving throw or take an additional 9 (2d8) slashing damage and be knocked prone."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 23 (3d10 + 7) piercing damage.",
                    "attack_bonus": 12,
                    "damage_dice": "3d10+7"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) slashing damage.",
                    "attack_bonus": 12,
                    "damage_dice": "3d8+7"
                },
                {
                    "name": "Eye Ray",
                    "desc": "Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 17 (5d6) cold damage.",
                    "attack_bonus": 9,
                    "damage_dice": "5d6"
                },
                {
                    "name": "Freezing Eye (Recharge 5-6)",
                    "desc": "The graknork's blue eye flares open and releases a beam of icy energy in a line that is 120-feet long and 10 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw. On a failure, a creature takes 35 (10d6) cold damage and is restrained for 1 minute as its limbs freeze. On a success, a creature takes half the damage and isn't restrained. A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the restrained creature can be freed if it takes at least 10 fire damage."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Keen Sight",
                    "desc": "The graknork has advantage on Wisdom (Perception) checks that rely on sight."
                }
            ],
            "spell_list": [],
            "page_no": 182,
            "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_graknork/"
        },
        {
            "slug": "graveyard-dragon",
            "desc": "This draconic skeleton is surround by a nimbus of light, colored in such a way as to betray the undead creature’s living origins._  \nGraveyard dragons form out of the remains of evil dragons killed as part of a cataclysm that claimed the lives of several dragons at the same time, or when their remains are exposed to heavy concentrations of necrotic energy.  \n**Vindictive Undead.** Graveyard dragons are vengeful, like many other intelligent undead, but they focus their retribution on the ones responsible for their deaths rather than on their own kind. In fact, these undead dragons have a strange sense of protectiveness of other dragons, particularly for the type of dragons they were when they were alive. This sometimes extends to non-evil dragons, but most good-aligned dragons view the existence of graveyard dragons with distaste.  \n**Intimidating Appearance.** Graveyard dragons are particularly appealing to powerful undead as guardians for their lairs. A graveyard dragon’s skeletal appearance is often enough to scare away most adventurers and tomb robbers. Unlike a more traditional animated skeleton, however, the graveyard dragon is capable of handling the few tomb robbers foolhardy enough to face it.  \n**Undead Nature.** The graveyard dragon doesn’t require air, food, drink, or sleep.",
            "name": "Graveyard Dragon",
            "size": "Large",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 127,
            "hit_dice": "15d10+45",
            "speed": {
                "walk": 40
            },
            "strength": 16,
            "dexterity": 10,
            "constitution": 17,
            "intelligence": 10,
            "wisdom": 11,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": 3,
            "charisma_save": 4,
            "perception": 3,
            "skills": {
                "perception": 3,
                "stealth": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, exhaustion, poisoned",
            "senses": "blindsight 30 ft., darkvision 120 ft., passive Perception 13",
            "languages": "Common, Draconic",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The graveyard dragon makes three attacks: one with its bite and two with its claws."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 3) piercing damage plus 4 (1d8) damage of the type dealt by the dragon's breath weapon.",
                    "attack_bonus": 6,
                    "damage_dice": "2d10+3"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d6+3"
                },
                {
                    "name": "Breath Weapon (Recharge 5-6)",
                    "desc": "The dragon releases a breath weapon that corresponds to the type of dragon it was in life. Each creature in the area must make a DC 14 Dexterity saving throw, taking 40 (9d8) damage of the corresponding type on a failed save, or half as much damage on a successful one. \n* Black. Acid damage in a 30-foot line that is 5 feet wide. \n* Blue. Lightning damage in a 30-foot line that is 5 feet wide. \n* Green. Poison damage in a 30-foot cone. \n* Red. Fire damage in a 30-foot cone. \n* White. Cold damage in a 30-foot cone."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Elemental Aura",
                    "desc": "At the start of each of the graveyard dragon's turns, each creature within 5 feet of it takes 4 (1d8) damage of the type dealt by the dragon's breath weapon."
                },
                {
                    "name": "Elemental Resistance",
                    "desc": "The graveyard dragon has resistance to the type of damage dealt by its breath weapon."
                },
                {
                    "name": "False Appearance",
                    "desc": "While the graveyard dragon remains motionless, it is indistinguishable from a pile of dragon bones."
                },
                {
                    "name": "Reassemble Bones",
                    "desc": "As a bonus action, the graveyard dragon can rearrange its bone structure to fit into a space as narrow as 1 foot wide without squeezing. It can use a bonus action to reassemble itself into its normal form. While in this compressed form, it can't make melee weapon attacks."
                }
            ],
            "spell_list": [],
            "page_no": 183,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_graveyard-dragon/"
        },
        {
            "slug": "greater-ghast-of-leng",
            "desc": "The creature has a maddened expression on its almost featureless face. Its vaguely humanoid body is covered in lumpy, grayish-green skin, and its head sits on a long neck. Its long arms end in vicious claws, and it stands on sharp hooves._  \n**Leaders of Carnivores.** Open Game License",
            "name": "Greater Ghast of Leng",
            "size": "Large",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 153,
            "hit_dice": "18d10+54",
            "speed": {
                "walk": 40
            },
            "strength": 17,
            "dexterity": 19,
            "constitution": 16,
            "intelligence": 12,
            "wisdom": 10,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": 3,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "radiant",
            "damage_resistances": "bludgeoning, cold",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "Void Speech",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The greater ghast of Leng makes three attacks: one with its bite and two with its claws. If both claw attacks hit a Medium or smaller target, the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, the greater ghast can automatically hit the target with its claws, and the greater ghast can't make claw attacks against other targets."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) piercing damage plus 7 (2d6) necrotic damage.",
                    "attack_bonus": 7,
                    "damage_dice": "1d8+4"
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) slashing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d6+4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Blood Frenzy",
                    "desc": "The greater ghast of Leng has advantage on melee attack rolls against any creature that doesn't have all its hp."
                },
                {
                    "name": "Command Ghasts of Leng",
                    "desc": "As a bonus action, the greater ghast of Leng commands a ghast of Leng within 30 feet of it to make one attack as a reaction against a creature the greater ghast attacked this round."
                },
                {
                    "name": "Keen Smell",
                    "desc": "The greater ghast of Leng has advantage on Wisdom (Perception) checks that rely on smell."
                },
                {
                    "name": "Sunlight Hypersensitivity",
                    "desc": "The greater ghast of Leng takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks."
                }
            ],
            "spell_list": [],
            "page_no": 52,
            "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_greater-ghast-of-leng/"
        },
        {
            "slug": "greater-lunarchidna",
            "desc": "A four-armed, four-legged creature in the vague shape of a human—but seemingly made of fine spider silk—moves down a tree, slowly chanting the incantation of a spell in the pale light of the full moon._  \n**Made in Corrupt Forests.** Lunarchidnas are beings of moonlight and spider silk created in forests permeated by residual dark magic. When this magic coalesces on a spider web touched by the light of a full moon, the web animates. The web gains life and flies through the forest, gathering other webs until it collects enough silk to form a faceless, humanoid body, with four legs and four arms.  \n**Hatred of Elves.** Lunarchidnas hate elves and love to make the creatures suffer. They poison water sources, set fire to villages, and bait monsters into stampeding through elf communities. These aberrations especially enjoy stealing away elf children to use as bait to trap the adults that come to the rescue.  \n**Cyclical Power.** The lunarchidna’s power is tied to the moon. When the skies are dark during a new moon, the lunarchidna becomes more shadow than living web. Its mental ability dulls, and it becomes barely more than a savage animal. When a full moon brightens the night, however, the lunarchidna becomes a conduit of lunar light and can channel that power through its body. Using its heightened intellect, it makes plans, writes notes, and plots from the safety of the trees where it makes its home. In the intermittent phases of the moon, the lunarchidna is a more than capable hunter, trapping and devouring prey it encounters while retaining enough knowledge of its plans and magic to further its goals in minor ways. The lunarchidna’s statistics change cyclically as shown on the Lunarchidna Moon Phase table.  \n\n#### Lunarchidna Moon Phase\n\nMoon Phase\n\nStatistics\n\nDaytime, new, or crescent moon\n\nOpen Game License",
            "name": "Greater Lunarchidna",
            "size": "Medium",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 58,
            "hit_dice": "9d8+18",
            "speed": {
                "climb": 30,
                "walk": 30
            },
            "strength": 10,
            "dexterity": 16,
            "constitution": 14,
            "intelligence": 12,
            "wisdom": 12,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 4,
            "intelligence_save": null,
            "wisdom_save": 3,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned, restrained",
            "senses": "blindsight 10 ft., darkvision 60 ft., passive Perception 13",
            "languages": "Deep Speech, Elvish",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The lunarchidna makes two attacks: one with its bite and one with its claws. If the lunarchidna hits a Medium or smaller target with both attacks on the same turn, the target is restrained by webbing and the lunarchidna uses Wrap Up."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0.",
                    "attack_bonus": 5,
                    "damage_dice": "2d6+3"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "2d4+3"
                },
                {
                    "name": "Web (Recharge 5-6)",
                    "desc": "Ranged Weapon Attack: +5 to hit, ranged 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action the restrained target can make a DC 13 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage)."
                },
                {
                    "name": "Wrap Up",
                    "desc": "The lunarchidna wraps up a Medium or smaller creature restrained by webbing. The wrapped target is blinded, restrained, and unable to breathe, and it must succeed on a DC 13 Constitution saving throw at the start of each of the lunarchidna's turns or take 5 (1d4 + 3) bludgeoning damage. The webbing can be attacked and destroyed (AC 10; hp 15; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). The lunarchidna can have only one creature wrapped at a time."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Spider Climb",
                    "desc": "The lunarchidna can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "While in sunlight, the lunarchidna has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
                },
                {
                    "name": "Web Walker",
                    "desc": "The lunarchidna ignores movement restrictions caused by webbing."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The lunarchidna is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 11, +3 to hit with spell attacks). The lunarchidna has the following wizard spells prepared:\nCantrips (at will): minor illusion, mage hand, poison spray, ray of frost\n1st level (4 slots): detect magic, magic missile, shield\n2nd level (3 slots): alter self, suggestion"
                }
            ],
            "spell_list": [],
            "page_no": 242,
            "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_greater-lunarchidna/"
        },
        {
            "slug": "greed-swarm",
            "desc": "The sound of metal clinking against metal becomes a deafening cacophony as a swirling cloud of coins mindlessly hunts for more valuables to absorb into its ever-expanding mass._  \nLocated in densely-populated areas, the greed swarm is solely focused on increasing the size of its hovering collection of valuables. Able to differentiate between objects of value and worthless junk, the swarm stalks streets and sewers alike. Its movements are erratic; the cloud swells and contracts in quick succession, repositioning itself in jerky, stilted bursts of motion.//  \n**Bad Penny.** The swarm consists of normal, mundane valuables animated by a magical master coin. Often mistaken as a standard regional coin, this master coin is created in a dark ritual to serve as a vessel for pure, ceaseless avarice. If the master coin is destroyed or separated from the swarm, the remaining coins return to their normal inert state and fall to the ground.  \n**All that Glitters.** The master coin cannot exert its power without a large enough supply of valuables to control in close proximity. Bank and vault owners who fail to screen incoming coinage for latent magical properties may find themselves in need of adventurers to discreetly quell a storm of their accumulated wealth. Wishing wells and public fountains are also common homes for greed swarms.  \n**Construct Nature.** The greed swarm doesn’t require air, food, drink, or sleep.",
            "name": "Greed Swarm",
            "size": "Medium",
            "type": "Construct",
            "subtype": "Swarm",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 22,
            "hit_dice": "4d8+4",
            "speed": {
                "fly": 40,
                "walk": 0,
                "hover": true
            },
            "strength": 6,
            "dexterity": 16,
            "constitution": 12,
            "intelligence": 1,
            "wisdom": 9,
            "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": "force",
            "damage_resistances": "bludgeoning, piercing, slashing",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned",
            "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 9",
            "languages": "—",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Coin Slam",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the greed swarm's space. Hit: 10 (4d4) bludgeoning damage, or 5 (2d4) bludgeoning damage if the swarm has half of its hit points or fewer.",
                    "attack_bonus": 5,
                    "damage_dice": "4d4"
                },
                {
                    "name": "Coin Barrage",
                    "desc": "Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 7 (2d6) bludgeoning damage, or 3 (1d6) bludgeoning damage if the swarm has half of its hit points or fewer.",
                    "attack_bonus": 5,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Gather (1/Day)",
                    "desc": "The swarm magically gathers up to 100 gp worth of coins, gems, and other small, valuable objects within 60 feet of it, adding them to its mass. It regains 7 (2d6) hit points and has advantage on its next attack roll. A creature wearing or carrying such valuables must succeed on a DC 11 Dexterity saving throw or its valuables fly toward the swarm, joining the mass."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Antimagic Susceptibility",
                    "desc": "The swarm is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the swarm must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute."
                },
                {
                    "name": "Deafening Clatter",
                    "desc": "A creature in the swarm's space is deafened."
                },
                {
                    "name": "False Appearance",
                    "desc": "While the greed swarm remains motionless, it is indistinguishable from a normal pile of coins and valuables."
                },
                {
                    "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 object. Except for Gather, the swarm can't regain hit points or gain temporary hit points."
                }
            ],
            "spell_list": [],
            "page_no": 184,
            "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_greed-swarm/"
        },
        {
            "slug": "grimmlet-swarm",
            "desc": "Flowing over the landscape like a glass carpet, this mass of smoky crystalline shards moves in a manner most unnatural. Occasionally, a bolt of black or purple energy arcs between two or more of the shards in the swarm._",
            "name": "Grimmlet Swarm",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "Swarm",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 152,
            "hit_dice": "16d10+64",
            "speed": {
                "fly": 30,
                "hover": true,
                "walk": 0
            },
            "strength": 17,
            "dexterity": 12,
            "constitution": 19,
            "intelligence": 3,
            "wisdom": 10,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, slashing",
            "damage_immunities": "psychic",
            "condition_immunities": "blinded, charmed, deafened, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned",
            "senses": "blindsight 120 ft., passive Perception 10",
            "languages": "understands Void Speech but can’t speak",
            "challenge_rating": "14",
            "cr": 14.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The grimmlet swarm makes two attacks with its crystal edges."
                },
                {
                    "name": "Crystal Edges",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 0 ft., one creature in the swarm's space. Hit: 18 (4d8) slashing damage, or 9 (2d8) slashing damage if the swarm has half of its hp or fewer. The target must make a DC 17 Intelligence saving throw, taking 21 (6d6) psychic damage on a failed save, or half as much damage on a successful one.",
                    "attack_bonus": 8,
                    "damage_dice": "4d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Enervating Maelstrom",
                    "desc": "When the grimmlet swarm dies, it explodes in a plume of ennui. Each creature within 20 feet of the grimmlet swarm must make a DC 17 Dexterity saving throw. On a failure, a creature takes 21 (6d6) psychic damage and suffers one level of exhaustion. On a success, a creature takes half the damage and doesn't suffer exhaustion. Grimmlets damaged by this trait don't Reproduce."
                },
                {
                    "name": "Maze of Edges",
                    "desc": "A creature that attempts to move out of or through the grimmlet swarm must succeed on a DC 15 Dexterity saving throw or take 9 (2d8) slashing damage."
                },
                {
                    "name": "Reproduce",
                    "desc": "When a grimmlet swarm takes damage from a spell and isn't reduced to 0 hp, a number of new grimmlets equal to the spell's level appear in unoccupied spaces within 10 feet of the grimmlet swarm. If the spell is a cantrip, only one grimmlet is created. New grimmlets aren't subsumed into the swarm. Sixteen or more new grimmlets within 30 feet of each other can use their reactions to come together and form a new grimmlet swarm in a space within 5 feet of one grimmlet."
                },
                {
                    "name": "Swarm",
                    "desc": "The grimmlet swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny grimmlet. The swarm can't regain hp or gain temporary hp."
                },
                {
                    "name": "Innate Spellcasting (Psionics)",
                    "desc": "The grimmlet swarm's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no components:\nAt will: maddening whispers, crushing curse, minor illusion\n3/day each: hypnotic pattern, void strike, major image\n1/day each: hallucinatory terrain"
                }
            ],
            "spell_list": [],
            "page_no": 187,
            "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_grimmlet-swarm/"
        },
        {
            "slug": "grove-bear",
            "desc": "Grove bears resemble black bears with blond snouts, but they are slightly smaller and noticeably quicker. When grove bears clash to defend territory or compete for mates, they engage in brutal wrestling matches, each attempting to pin the other until one bear loses its nerve and flees.",
            "name": "Grove Bear",
            "size": "Medium",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 13,
            "hit_dice": "2d8+4",
            "speed": {
                "climb": 30,
                "walk": 40
            },
            "strength": 16,
            "dexterity": 12,
            "constitution": 14,
            "intelligence": 3,
            "wisdom": 12,
            "charisma": 7,
            "strength_save": 5,
            "dexterity_save": null,
            "constitution_save": 4,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 13",
            "languages": "—",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage and the target is grappled (escape DC 13). Until this grapple ends, the bear can't use its claws on another target.",
                    "attack_bonus": 5,
                    "damage_dice": "2d4+3"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Grappler",
                    "desc": "The bear has advantage on attack rolls against any creature grappled by it."
                },
                {
                    "name": "Keen Smell",
                    "desc": "The bear has advantage on Wisdom (Perception) checks that rely on smell."
                }
            ],
            "spell_list": [],
            "page_no": 178,
            "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_grove-bear/"
        },
        {
            "slug": "gulper-behemoth",
            "desc": "The titanic eel-like creature has delicately dancing frills and flickers of phosphorescence just under its translucent skin. Its mouth opens impossibly wide as it surges forward._  \n**Deep Sea Lure.** The gulper behemoth lives in the waters of the remotest oceans. It lures sea dwellers to their deaths with dancing motes of light within its massive, ballooning gullet. Rumors abound that even a sharp pinprick will deflate the sea monster.  \n\n## Gulper Behemoth’s Lair\n\n  \nThe gulper’s lair is filled with brightly-colored and labyrinthine giant corals. Smaller, mutualistic predators swim throughout the lair, keeping it well protected.  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the gulper behemoth takes a lair action to cause one of the following effects; the gulper behemoth can’t use the same effect two rounds in a row:\n* The gulper behemoth commands deep sea eels and plants to constrict a target it can see within 60 feet of it. The target must succeed on a DC 15 Strength saving throw or be restrained until initiative count 20 on the next round.\n* The gulper behemoth commands plants and coral to shoot boiling water at up to three creatures it can see within 60 feet of it. Each target must make a DC 15 Constitution saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn’t grant resistance against this damage.",
            "name": "Gulper Behemoth",
            "size": "Gargantuan",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 188,
            "hit_dice": "13d20+52",
            "speed": {
                "walk": 0,
                "swim": 40
            },
            "strength": 20,
            "dexterity": 10,
            "constitution": 19,
            "intelligence": 4,
            "wisdom": 10,
            "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": "piercing",
            "damage_resistances": "acid, thunder",
            "damage_immunities": "",
            "condition_immunities": "blinded",
            "senses": "blindsight 120 ft., passive Perception 10",
            "languages": "—",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 40 (6d10 + 7) piercing damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the gulper behemoth can't bite another target.",
                    "attack_bonus": 9,
                    "damage_dice": "6d10+7"
                },
                {
                    "name": "Swallow",
                    "desc": "The gulper behemoth makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the creature is also swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the behemoth, and it takes 14 (4d6) acid damage at the start of each of the behemoth's turns.\n\nIf the gulper behemoth takes 20 damage or more on a single turn from a creature inside it, the behemoth must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the behemoth. If the behemoth dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone."
                },
                {
                    "name": "Sonic Pulse (Recharge 5-6)",
                    "desc": "The gulper behemoth expels a sonic pulse in a 60-foot cone. Each creature in that area must make a DC 16 Constitution saving throw. On a failure, the creature takes 21 (6d6) thunder damage and is stunned until the end of its next turn. On a success, the creature takes half the damage and isn't stunned."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Death Burst",
                    "desc": "The gulper behemoth explodes when it drops to 0 hp. Each creature within 40 feet of it must succeed on a DC 16 Constitution saving throw, taking 21 (6d6) acid damage on a failed save."
                },
                {
                    "name": "Echolocation",
                    "desc": "The gulper behemoth can't use its blindsight while deafened."
                },
                {
                    "name": "Keen Hearing",
                    "desc": "The gulper behemoth has advantage on Wisdom (Perception) checks that rely on hearing."
                },
                {
                    "name": "Water Breathing",
                    "desc": "The gulper behemoth can breathe only underwater."
                }
            ],
            "spell_list": [],
            "page_no": 190,
            "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_gulper-behemoth/"
        },
        {
            "slug": "hantu-penanggal",
            "desc": "The head of a beautiful woman flies through the air, trailing tentacle-like entrails while her headless body follows, bearing demonic claws._  \n**Cursed Nature.** Hantu penanggal arise when creatures pledged to fiendish powers break their agreements. They are cursed, becoming fiends hungering for the flesh and blood of the innocent.  \n**Mistaken for Undead.** Hantu penanggal are often mistaken for undead and don’t correct this error, finding delight in taking advantage of adventurers ill-prepared for an encounter with a fiend.",
            "name": "Hantu Penanggal",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "",
            "group": null,
            "alignment": "any evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 123,
            "hit_dice": "19d8+38",
            "speed": {
                "fly": 40,
                "walk": 30
            },
            "strength": 14,
            "dexterity": 16,
            "constitution": 14,
            "intelligence": 11,
            "wisdom": 10,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 3,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "deception": 10,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "fire, poison",
            "condition_immunities": "poisoned",
            "senses": "truesight 60 ft., passive Perception 10",
            "languages": "Abyssal, Common, Infernal",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "When detached, the hantu penanggal's head makes one bite attack and one entrails attack, and its body makes two claw attacks. In its whole form, it can make three rapier attacks."
                },
                {
                    "name": "Rapier (Whole Form Only)",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) necrotic damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d8+3"
                },
                {
                    "name": "Claw (Body Only)",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage plus 3 (1d6) necrotic damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d8+3"
                },
                {
                    "name": "Bite (Head Only)",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hp maximum is reduced by an amount equal to the necrotic damage taken, and the penanggal regains hp equal to that amount. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0. A humanoid slain in this way becomes the new body for the penanggal, if it is detached and its body died. Otherwise, the humanoid rises 24 hours later as a new hantu penanggal.",
                    "attack_bonus": 6,
                    "damage_dice": "2d8+3"
                },
                {
                    "name": "Entrails (Head Only)",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the penanggal can't use its entrails on another target.",
                    "attack_bonus": 6,
                    "damage_dice": "2d6+3"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Detachable Head",
                    "desc": "As a bonus action, the hantu penanggal detaches its head. The head trails entrails like flexible tentacles. While detached, the head and body act independently from each other on the same initiative, and each has hp equal to half its hp before detaching its head. Its statistics remain the same in both forms, except the body loses its truesight and gains blindsight out to a range of 60 feet.\n\nThe head and body can use the whole form's innate spellcasting trait, expending daily uses as normal. The two forms can rejoin into the fiend's whole form as a bonus action if they are within 5 feet of each other. If the head is destroyed while it is detached, the body also perishes. If the body is destroyed while the head is detached, the head has disadvantage on attack rolls and ability checks until it acquires a new body. A creature within 30 feet of the penanggal and that can see the detachment must succeed on a DC 14 Wisdom saving throw or be frightened 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."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The hantu penanggal's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components.\nAt will: darkness, detect evil and good\n2/day each: protection from evil and good, scorching ray\n1/day each: gaseous form"
                }
            ],
            "spell_list": [],
            "page_no": 192,
            "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_hantu-penanggal/"
        },
        {
            "slug": "harbinger-of-wrath",
            "desc": "Twisting adamantine spikes topped with an array of demonic and bestial skulls form the vaguely humanoid creature. It makes a loud screeching sound as it crushes everything in its path._  \n**Engines of Decimation.** The harbinger of wrath is a construct of immense size and destructive potential. Just seeing a harbinger causes most creatures to flee in terror, and few are willing or able to face one in battle. Creatures allied with a harbinger must also fear its terrible wrath, as it is not against skewering its allies on its many spikes to rejuvenate itself in the heat of battle.  \n**Forged by Demons.** The first harbingers were created in vast demonic forges by a powerful demon prince to use against his enemies. Since then, the construction process has passed to other demon princes and evil gods that delight in devastation and mayhem.  \n**Construct Nature.** A harbinger doesn’t require air, food, drink, or sleep.",
            "name": "Harbinger of Wrath",
            "size": "Gargantuan",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 21,
            "armor_desc": "natural armor",
            "hit_points": 297,
            "hit_dice": "18d20+108",
            "speed": {
                "walk": 50
            },
            "strength": 28,
            "dexterity": 8,
            "constitution": 22,
            "intelligence": 5,
            "wisdom": 11,
            "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": "acid, lightning, necrotic",
            "damage_immunities": "cold, fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "truesight 120 ft., passive Perception 10",
            "languages": "understands the languages of its creator but can’t speak",
            "challenge_rating": "20",
            "cr": 20.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The harbinger of wrath makes two slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 36 (6d8 + 9) bludgeoning damage. The target is grappled (escape DC 20) if it is a Large or smaller creature and the harbinger doesn't have two other creatures grappled.",
                    "attack_bonus": 15,
                    "damage_dice": "6d8+9"
                },
                {
                    "name": "Impale",
                    "desc": "The harbinger makes one slam attack against a creature it is grappling. If the attack hits, the target is impaled on the harbinger's spikes. While impaled, the creature is restrained and takes 21 (6d6) piercing damage at the start of each of the harbinger's turns. A creature, including the impaled target, can take its action to free the impaled target by succeeding on a DC 20 Strength check. A freed creature falls prone in a space within 10 feet of the harbinger. If the harbinger dies, a creature is no longer restrained and can escape from the harbinger's spikes by using 10 feet of movement."
                },
                {
                    "name": "Drain Life (Recharge 5-6)",
                    "desc": "The harbinger drains the life force of one creature impaled on its spikes. The target must succeed on a DC 20 Constitution saving throw or take 55 (10d10) necrotic damage. If a creature dies from this attack, its soul is absorbed into the harbinger and can be restored to life only by means of a wish spell. The harbinger then regains hp equal to the necrotic damage dealt."
                },
                {
                    "name": "Spike Volley (Recharge 5-6)",
                    "desc": "The harbinger launches a volley of adamantine spikes. Each creature within 60 feet of the harbinger must make a DC 20 Dexterity saving throw, taking 42 (12d6) piercing damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Adamantine Weapons",
                    "desc": "The harbinger's weapon attacks are adamantine and magical."
                },
                {
                    "name": "Immutable Form",
                    "desc": "The harbinger is immune to any spell or effect that would alter its form."
                },
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "If the harbinger fails a saving throw, it can choose to succeed instead."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The harbinger has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 193,
            "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_harbinger-of-wrath/"
        },
        {
            "slug": "heggarna",
            "desc": "The foul abomination wriggles about on multiple caterpillar-like claspers. It has the jagged, circular maw and slippery body of an oversized leech and the head and coloration of a fierce tiger._  \n**Night Terrors.** Many sleepers have experienced nightmares in which a shadowy creature was sitting on them, draining them of their vital essence. While most of these experiences are because of some underlying psychological trauma, some are the result of visitations by terrifying creatures of the night. One such creature is the heggarna, a vile aberration that feeds on a creature’s mental energy as it sleeps and infuses the victim’s subconscious with terrible nightmares for its own vile amusement.  \n**Hidden Fear.** During the day, the heggarna disguises itself as a stray cat, lurking near the homes of potential prey and fleeing with feline-like caution when anyone comes near. Most humanoids overlook simple animals like cats when dealing with a heggarna infestation, but magic can detect the creature’s true appearance. Normal animals react to the heggarna with a strange ferocity, which experienced hunters recognize as a sign of a heggarna.",
            "name": "Heggarna",
            "size": "Tiny",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 40,
            "hit_dice": "9d4+18",
            "speed": {
                "walk": 20,
                "climb": 20
            },
            "strength": 7,
            "dexterity": 16,
            "constitution": 14,
            "intelligence": 12,
            "wisdom": 13,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Deep Speech, telepathy 30 ft.",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) psychic damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d4+3"
                },
                {
                    "name": "Dream Rift (Recharge 5-6)",
                    "desc": "The heggarna unleashes a barrage of psychic energy in a 15-foot cone. Each creature in that area must make a DC 13 Wisdom saving throw. On a failure, a creature takes 7 (2d6) psychic damage and is incapacitated until the end of its next turn as it is bombarded with nightmarish images. On a success, a creature takes half the damage and isn't incapacitated."
                },
                {
                    "name": "Illusory Appearance",
                    "desc": "The heggarna covers itself with a magical illusion that makes it look like a Tiny cat. The illusion ends if the heggarna takes a bonus action to end it or if the heggarna dies. The illusion ends immediately if the heggarna attacks or takes damage, but it doesn't end when the heggarna uses Dream Eating.\n\nThe changes wrought by this effect fail to hold up to physical inspection. For example, the heggarna could appear to have fur, but someone touching it would feel its slippery flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 15 Intelligence (Investigation) check to discern the heggarna is disguised."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Cat Sneak",
                    "desc": "While in dim light or darkness, the heggarna has advantage on Dexterity (Stealth) checks made to hide. It can use this trait only while it is disguised as a cat."
                },
                {
                    "name": "Dream Eating",
                    "desc": "As a bonus action, the heggarna can attach its lamprey-like maw to a sleeping creature. The target's Charisma score is reduced by 1d4 when the heggarna first attaches to it. The target's Charisma score is then reduced by 1 for each hour the heggarna stays attached. The target dies if this reduces its Charisma to 0. Otherwise, the reduction lasts until the target finishes a long rest at least 24 hours after the heggarna reduced its Charisma.\n\nWhile attached, the heggarna fills the target's dreams with nightmares. The target must succeed on a DC 13 Wisdom saving throw or it doesn't gain any benefit from its current rest. If the target succeeds on the saving throw by 5 or more, it immediately awakens.\n\nThe heggarna can detach itself by spending 5 feet of its movement. It does so after it reduces the target's Charisma by 8 or if the target dies."
                }
            ],
            "spell_list": [],
            "page_no": 196,
            "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_heggarna/"
        },
        {
            "slug": "helashruu",
            "desc": "An enormous looking glass floats forward, its enormous, warped frame composed of writhing purple tendrils, and its surface covered in dozens of hideous, swirling eyes. Several razor-sharp whips whirl through the air around it._  \n**Mirrors from Beyond.** The helashruu are bizarre and terrifying aberrations that travel the planes, spreading chaos and destruction. Resembling towering mirrors covered in tentacles and eyes, helashruu defy rational explanation. When they deem it necessary to communicate with other creatures, it is usually through a jumbled mishmash of thoughts with their telepathy, though making sense of what they say is often next to impossible.  \n**Trapping Gone Astray.** Sages versed in planar lore believe the helashruu were created when a mirror of life trapping swallowed a powerful, deity of chaos and shattered under the strain of the energies it tried to contain. The pieces then scattered across the planes before forming into the first helashruu. The helashruu sometimes trap creatures within themselves, giving credence to this belief. Some sages hypothesize that if all the helashruu were to gather together in one place, they would reform the original mirror, and the evil entity would be released from its confinement. Thankfully, these creatures are extremely rare and hold nothing but contempt for others of their own kind.",
            "name": "Helashruu",
            "size": "Huge",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 184,
            "hit_dice": "16d12+80",
            "speed": {
                "fly": 50,
                "walk": 0,
                "hover": true
            },
            "strength": 20,
            "dexterity": 15,
            "constitution": 20,
            "intelligence": 14,
            "wisdom": 17,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 8,
            "charisma_save": null,
            "perception": 13,
            "skills": {
                "perception": 13
            },
            "damage_vulnerabilities": "bludgeoning, thunder",
            "damage_resistances": "acid, cold, fire, lightning, piercing, psychic",
            "damage_immunities": "slashing",
            "condition_immunities": "charmed, paralyzed, petrified, prone",
            "senses": "truesight 90 ft., passive Perception 23",
            "languages": "Void Speech, telepathy 120 ft.",
            "challenge_rating": "13",
            "cr": 13.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The helashruu uses Trap Life if it can. It then makes four shard whip attacks."
                },
                {
                    "name": "Shard Whip",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 15 (3d6 + 5) slashing damage.",
                    "attack_bonus": 10,
                    "damage_dice": "3d6+5"
                },
                {
                    "name": "Reflect Energy (Recharge 5-6)",
                    "desc": "The helashruu releases stored energy in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 35 (10d6) damage of the most recent type dealt to the helashruu on a failed save, or half as much damage on a successful one. If the helashruu hasn't taken damage within the past 1 minute, the damage type is force."
                },
                {
                    "name": "Trap Life (Recharge 6)",
                    "desc": "One creature of the helashruu's choice that is within 30 feet of the helashruu and that can see it must succeed on a DC 18 Wisdom saving throw or be trapped inside the helashruu's mirror. While trapped, the target is blinded and restrained, it has total cover against attacks and other effects outside the helashruu, and it takes 21 (6d6) force damage at the start of each of the helashruu's turns. The helashruu can have only one creature trapped at a time. A fragmented caricature of the trapped creature appears on the helashruu's surface while a creature is trapped inside it.\n\nIf the helashruu takes 30 or more bludgeoning or thunder damage on a single turn, the helashruu must succeed on a DC 15 Constitution saving throw or release the creature, which falls prone in a space within 10 feet of the helashruu. If the helashruu dies, a trapped creature is immediately released into a space within 10 feet of the helashruu."
                },
                {
                    "name": "Teleport",
                    "desc": "The helashruu magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."
                },
                {
                    "name": "Dimensional Hop (3/Day)",
                    "desc": "The helashruu can transport itself to a different plane of existence. This works like the plane shift spell, except the helashruu can affect only itself and can't use this action to banish an unwilling creature to another plane."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Innate Spellcasting (1/Day)",
                    "desc": "The helashruu can innately cast gate, requiring no material components. Its innate spellcasting ability is Charisma."
                }
            ],
            "spell_list": [],
            "page_no": 197,
            "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_helashruu/"
        },
        {
            "slug": "herald-of-slaughter",
            "desc": "The butcher strides down the lane, preaching of threshing the chaff from the wheat. Around it, people tear into each other, blind with rage. All the while, the butcher grows in stature and sprouts wicked horns as it revels in the massacre._  \nHeralds of slaughter are sent by dark gods to foment unrest and agitate mortals into committing barbaric atrocities.  \n**Provokers of Wrath.** Disguised as a trusted craftsman, a herald of slaughter finds a source of anger in a community and feeds it until it grows, all while pretending to understand and offer solutions to the source. A herald of slaughter fuels the anger of the people by instigating mass culling, revolts, and blood sacrifices. As problems escalate, a herald of slaughter reveals its fiendish form to culminate the savagery in a final, chaotic exaltation of the dark gods.  \n**Brutality and Blood.** Once a herald of slaughter has been revealed, it assumes its fiendish appearance and wades fanatically into combat. Wielding a massive meat cleaver and rage-inducing magic, a herald of slaughter seeks to destabilize its opponents by inciting blinding fury and pitting comrades against each other.",
            "name": "Herald of Slaughter",
            "size": "Large",
            "type": "Fiend",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 133,
            "hit_dice": "14d10+56",
            "speed": {
                "walk": 40
            },
            "strength": 18,
            "dexterity": 10,
            "constitution": 19,
            "intelligence": 12,
            "wisdom": 12,
            "charisma": 18,
            "strength_save": 8,
            "dexterity_save": 4,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": 8,
            "perception": 5,
            "skills": {
                "athletics": 8,
                "deception": 8,
                "perception": 5,
                "persuasion": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, fire, lightning, slashing",
            "damage_immunities": "necrotic, poison, psychic",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 120 ft., passive Perception 15",
            "languages": "Abyssal, Common, Infernal",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The herald of slaughter makes three attacks: one with its gore and two with its cleaver. Alternatively, it can use Enkindle Hate twice. If it hits one target with Enkindle Hate twice using this action, the target must succeed on a DC 16 Charisma saving throw or use its reaction to immediately move up to half its speed and make one melee attack against a random target within range."
                },
                {
                    "name": "Enkindle Hate",
                    "desc": "Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 18 (4d8) fire damage, and the target must succeed on a DC 16 Constitution saving throw or be blinded until the end of its next turn.",
                    "attack_bonus": 8,
                    "damage_dice": "4d8"
                },
                {
                    "name": "Gore",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage, and the target must succeed on a DC 16 Strength saving throw or be knocked prone.",
                    "attack_bonus": 8,
                    "damage_dice": "2d10+4"
                },
                {
                    "name": "Cleaver",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage plus 9 (2d8) necrotic damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d10+4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Corrupting Aura",
                    "desc": "The calm emotions spell instantly fails when cast within 60 feet of the herald. In addition, any creature that starts its turn within 30 feet of the herald must succeed on a DC 16 Wisdom saving throw or grow hostile. On its turn, a hostile creature must move to and make one attack against the nearest creature other than the herald. If no other creature is near enough to move to and attack, the hostile creature stalks off in a random direction, seeking a target for its hostility. At the start of each of the herald's turn, it chooses whether this aura is active."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The herald's weapon attacks are magical."
                },
                {
                    "name": "Shapechanger",
                    "desc": "The herald can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The herald's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:\nAt will: detect thoughts\n3/day: charm person, fear, suggestion\n1/day: modify memory, seeming"
                }
            ],
            "spell_list": [],
            "page_no": 198,
            "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_herald-of-slaughter/"
        },
        {
            "slug": "herald-of-the-void",
            "desc": "The herald of the void portends the world’s ruination by means of cold, fire, plague, war, or a magical apocalypse of another kind. It speaks only in the voice of disasters, and it empowers, goads, and encourages the followers of every unspeakable god and the leaders of every profane death cult._  \n**Empty Whispers.** In the days before a herald of the Void visits a territory, ghostly occurrences become more common, especially at night. Strange, luminous forms are seen under rafts, among the trees, and in any dark and empty place.  \n**Creature of Motion.** The herald of the Void always seems stirred by a breeze, even in an airless space. Nothing short of stopping time itself can change this.  \n**Folding Infinite Space.** While the herald of the Void seems corporeal, its body displays a strange ability to fold itself in impossible ways, and sometimes it seems to teleport great distances or to summon objects from afar without effort.",
            "name": "Herald of the Void",
            "size": "Large",
            "type": "Fiend",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 123,
            "hit_dice": "13d8+65",
            "speed": {
                "hover": true,
                "walk": 30,
                "fly": 50
            },
            "strength": 12,
            "dexterity": 20,
            "constitution": 20,
            "intelligence": 19,
            "wisdom": 15,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": 9,
            "constitution_save": 9,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 10,
            "skills": {
                "perception": 10,
                "stealth": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "fire, lightning, poison",
            "damage_immunities": "cold, necrotic, radiant",
            "condition_immunities": "blinded, charmed, deafened, frightened, prone, stunned, unconscious",
            "senses": "truesight 60 ft., passive Perception 20",
            "languages": "Abyssal, Common, Void Speech",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The herald makes two void claw attacks. Alternatively, it can use its Void Ray twice."
                },
                {
                    "name": "Void Claw",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) cold damage plus 4 (1d8) force damage.",
                    "attack_bonus": 9,
                    "damage_dice": "3d8+5"
                },
                {
                    "name": "Void Ray",
                    "desc": "Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 9 (2d8) cold damage and 9 (2d8) force damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d8"
                },
                {
                    "name": "The Final Song (Recharge 5-6)",
                    "desc": "The herald utters a melody of cosmic doom in a 30-foot cone. Each creature in that area must make a DC 17 Wisdom saving throw, taking 27 (6d8) psychic damage on a failed save, or half as much damage on a successful one. This melody doesn't affect creatures that understand Void Speech."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "The herald of the void can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The herald regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "name": "Move",
                    "desc": "The herald flies up to half its flying speed without provoking opportunity attacks."
                },
                {
                    "name": "Void Claw (Costs 2 Actions)",
                    "desc": "The herald makes one void claw attack."
                },
                {
                    "name": "Discorporate (Costs 2 Actions)",
                    "desc": "The herald chooses up to two creatures it can see within 30 feet of it. Each target must succeed on a DC 17 Constitution saving throw or become intangible until the end of its next turn. While intangible, the creature is incapacitated, drops whatever it's holding, and is unable to interact with physical objects. The creature is still visible and able to speak."
                },
                {
                    "name": "Song of Mighty Doom (Costs 3 Actions)",
                    "desc": "The herald emits a cacophonous dirge praising the Void. Each creature other than the herald within 30 feet of the herald and that understands Void Speech gains 10 temporary hp."
                }
            ],
            "special_abilities": [
                {
                    "name": "Annihilating Form",
                    "desc": "Any object that touches or hits the herald of the Void vaporizes. If the object is being worn or carried by a creature, the creature can make a DC 15 Dexterity saving throw to prevent the object from being vaporized. If the object is magical, the creature has advantage on the saving throw. The herald can choose to not vaporize an object."
                },
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "If the herald fails a saving throw, it can choose to succeed instead."
                },
                {
                    "name": "Zero-Dimensional",
                    "desc": "The herald can move through any space without squeezing."
                }
            ],
            "spell_list": [],
            "page_no": 199,
            "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_herald-of-the-void/"
        },
        {
            "slug": "hoard-drake",
            "desc": "A plump, wingless drake with golden scales and glowing amber eyes lounges on a pile of treasure. When it opens its crooked mouth, molten gold drips from its jaws._  \n**Avarice Personified.** Hoard drakes are perhaps the most avaricious and lazy of all dragonkind, spending their days lying on huge mounds of copper, silver, and gold pieces, rarely—if ever—venturing out of their lairs. Hoard drakes feed irregularly, gorging themselves on metals, minerals, and the occasional dwarf or goat when hunger finally gets the better of them. Hoard drakes are almost as vain as they are greedy and meticulously clean their scales to a polished gleam that matches their golden treasure. Hoard drakes lust after the hoards of true dragons and sometimes attack small dragons to steal their treasure or take over their lairs.  \n**Robbers Beware.** Strangely, hoard drakes are docile creatures that are open to conversation with visitors. However, hoard drakes are roused to terrible anger when even the smallest portion of their treasure is taken. At such times, a hoard drake leaves its lair to relentlessly pursue the thief, not resting until its treasure is reclaimed and the offending party is slain and eaten. A hoard drake never gives up any part of its hoard unless threatened with certain death. Even then, it doesn’t rest until the indignity it has suffered has been repaid in full.",
            "name": "Hoard Drake",
            "size": "Large",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 147,
            "hit_dice": "14d10+70",
            "speed": {
                "walk": 40
            },
            "strength": 18,
            "dexterity": 7,
            "constitution": 20,
            "intelligence": 16,
            "wisdom": 10,
            "charisma": 12,
            "strength_save": 7,
            "dexterity_save": null,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "arcana": 6,
                "history": 6,
                "nature": 6,
                "perception": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "fire",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., passive Perception 13",
            "languages": "Common, Draconic",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The hoard drake makes three attacks: one with its bite and two with its claws."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "3d8+4"
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "3d6+4"
                },
                {
                    "name": "Midas Breath (Recharge 6)",
                    "desc": "The hoard drake spits molten gold in a 30-foot cone. Each creature in the area must make a DC 16 Dexterity saving throw. On a failure, a creature takes 36 (8d8) fire damage and the gold clings to it. On a success, a creature takes half the damage and the gold doesn't cling to it. A creature with gold clinging to it has its speed halved until it takes an action to scrape off the gold.\n\nThe gold produced by Midas Breath can be collected once it has cooled, providing roughly 50 gp worth of gold dust and scraps each time it spits molten gold."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Miser's Fury",
                    "desc": "The hoard drake knows the scent of every coin, gem and item of value in its hoard. The drake has advantage on Wisdom (Perception and Survival) checks to find and track its hoard. In addition, it has advantage on attack rolls against a creature if the creature is in possession of any portion of its hoard."
                },
                {
                    "name": "Treasure Sense",
                    "desc": "A hoard drake can pinpoint, by scent, the location of precious metals and minerals, such as coins and gems, within 60 feet of it. In addition, it can differentiate between various types of metals and minerals and can determine if the metal or mineral is magical."
                }
            ],
            "spell_list": [],
            "page_no": 258,
            "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_hoard-drake/"
        },
        {
            "slug": "hoarfrost-drake",
            "desc": "This small, blue-tinged dragon has frozen spikes covering its body and wings that look like cracked sheaves of ice. When the dragon exhales, its breath covers everything in a patina of frost._  \n**White Dragon Servants.** Hoarfrost drakes share territory with Open Game License",
            "name": "Hoarfrost Drake",
            "size": "Medium",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 52,
            "hit_dice": "8d8+16",
            "speed": {
                "fly": 30,
                "walk": 20
            },
            "strength": 9,
            "dexterity": 15,
            "constitution": 14,
            "intelligence": 10,
            "wisdom": 13,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 4,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3,
                "stealth": 4
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "",
            "damage_immunities": "cold",
            "condition_immunities": "",
            "senses": "darkvision 90 ft., passive Perception 13",
            "languages": "Common, Draconic",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The hoarfrost drake makes three attacks: one with its bite and two with its claws."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 2 (1d4) cold damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d6+2"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d4+2"
                },
                {
                    "name": "Cloud of Riming Ice (Recharge 5-6)",
                    "desc": "The hoarfrost drake creates a cloud of freezing fog that rimes everything in frost. Each creature within 20 feet of it must make a DC 14 Constitution saving throw. On a failure, the target takes 14 (4d6) cold damage and must succeed on a DC 12 Dexterity saving throw or drop whatever it's holding. On a success, the target takes half the damage and doesn't drop what it's holding.\n\nThe area becomes difficult terrain until the end of the hoarfrost drake's next turn. A creature that enters the area or ends its turn there must succeed on a DC 14 Dexterity saving throw or fall prone."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Retaliatory Slip",
                    "desc": "When a creature grapples the drake, the drake can immediately attempt to escape. If it succeeds, it can make a bite attack against the creature that grappled it."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Ice Walk",
                    "desc": "The hoarfrost drake can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement."
                },
                {
                    "name": "Icy Scales",
                    "desc": "The hoarfrost drake has advantage on ability checks and saving throws made to escape a grapple."
                }
            ],
            "spell_list": [],
            "page_no": 123,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_hoarfrost-drake/"
        },
        {
            "slug": "hodag",
            "desc": "A creature covered in green and brown fur with a horned, frog-shaped head and spikes running along its back and tail stalks forward, its fanged face twisted in a leering grin._  \nHodags are carnivorous nocturnal predators that stalk temperate forests, hills, and plains.  \n**Taste for Domestic Life.** While fierce, hodags prefer to kill easy prey. Many stalk the lands outside farms, villages, and even small cities, attacking livestock, pets, and travelers. Hodags have been known to break down the doors of houses, barns, and other buildings to get at prey inside.  \n**Solo Hunters until Mating.** Hodags are generally solitary creatures with large territories. Babies are abandoned by their mothers after birth. There is an exception for one week each year in spring just after the end of winter. Hodags within several hundred miles instinctually gather in a prey-filled area, which never seems to be the same place twice. The hodags gorge on as much food as possible and engage in mating rituals. When the week is over, the hodags disperse, returning to their territories.  \n**Impossible to Train.** Hodags are born with strong predator instincts, which helps the young survive after being left by their mothers. Many believe this same instinct makes hodags impossible to train, but such claims only make them more valuable targets for those who collect exotic pets.",
            "name": "Hodag",
            "size": "Large",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 52,
            "hit_dice": "7d10+14",
            "speed": {
                "walk": 40
            },
            "strength": 19,
            "dexterity": 12,
            "constitution": 14,
            "intelligence": 3,
            "wisdom": 12,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "charmed",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "—",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The hodag makes three melee attacks, but can use its bite and horn attacks only once each."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d8+4"
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d6+4"
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) piercing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d4+4"
                },
                {
                    "name": "Horns",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d4+4"
                },
                {
                    "name": "Territorial Display (Recharge 6)",
                    "desc": "The hodag rears and stomps on the ground then roars a territorial challenge. Each creature within 10 feet of the hodag must make a DC 14 Dexterity saving throw, taking 14 (4d6) thunder damage on a failed save, or half as much damage on a successful one. A creature that fails the saving throw by 5 or more is also knocked prone."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Charge",
                    "desc": "If the hodag moves at least 10 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 5 (2d4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone."
                },
                {
                    "name": "Improved Critical",
                    "desc": "The hodag's teeth, claws, horns, and tail spikes are extra sharp. These weapon attacks score a critical hit on a roll of 19 or 20."
                },
                {
                    "name": "Keen Hearing and Smell",
                    "desc": "The hodag has advantage on Wisdom (Perception) checks that rely on hearing or smell."
                }
            ],
            "spell_list": [],
            "page_no": 200,
            "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_hodag/"
        },
        {
            "slug": "hooden-horse",
            "desc": "The creature stands amid a baying crowd, swathed in rags topped by a horse’s skull. It brandishes a halberd made of shadow and hisses, “Come forth and be judged!”_  \n**Strange Great Sins.** In small villages on a festival eve, one villager plays the village’s “sin eater.” Bearing a horse’s skull on a pole and covered by a draping of tattered skins, the sin eater goes door to door with its crew, seeking payment for the householders’ wrongs. The payment usually takes the form of alcohol. As the evening wanes, a drunken procession staggers toward the tavern behind the sin eater. Dark tales relate how, where a terrible wrong has gone unpunished and unpaid, such folk rituals can go awry. The unfortunate sin eater, overwhelmed by a spirit of vengeance, melds with the skull to become a ghastly undead being bent on retribution, a hooden horse.  \n**The Madness of The Crowd.** If the sin eater has drunken hangers-on when it is transformed, the mob also becomes filled with vengeful spite and swarms around the hooden horse, assaulting any who interfere. When this occurs, use the statistics of a Open Game License",
            "name": "Hooden Horse",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 117,
            "hit_dice": "18d8+36",
            "speed": {
                "walk": 30
            },
            "strength": 18,
            "dexterity": 14,
            "constitution": 14,
            "intelligence": 12,
            "wisdom": 15,
            "charisma": 19,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "perception": 5
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "psychic",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, poisoned",
            "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 15",
            "languages": "the languages spoken in the village where it was created",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The hooden horse makes two blade of retribution attacks."
                },
                {
                    "name": "Blade of Retribution",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) necrotic damage. The target must make a DC 13 Wisdom saving throw, taking 14 (4d6) psychic damage on a failed save, or half as much damage on a successful one. If the target is a perpetrator of the crime that provoked the hooden horse's creation, it has disadvantage on this saving throw.",
                    "attack_bonus": 7,
                    "damage_dice": "1d10+4"
                },
                {
                    "name": "Call to Judgment",
                    "desc": "The hooden horse points at a being it can see and demands that the creature submit to justice. The target must succeed on a DC 15 Charisma saving throw or be charmed for 1 minute. If the charmed target is more than 5 feet away from the hooden horse, the target must take the Dash action on its turn to move toward the hooden horse by the most direct route. It doesn't avoid opportunity attacks, but, before moving into damaging terrain, such as lava or a pit, the target can repeat the saving throw. The creature can also repeat the saving throw at the end of each of its turns or whenever it takes damage from the hooden horse. If a creature's saving throw is successful, the effect ends on it.\n\nThe hooden horse can have only one target charmed at a time. If it charms another, the effect on the previous target ends."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Harvest Life",
                    "desc": "When the hooden horse reduces a creature to 0 hp, the hooden horse regains 10 (3d6) hp."
                },
                {
                    "name": "Seek Wrongdoer",
                    "desc": "The hooden horse automatically knows the general direction to the nearest surviving perpetrator of the crime that provoked its creation."
                }
            ],
            "spell_list": [],
            "page_no": 202,
            "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_hooden-horse/"
        },
        {
            "slug": "huecambra",
            "desc": "The squat newt’s body is dappled gray and chocolate-brown and covered in colorful, wart-like gems, most prominently over its back and along its thick tail. It has long claws, a mouth full of needle-like fangs, and a gleam of intelligence in its multifaceted amber eyes._  \n**Mysterious Jungle Hunters.** The huecambra is an unusual and rarely seen predator native to tropical jungles and swamps. It hides amid tall reeds or in murky stretches of water, covering itself in mud to hide the gleam of the gem-like growths covering its body. Open Game License",
            "name": "Huecambra",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 136,
            "hit_dice": "13d10+65",
            "speed": {
                "swim": 30,
                "walk": 40
            },
            "strength": 18,
            "dexterity": 12,
            "constitution": 20,
            "intelligence": 8,
            "wisdom": 13,
            "charisma": 17,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "perception": 4,
                "stealth": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison, thunder",
            "condition_immunities": "charmed, petrified, poisoned",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "—",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The huecambra makes three attacks: one with its bite, one with its claw, and one with its tail."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or become cursed. While cursed, the creature grows gem-like growths across its body. When the cursed creature takes damage that isn't poison or psychic, it and each creature within 5 feet of it must succeed on a DC 16 Constitution saving throw or take 7 (2d6) thunder damage. This damage doesn't trigger further explosions. The curse lasts until it is lifted by a remove curse spell or similar magic.",
                    "attack_bonus": 7,
                    "damage_dice": "2d8+4"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "1d10+4"
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d6+4"
                },
                {
                    "name": "Gem Explosion (Recharge 6)",
                    "desc": "The huecambra causes some of the gem-like nodules on its body to detonate. Each creature within 20 feet of the huecambra must make a DC 16 Dexterity saving throw. On a failure, a creature takes 24 (7d6) thunder damage and is stunned until the end of its next turn. On a success, a creature takes half the damage and isn't stunned. A creature cursed by the huecambra's bite has disadvantage on this saving throw."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 203,
            "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_huecambra/"
        },
        {
            "slug": "hverhuldra",
            "desc": "Steam rises from the top of this bald, green-skinned humanoid with a snake-like torso. The creature sweats profusely, but it doesn’t seem uncomfortable._  \n**Protector of Hot Springs.** Geothermal springs are the only reliable source of warmth in the arctic region, and they often coincide with ley lines. A hverhuldra, an aquatic fey, enjoys the constant heat provided by such springs and is sensitive to the magic power flowing through them. It serves as guardian of these coveted locations, ensuring no particular creature or group takes control of them.  \n**Luxuriating Fey.** Hverhuldras are not stodgy protectors of their homes. They enjoy the feeling of warmth they experience and believe others should be able to revel in it as well. Provided no violence occurs, hverhuldras are gracious hosts to their hot springs. Some may even encourage visitors to engage in dalliances underwater, using their magic to accommodate those unable to breathe underwater.  \n**Inured to Cold.** Despite their preference for warm or hot water, hverhuldras are hardened against cold weather. Their bodies generate incredible heat, and they produce copious amounts of steam when they stand in the cold.",
            "name": "Hverhuldra",
            "size": "Small",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "neutral good",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 120,
            "hit_dice": "16d6+64",
            "speed": {
                "swim": 30,
                "walk": 30
            },
            "strength": 13,
            "dexterity": 16,
            "constitution": 18,
            "intelligence": 11,
            "wisdom": 15,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 7,
            "perception": null,
            "skills": {
                "athletics": 4,
                "intimidation": 7,
                "nature": 3,
                "survival": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold",
            "damage_immunities": "fire, poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Aquan, Common, Sylvan",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The hverhuldra makes two steaming fist attacks."
                },
                {
                    "name": "Steaming Fist",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage plus 7 (2d6) fire damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d8+3"
                },
                {
                    "name": "Scalding Stream (Recharge 5-6)",
                    "desc": "The hverhuldra spits scalding water in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw. On a failed save, the target takes 21 (6d6) fire damage and is blinded for 1 minute. On a successful save, the target takes half the damage and isn't blinded. A blinded creature can make a DC 15 Constitution saving throw at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Steam Cloud",
                    "desc": "When the hverhuldra takes cold damage, it uses the steam from the impact of the cold on its body to magically create a cloud of steam centered on a point it can see within 60 feet of it. This cloud works like the fog cloud spell, except the hverhuldra can dismiss it as a bonus action."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The hverhuldra can breathe air and water."
                },
                {
                    "name": "Purify Water",
                    "desc": "If the hverhuldra sits in a body of slow-flowing or standing water, such as a hot spring or a small creek, for at least 1 hour, the water becomes purified and rendered free of poison and disease. In slow-flowing water, this purification fades 1 hour after the hverhuldra leaves the water. In standing water, this purification lasts until a contaminant enters the water while the hverhuldra isn't in it."
                },
                {
                    "name": "Quick Rescue",
                    "desc": "As a bonus action, the hverhuldra gives one willing creature within 60 feet of it the ability to breathe water for 1 minute."
                },
                {
                    "name": "Water Protection",
                    "desc": "While the hverhuldra submerged in water, it has advantage on Dexterity (Stealth) checks, and it has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. If it takes cold damage, this trait doesn't function until the end of its next turn."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The hverhuldra's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no components:\nAt will: create or destroy water, detect poison and disease, purify food and drink\n1/day each: blindness/deafness, protection from poison"
                }
            ],
            "spell_list": [],
            "page_no": 206,
            "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_hverhuldra/"
        },
        {
            "slug": "ice-elemental",
            "desc": "A humanoid-shaped block of ice lumbers forward on angular legs._  \n**Visitors from Polar Portals.** Remote polar regions possess their own entrances to the demiplane of ice. Ice elementals emerge from the core of ancient glaciers or rise from foot-thick patches of permafrost. They are aware of portals to their demiplane, but they often choose to traverse terrestrial lands as long as the temperatures remain below freezing. Though not inherently malevolent, they enjoy enclosing warmblooded foes in ice and watching as the creatures freeze. Some ice elementals even decorate their lairs with these “sculptures.”  \n**Rivals to Water Elementals.** Open Game License",
            "name": "Ice Elemental",
            "size": "Large",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 114,
            "hit_dice": "12d10+48",
            "speed": {
                "burrow": 30,
                "climb": 20,
                "walk": 30
            },
            "strength": 18,
            "dexterity": 9,
            "constitution": 19,
            "intelligence": 5,
            "wisdom": 14,
            "charisma": 6,
            "strength_save": 7,
            "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",
            "damage_immunities": "cold, poison",
            "condition_immunities": "exhaustion, paralyzed, petrified, poisoned, unconscious",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Aquan",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The ice elemental makes two ice claw attacks."
                },
                {
                    "name": "Ice Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (4d8 + 4) slashing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "4d8+4"
                },
                {
                    "name": "Encase in Ice",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft. one creature. Hit: 14 (4d6) cold damage, and the target must make a DC 14 Constitution saving throw. On a failure, ice begins to form around the creature, and it is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified in ice on a failure or ending the effect on a success. The petrification lasts until the creature spends at least 1 hour in a warm environment. Alternatively, a creature can be freed of the restrained or petrified conditions if it takes at least 10 fire damage.",
                    "attack_bonus": 7,
                    "damage_dice": "4d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Ice Glide",
                    "desc": "The elemental can burrow through nonmagical ice. While doing so, the elemental doesn't disturb the material it moves through."
                },
                {
                    "name": "Ice Walk",
                    "desc": "The ice elemental can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement."
                },
                {
                    "name": "Splinter",
                    "desc": "A creature that hits the ice elemental with a melee weapon attack that deals bludgeoning damage while within 5 feet of the elemental takes 3 (1d6) piercing damage as shards of ice fly out from the elemental's body."
                }
            ],
            "spell_list": [],
            "page_no": 133,
            "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_ice-elemental/"
        },
        {
            "slug": "ikuchi",
            "desc": "An immense, pale-blue, eel-like creature dripping a thick, gelatinous oil rises above the waves. Dozens of tiny eyes blink along its serpentine flanks._  \n**Giant Elementals.** One of the more unusual denizens of the Elemental Plane of Water, the ikuchi can also be found in the oceans of the Material Plane, hunting the natural fauna and causing havoc for shipping lanes. Though the typical ikuchi is just under a hundred feet long, rumors abound of ikuchi that are hundreds of feet or even miles in length in the largest oceans and the depths of their home plane. Ikuchi are also known as ayakashi in various lands and are sometimes confused with sea serpents.  \n**Sinker of Boats.** More dangerous than even the size of the ikuchi is the oil it produces almost constantly from its body. This oil is thicker than the surrounding water and impedes the movement of any creature moving through it, even those native to the Elemental Plane of Water. The ikuchi uses its oil to swamp small ships by slithering on board and filling the ship with its oil, gradually causing the ship to sink. Why the ikuchi goes to such lengths to sink watercraft is unknown, as the creatures are highly temperamental and are just as likely to ignore a vessel as they are to go after it.",
            "name": "Ikuchi",
            "size": "Gargantuan",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 116,
            "hit_dice": "8d20+32",
            "speed": {
                "walk": 20,
                "swim": 50
            },
            "strength": 20,
            "dexterity": 13,
            "constitution": 18,
            "intelligence": 6,
            "wisdom": 12,
            "charisma": 8,
            "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": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "Aquan",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The ikuchi makes two attacks: one with its bite and one to constrict."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 16 (2d10 + 5) piercing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d10+5"
                },
                {
                    "name": "Constrict",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 20 ft., one Huge or smaller creature. Hit: 14 (2d8 + 5) bludgeoning damage. The target is grappled (escape DC 16) if the ikuchi isn't already constricting two other creatures. Until this grapple ends, the target is restrained.",
                    "attack_bonus": 8,
                    "damage_dice": "2d8+5"
                },
                {
                    "name": "Crush (Recharge 4-6)",
                    "desc": "Each creature grappled by the ikuchi must make a DC 16 Strength saving throw, taking 23 (4d8 + 5) bludgeoning damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Ikuchi Oil",
                    "desc": "The ikuchi constantly emits a thick, nonflammable, yellowish oil. When the ikuchi is underwater, this oil makes the water within 30 feet of the ikuchi difficult terrain. Each time a creature moves more than 10 feet through this area it must succeed on a DC 15 Strength saving throw or be restrained by the thick oil until the end of its next turn. A creature under the effects of a freedom of movement spell or similar magic is immune to the effects of Ikuchi Oil."
                },
                {
                    "name": "Water Breathing",
                    "desc": "The ikuchi can breathe only underwater."
                }
            ],
            "spell_list": [],
            "page_no": 210,
            "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_ikuchi/"
        }
    ]
}