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=8
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=9",
    "previous": "https://api.open5e.com/monsters/?format=api&ordering=-armor_desc&page=7",
    "results": [
        {
            "slug": "chameleon-hydra",
            "desc": "A large chameleon pokes its head below the canopy. Soon, four other identical heads peek below the treetops. A massive body accompanies the heads, revealing they all belong to one creature. The creature’s odd feet and long, curled tail transport it from tree to tree with ease, and its sticky tongues allow it to slurp up prey on the forest floor as it passes._  \nThe chameleon hydra thrives in thick, wooded areas where it makes nests in the canopies of large trees. It feasts on prey both above and below the canopy, using its sticky tongues to snatch unsuspecting prey.  \n**Apex Ambush Predators.** Chameleon hydras have scales that react to light and allow the hydras to blend in with their surroundings. They are extremely patient, waiting until the most opportune time to strike from a safe vantage point. Chameleon hydras primarily eat birds and giant insects, but they are known to dine on unwary travelers if other prey is scarce.  \n**Curious and Colorful.** Study of juvenile chameleon hydras shows they have inquisitive minds and that they alternate their scales in colorful patterns when near others of their kind. Scholars believe they use these color changes as a rudimentary form of communication.",
            "name": "Chameleon Hydra",
            "size": "Huge",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 184,
            "hit_dice": "16d12+80",
            "speed": {
                "climb": 40,
                "walk": 20
            },
            "strength": 20,
            "dexterity": 16,
            "constitution": 20,
            "intelligence": 4,
            "wisdom": 10,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 8,
            "skills": {
                "perception": 8,
                "stealth": 11
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "—",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The chameleon hydra makes as many bite attacks as it has heads. It can use its Sticky Tongue or Reel in place of a bite attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage.",
                    "attack_bonus": 9,
                    "damage_dice": "1d10+5"
                },
                {
                    "name": "Sticky Tongue",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 50 ft., one target. Hit: The target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the hydra can't use the same sticky tongue on another target."
                },
                {
                    "name": "Reel",
                    "desc": "The hydra pulls a creature grappled by it up to 25 feet straight toward it."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Multiple Heads",
                    "desc": "The chameleon hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the chameleon hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the chameleon hydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way."
                },
                {
                    "name": "Superior Camouflage",
                    "desc": "While the chameleon hydra remains motionless, it has advantage on Dexterity (Stealth) checks made to hide. In addition, the chameleon hydra can hide even while a creature can see it."
                },
                {
                    "name": "Wakeful",
                    "desc": "While the chameleon hydra sleeps, at least one of its heads is awake."
                }
            ],
            "spell_list": [],
            "page_no": 207,
            "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_chameleon-hydra/"
        },
        {
            "slug": "chamrosh",
            "desc": "This large sheepdog has luxuriant white-gold fur. A pair of broad wings stretches out from the creature’s back, and its eyes are filled with an intelligent, silvery gleam._  \n**Celestial Guard Dogs.** Created from the souls of exceptionally faithful guards and retainers who selflessly sacrificed themselves to protect others, chamrosh are celestials that take the form of large sheepdogs with silver-gold fur and eagle-like wings. They are known for their ability to sniff out evil and for their steadfast nature, refusing to back down from a fight even in the face of overwhelming odds. Because of this quality, chamrosh are often used as guard beasts by other celestials, though they are never treated as simple pets by even the haughtiest of angels.  \n**Roaming Defenders.** When not employed by more powerful celestials as companions and guards, chamrosh gather in small packs to roam the planes of good, attacking any fiend or evil monster they come across. They also rescue lost or trapped mortals of good or neutral alignment, leading the mortals to a place of safety or to the nearest portal back to the Material Plane. Despite their appearance, chamrosh can speak and readily do so with mortals they rescue or celestials they serve or protect. .  \n**Occasional Planar Travelers.** Chamrosh rarely travel to the Material Plane, but when they do, it is usually for an important mission, such as to defend a holy relic or to aid a paladin on a divine quest. Since a chamrosh cannot change its form, such missions do not generally involve infiltration or deception, and when the task is finished, the chamrosh is quick to return to its normal duties.",
            "name": "Chamrosh",
            "size": "Medium",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "neutral good",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 39,
            "hit_dice": "6d8+12",
            "speed": {
                "fly": 60,
                "walk": 40
            },
            "strength": 14,
            "dexterity": 13,
            "constitution": 15,
            "intelligence": 8,
            "wisdom": 15,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 4,
            "charisma_save": 5,
            "perception": 6,
            "skills": {
                "insight": 4,
                "perception": 6,
                "survival": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "fire, radiant",
            "damage_immunities": "",
            "condition_immunities": "frightened",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "Celestial, Common, telepathy 60 ft.",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d10+2"
                },
                {
                    "name": "Fearsome Bark (Recharge 5-6)",
                    "desc": "The chamrosh lets out a highpitched bark at a creature it can see within 30 feet of it. If the target is of evil alignment, it must make a DC 13 Wisdom saving throw. On a failure, the target takes 10 (3d6) psychic damage and is frightened until the end of its next turn. On a success, the target takes half the damage and isn't frightened. The bark has no effect on neutral or good-aligned creatures."
                },
                {
                    "name": "Healing Lick (2/Day)",
                    "desc": "The chamrosh licks another creature. The target magically regains 10 (2d8 + 1) hp and is cured of the charmed, frightened, and poisoned conditions."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Angelic Awareness",
                    "desc": "The chamrosh has advantage on Wisdom (Insight) checks to determine if a creature is lying or if a creature has an evil alignment."
                },
                {
                    "name": "Flyby",
                    "desc": "The chamrosh doesn't provoke opportunity attacks when it flies out of an enemy's reach."
                },
                {
                    "name": "Keen Hearing and Smell",
                    "desc": "The chamrosh has advantage on Wisdom (Perception) checks that rely on hearing or smell."
                }
            ],
            "spell_list": [],
            "page_no": 59,
            "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_chamrosh/"
        },
        {
            "slug": "chatterlome",
            "desc": "When the oaken box is found on your stoop, run—for the box devil is soon to come._  \nChatterlomes have featureless grey heads with large, round eyes, and their circular mouths are filled with needlelike teeth. They have misshapen torsos and short, bandy legs. Their most notable feature, though, is their four arms, which always wield woodworking tools.  \n**Vengeance Seekers.** Chatterlomes prey on scorned lovers, offering violent revenge for those who have been wronged. When a person calls upon the chatterlome, they soon receive an intricately carved oaken box with an obsidian inlay of a humanoid heart. Upon touching the box, the supplicant immediately knows that the box must be delivered to the home of the person who wronged the supplicant. When the victim opens the box, the chatterlome springs forth, claiming the heart of the victim and fulfilling the supplicant’s request. Whether or not the box is opened, a chatterlome whose box has been delivered knows the location of the victim and tracks the person relentlessly. After the victim dies, the supplicant must then deliver the chatterlome’s box to nine more victims or forfeit their own life. A string of deaths occurring shortly after victims received mysterious boxes is a sure sign that a chatterlome is in the area.  \n**Box Devils.** Chatterlomes are often called “box devils” due to their peculiar ability to magically travel between boxes and other enclosed, wooden objects. Though chatterlomes can travel between boxes, each chatterlome has its original box, created when it was summoned by a supplicant who was scorned. If the chatterlome’s original box is destroyed, the chatterlome returns to the Hells, where it waits for another scorned lover to call it back to the Material Plane.",
            "name": "Chatterlome",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 93,
            "hit_dice": "11d8+44",
            "speed": {
                "walk": 30
            },
            "strength": 15,
            "dexterity": 18,
            "constitution": 18,
            "intelligence": 11,
            "wisdom": 14,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": 3,
            "perception": 5,
            "skills": {
                "perception": 5,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 120 ft., passive Perception 15",
            "languages": "Abyssal, Common, Infernal, telepathy 60 ft.",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The chatterlome makes four chisel attacks."
                },
                {
                    "name": "Chisel",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d6+4"
                },
                {
                    "name": "Box Teleport",
                    "desc": "The chatterlome magically teleports up to 120 feet into a box, chest, wardrobe, or other wooden container with a lid or door. The chatterlome can hide inside the container as a bonus action after teleporting. If the chatterlome uses this action while inside a container, it can teleport into another container within range or it can teleport back to the Hells. If it teleports to the Hells, it can't return to the Material Plane until it is summoned."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Magic Resistance",
                    "desc": "The chatterlome has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 60,
            "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_chatterlome/"
        },
        {
            "slug": "cherufe",
            "desc": "A humanoid torso rises from a long, arthropod body made from overlapping plates of obsidian. The creature’s face is twisted into a grimace of rage. Four arms ending in oversized fists jut from the torso. The creature’s form radiates a red glow and a palpable heat as a fire rages within it._  \n**Corrupted Keepers.** The elemental anomaly that brings a Open Game License",
            "name": "Cherufe",
            "size": "Huge",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 19,
            "armor_desc": "natural armor",
            "hit_points": 161,
            "hit_dice": "14d12+70",
            "speed": {
                "walk": 40,
                "burrow": 40
            },
            "strength": 22,
            "dexterity": 10,
            "constitution": 21,
            "intelligence": 8,
            "wisdom": 14,
            "charisma": 6,
            "strength_save": 11,
            "dexterity_save": null,
            "constitution_save": 10,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 7,
            "skills": {
                "perception": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, lightning; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "fire, poison",
            "condition_immunities": "exhaustion, paralyzed, petrified, poisoned, prone",
            "senses": "darkvision 60 ft., tremorsense 120 ft., passive Perception 17",
            "languages": "Ignan, Terran",
            "challenge_rating": "14",
            "cr": 14.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The cherufe makes four slam attacks. Alternatively, it can throw two magma balls."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage.",
                    "attack_bonus": 11,
                    "damage_dice": "4d6+6"
                },
                {
                    "name": "Magma Ball",
                    "desc": "Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage plus 11 (2d10) fire damage. Each creature within 5 feet of the target must succeed on a DC 18 Dexterity saving throw or take 7 (2d6) fire damage.",
                    "attack_bonus": 11,
                    "damage_dice": "3d10+6"
                },
                {
                    "name": "Fissure",
                    "desc": "The cherufe opens a fissure in the ground within 120 feet of it that is 60 feet long, 10 feet wide, and 2d4 x 10 feet deep. Each creature standing on a spot where a fissure opens must succeed on a DC 18 Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens. A fissure that opens beneath a structure causes it to automatically collapse as if the structure was in the area of an earthquake spell. The cherufe can have only one fissure open at a time. If it opens another, the previous fissure closes, shunting all creatures inside it to the surface."
                },
                {
                    "name": "Quake (Recharge 6)",
                    "desc": "The cherufe slams its fists into the ground, shaking the terrain within 60 feet of it. Each creature standing on the ground in that area must make a DC 18 Dexterity saving throw. On a failure, the creature takes 45 (10d8) bludgeoning damage and is knocked prone. On a success, the creature takes half the damage and isn't knocked prone."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Firewalker",
                    "desc": "When the cherufe is subjected to fire damage, its speed doubles until the end of its next turn, and it can Dash or Disengage as a bonus action on its next turn."
                },
                {
                    "name": "Internal Flame",
                    "desc": "A creature that touches the cherufe or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage. In addition, the cherufe sheds dim light in a 30-foot radius."
                }
            ],
            "spell_list": [],
            "page_no": 61,
            "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_cherufe/"
        },
        {
            "slug": "chronomatic-enhancer",
            "desc": "A giant clock walks on four insectoid legs. As a bolt of fire flies at a nearby humanoid, the clock creature’s inner gears spin and the fire fizzles into a singe on the humanoid’s cloak._  \nChronomatic enhancers are constructs made by powerful spellcasters specializing in time-altering magic. Enhancers are protective guardians of their masters and powerful tools the spellcasters can utilize.  \n**Time Construct.** A chronomatic enhancer resembles a large clock with its inner workings clearly visible. It has four beetle-like legs and two arms. Intricate rune-like markings and glowing blue gems sparkle throughout the enhancer’s interior. These magical runes allow the chronomatic enhancer to alter time around it in minor ways, aiding allies and hindering foes.  \n**Construct Nature.** The chronomatic enhancer doesn’t require air, food, drink, or sleep.",
            "name": "Chronomatic Enhancer",
            "size": "Large",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 152,
            "hit_dice": "16d10+64",
            "speed": {
                "walk": 30
            },
            "strength": 21,
            "dexterity": 11,
            "constitution": 19,
            "intelligence": 9,
            "wisdom": 15,
            "charisma": 5,
            "strength_save": null,
            "dexterity_save": 4,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons",
            "damage_immunities": "poison, psychic",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 60 ft., tremorsense 10 ft., passive Perception 16",
            "languages": "understands the languages of its creator but can’t speak",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The chronomatic enhancer can use its Time-Infused Gears. It then makes three slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.",
                    "attack_bonus": 9,
                    "damage_dice": "2d8+5"
                },
                {
                    "name": "Time-Infused Gears",
                    "desc": "The chronomatic enhancer spins its time-infused gears, altering time near it. It can't affect itself with its gears. When activating its time-infused gears, it uses one of the following: \n* Energizing Electricity. The chronomatic enhancer releases mild electricity into up to three creatures the enhancer can see within 30 feet of it. Each target has its speed doubled, it gains a +2 bonus to its AC, it has advantage on Dexterity saving throws, and it gains an additional bonus action or reaction (target's choice) until the end of its next turn. \n* Slowing Gas. The chronomatic enhancer releases a slowing gas, affecting up to three creatures it can see within 20 feet of it. Each target must make a DC 16 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can use either an action or a bonus action on its turn, but not both. These effects last until the end of the target's next turn. \n* Stasis (Recharge 6). The chronomatic enhancer stops time for up to three creatures it can see within 30 feet of it. Each target must succeed on a DC 16 Constitution saving throw or be frozen in time until the end of its next turn. A creature frozen in time is treated as if it is petrified, except it isn't transformed into an inanimate substance and its weight doesn't increase."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Alter Timeline",
                    "desc": "When a friendly creature within 15 feet of the chronomatic enhancer takes damage, the enhancer can modify time to protect the creature, changing all damage dice rolled to 1s."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Delay",
                    "desc": "When damage is dealt to the chronomatic enhancer, the enhancer doesn't take the damage until its next turn. The enhancer must still make the appropriate saving throws, and it immediately suffers any extra effects of the damage, such as the speed-reducing effect of the ray of frost spell. Only the damage is delayed."
                },
                {
                    "name": "Immutable Form",
                    "desc": "The chronomatic enhancer is immune to any spell or effect that would alter its form."
                }
            ],
            "spell_list": [],
            "page_no": 64,
            "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_chronomatic-enhancer/"
        },
        {
            "slug": "clockwork-archon",
            "desc": "The air around this massive construct is filled with the sound of spinning gears and mechanisms. It spreads its metal wings and takes to the air in a roar of wind._  \n**Servants of the Righteous.** Clockwork archons are built to fight in the names of deities devoted to justice, battle, and glory. They stand as bulwarks upon the battlefields of the holy, offering a rallying point for paladins and crusaders. Churches that have the ability to manufacture clockwork archons guard the knowledge jealously, lest it fall into the hands of the unworthy.  \n**Engines of War.** Clockwork archons are deployed as support vehicles and weapons. A single archon can quickly reduce a small settlement’s defenses to ruin, while groups of them can swiftly render fortified structures to rubble. Armies with clockwork archons at their disposal sometimes use them to move sensitive material and personnel into position.  \n**Corruptible Constructs.** On occasion, a clockwork archon is captured by the enemy. The followers of some evil gods, archdevils, and demon lords have determined methods of overwriting the construct’s animating magic, turning the creature to their fell purposes. More than one community has had its cheer turn to dismay as the clockwork archon they freely allowed inside the walls disgorged enemy agents while attacking the structures and residents. More insidious cults use their clockwork archons to mask their true natures. They allow the common folk to believe they represent good faiths while they rot the community’s moral fabric from the inside.  \n**Construct Nature.** A clockwork archon doesn’t require air, food, drink, or sleep.",
            "name": "Clockwork Archon",
            "size": "Gargantuan",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 201,
            "hit_dice": "13d20+65",
            "speed": {
                "walk": 30,
                "hover": true,
                "fly": 60
            },
            "strength": 24,
            "dexterity": 9,
            "constitution": 20,
            "intelligence": 7,
            "wisdom": 10,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 9,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison, psychic",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "Common",
            "challenge_rating": "13",
            "cr": 13.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The clockwork archon makes two attacks with its transforming weapon."
                },
                {
                    "name": "Transforming Weapon",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 29 (4d10 + 7) bludgeoning or slashing damage. As a bonus action, the archon can change its weapon from a sword to a hammer or vice versa, allowing it to change its damage between bludgeoning and slashing.",
                    "attack_bonus": 11,
                    "damage_dice": "4d10+7"
                },
                {
                    "name": "Fire from Heaven (Recharge 5-6)",
                    "desc": "The clockwork archon unleashes a brilliant beam in a 90-foot line that is 10-feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 58 (13d8) radiant 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": "Armored Transport",
                    "desc": "The clockwork archon can carry up to six Medium or eight Small creatures inside its torso. Creatures inside the archon have total cover against attacks and other effects outside the archon. The two escape hatches sit in the torso and can each be opened as a bonus action, allowing creatures in or out of the archon."
                },
                {
                    "name": "Immutable Form",
                    "desc": "The clockwork archon is immune to any spell or effect that would alter its form."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The clockwork archon has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Siege Monster",
                    "desc": "The clockwork archon deals double damage to objects and structures."
                }
            ],
            "spell_list": [],
            "page_no": 65,
            "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_clockwork-archon/"
        },
        {
            "slug": "clockwork-leech",
            "desc": "From a distance this creature appears to be an enormous leech. Closer observation reveals it to be a clockwork device. Blood stains its maw, which leaks a green fluid with a vaguely astringent odor._  \n**Collectors of Blood.** Hags and other magic practitioners who require blood for their rituals and sacrifices create clockwork leeches to scout marshlands and neighboring settlements for large groups of living creatures. The leeches are designed to extract their fill and return to their controllers, who access and drain their reservoirs. Autonomous clockwork leeches continue to collect blood, but, without masters to whom they deliver it, they go through cycles of draining blood then violently disgorging it. Regardless of their purpose (or lack thereof) for obtaining blood, most clockwork leeches retreat after getting their fill.  \n**Waterproof Swimmer.** A clockwork leech has layered copper plating that keeps water away from its inner mechanisms. These mechanisms allow the leech to propel itself through water. They can use this propelling undulation on land to make attacks with their “tails.” Leeches that don’t receive regular cleanings eventually turn green as the copper corrodes.  \n**Unseen, Unheard, and Unfelt.** The same plating that protects the clockwork leech’s inner mechanisms also buffers noise from the gears. Its coloration allows it to blend in with marshland foliage and silty water. Finally, when it punctures a creature’s skin, it releases a sedative to numb the wound, leaving the victim unaware of the injury and subsequent blood drain. The leech doesn’t have an unlimited supply of the sedative, and a leech that hasn’t undergone maintenance for a few weeks loses its Anesthetizing Bite trait. Because the leech must remain attached to its victim to drain its blood, it prefers to attack lone or sleeping targets.  \n**Construct Nature.** A clockwork leech doesn’t require air, food, drink, or sleep.",
            "name": "Clockwork Leech",
            "size": "Medium",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 45,
            "hit_dice": "6d8+18",
            "speed": {
                "walk": 30,
                "swim": 60
            },
            "strength": 14,
            "dexterity": 12,
            "constitution": 17,
            "intelligence": 3,
            "wisdom": 10,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "perception": 2,
                "stealth": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison, psychic",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "—",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, and the clockwork leech attaches to the target. While attached, the leech doesn't attack. Instead, at the start of each of the clockwork leech's turns, the target loses 5 (1d6 + 2) hp due to blood loss, and the target must succeed on a DC 13 Constitution saving throw or be poisoned until the start of the leech's next turn. The clockwork leech can detach itself by spending 5 feet of its movement. It does so after it drains 10 hp of blood from its target or the target dies. A creature, including the target, can use its action to detach the leech by succeeding on a DC 10 Strength check.",
                    "attack_bonus": 4,
                    "damage_dice": "1d6+2"
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d10+2"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Anesthetizing Bite",
                    "desc": "When the clockwork leech successfully bites a creature, the creature must succeed on a DC 13 Wisdom (Perception) check to notice the bite. If the leech remains attached to the target, the target can repeat this check at the start of each of its turns."
                },
                {
                    "name": "Immutable Form",
                    "desc": "The clockwork leech is immune to any spell or effect that would alter its form."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The clockwork leech has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 66,
            "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_clockwork-leech/"
        },
        {
            "slug": "clockwork-mantis",
            "desc": "This large clockwork mantis is surprisingly nimble and fast, capable of taking down foes with a lethal flurry of serrated claws and bites._  \n**Wanted by Gnomes.** The existence of these wandering clockwork monsters creates a bad reputation for peaceful gnomish engineers. A few groups of gnomes specialize in tracking and destroying these clockwork creations. They claim to do it out of virtue, but rumors abound that they do it for rare parts.  \n**Construct Nature.** The clockwork mantis doesn’t require air, food, drink or sleep.",
            "name": "Clockwork Mantis",
            "size": "Large",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 68,
            "hit_dice": "8d10+24",
            "speed": {
                "walk": 40
            },
            "strength": 13,
            "dexterity": 19,
            "constitution": 16,
            "intelligence": 3,
            "wisdom": 15,
            "charisma": 1,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "perception": 5,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 60 ft., passive Perception 15",
            "languages": "understands Common but can’t speak",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The clockwork mantis makes two serrated blade attacks. If both attacks hit the same target, the mantis can make a bite attack against another target within range as a bonus action."
                },
                {
                    "name": "Serrated Blade",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage",
                    "attack_bonus": 7,
                    "damage_dice": "2d6+4"
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d8+4"
                },
                {
                    "name": "Invisibility",
                    "desc": "The clockwork mantis turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the mantis wears or carries is invisible with it."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Hobbling Strike",
                    "desc": "When the clockwork mantis makes a successful opportunity attack, the target's speed is reduced to 0 until the start of its next turn."
                },
                {
                    "name": "Immutable Form",
                    "desc": "The clockwork mantis is immune to any spell or effect that would alter its form."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The clockwork mantis has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Standing Leap",
                    "desc": "The clockwork mantis's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start."
                }
            ],
            "spell_list": [],
            "page_no": 67,
            "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_clockwork-mantis/"
        },
        {
            "slug": "clockwork-tiger",
            "desc": "The ticking of metal gears is all that hints at the presence of a pair of feline-shaped metal creatures. They are bronze and steel, with sharp metal teeth and razor claws._  \n**Magical Origin.** Clockwork tigers were invented as guardians in times now long forgotten. In spite of their age, they continue to serve their original purpose as guardians, protecting ancient ruins and new masters alike. The number of clockwork tigers in existence is slowly rising, leading many scholars to speculate on the reason. Some suspect the instructions for creating them were finally found, while others surmise a natural phenomenon unearthed a lost vault of clockwork tigers.  \n**Found in Pairs.** Clockwork tigers are almost always found in pairs and almost always guarding a spellcaster or magical object, which they consider their “ward.” The tigers work in tandem to defeat threats and protect their wards, leaping in and out of combat. Their clockwork brains are capable of thought, but they are less interested in communication and wholly devoted to protecting their wards.  \n**Construct Nature.** A clockwork tiger doesn’t require air, food, drink, or sleep.",
            "name": "Clockwork Tiger",
            "size": "Large",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 112,
            "hit_dice": "15d10+30",
            "speed": {
                "walk": 40
            },
            "strength": 18,
            "dexterity": 16,
            "constitution": 15,
            "intelligence": 7,
            "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": "poison, psychic",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "understands Common but can’t speak",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The clockwork tiger makes one bite and two claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) piercing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d8+4"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d6+4"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Deflecting Leap",
                    "desc": "When the clockwork tiger's ward is the target of an attack the tiger can see, the tiger can move up to 10 feet toward its ward without provoking opportunity attacks. If it ends this movement within 5 feet of its ward, the tiger becomes the target of the attack instead."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Immutable Form",
                    "desc": "The tiger is immune to any spell or effect that would alter its form."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The tiger has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Pounce",
                    "desc": "If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action."
                },
                {
                    "name": "Reactive Guardian",
                    "desc": "The clockwork tiger has two reactions that can be used only for Deflecting Leap."
                }
            ],
            "spell_list": [],
            "page_no": 68,
            "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_clockwork-tiger/"
        },
        {
            "slug": "collais",
            "desc": "The colláis is a large, deer-like creature covered in thick, black fur. A great rack of antlers grows from its thick skull, in which prominent eye sockets display two red embers for eyes. The monster has no mouth; instead, a coarse beard grows in its place._  \n**Summoned Protector.** If a forest village is in danger, the villagers might perform a ritual sacrifice to summon a colláis. Once the ritual is complete, the creature appears in the branches of a nearby tree. It then stalks the village and its surroundings. A colláis returns to its home plane after 24 hours.",
            "name": "Colláis",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 150,
            "hit_dice": "20d10+40",
            "speed": {
                "walk": 40
            },
            "strength": 19,
            "dexterity": 15,
            "constitution": 14,
            "intelligence": 10,
            "wisdom": 17,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 5,
            "perception": 7,
            "skills": {
                "intimidation": 9,
                "perception": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing damage from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "charmed, frightened",
            "senses": "darkvision 120 ft., passive Perception 17",
            "languages": "understands Common and Sylvan but can’t speak",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The colláis makes one gore attack and two hooves attacks."
                },
                {
                    "name": "Gore",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d10+4"
                },
                {
                    "name": "Hooves",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d8+4"
                },
                {
                    "name": "Cry of the Forest",
                    "desc": "The colláis sounds a dreadful and reverberating call. Each creature within 100 feet of the colláis that can hear the cry must succeed on a DC 16 Charisma saving throw or be frightened until the end of its next turn. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the colláis's Cry of the Forest for the next 24 hours. Forest-dwelling beasts and monstrosities with an Intelligence of 4 or lower automatically succeed or fail on this saving throw, the colláis's choice."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Impale and Toss",
                    "desc": "When the colláis hits a Medium or smaller creature with a gore attack, it can use a bonus action to impale and toss the creature. The target must succeed on a DC 16 Strength saving throw or take 11 (2d10) piercing damage and be flung up to 10 feet away from the colláis in a random direction and knocked prone."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The colláis has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 69,
            "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_collais/"
        },
        {
            "slug": "conjoined-queen",
            "desc": "The torso of a pale humanoid woman melds into the thorax of a massive insect. It moves about on six pointed legs, stabbing through stone and metal alike._  \n**Born in Chaos.** The first conjoined queen was created when cultists sacrificed a captured queen to their dark insectoid god. In a ritual of chaotic magic, the human queen and an insect queen were joined, forming a chitinous chrysalis from which the conjoined queen eventually emerged.  \n**Rulers of the Many-Legged.** A conjoined queen rules from a subterranean throne room, often in a burrow under the ruins of a fallen monarchy’s castle. There she commands her insectoid host and sits atop a pile of incubating eggs.  \n**Hungry for Power.** The conjoined queen hungers for humanoid flesh but also for power. She seeks to rule and conquer humanoids and insects alike. Her armies consist of giant insects and the humanoids who ride them into battle.",
            "name": "Conjoined Queen",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 168,
            "hit_dice": "16d10+80",
            "speed": {
                "burrow": 20,
                "climb": 30,
                "walk": 40
            },
            "strength": 18,
            "dexterity": 16,
            "constitution": 21,
            "intelligence": 13,
            "wisdom": 14,
            "charisma": 18,
            "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": "",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, frightened, poisoned",
            "senses": "darkvision 60 ft., tremorsense 60 ft., passive Perception 16",
            "languages": "Common",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The conjoined queen makes two slam attacks and one sting attack."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d8+4"
                },
                {
                    "name": "Sting",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 14 (4d6) poison damage.",
                    "attack_bonus": 8,
                    "damage_dice": "1d10+4"
                },
                {
                    "name": "Queen's Wrathful Clattering (1/Day)",
                    "desc": "The conjoined queen clacks her long chitinous legs together, inciting rage in her allies. Each ally within 60 feet of the queen who can hear her has advantage on its next attack roll, and its speed is increased by 10 until the end of its next turn."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Magic Resistance",
                    "desc": "The conjoined queen has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Pheromones",
                    "desc": "A creature that starts its turn within 30 feet of the conjoined queen must succeed on a DC 14 Constitution saving throw or be charmed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. While charmed, the creature drops anything it is holding and is stunned. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the conjoined queen's Pheromones for the next 24 hours."
                },
                {
                    "name": "Tunneler",
                    "desc": "The queen can burrow through solid rock at half her burrowing speed and leaves a 5-foot-diameter tunnel in her wake."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The conjoined queen is a 9th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The queen has the following sorcerer spells prepared:\nCantrips (at will): acid splash, mage hand, prestidigitation, ray of frost\n1st Level (4 slots): burning hands, magic missile, shield, thunderwave\n2nd Level (3 slots): detect thoughts, misty step, web\n3rd Level (3 slots): clairvoyance, counterspell, haste\n4th Level (3 slots): banishment, confusion\n5th Level (1 slot): insect plague"
                }
            ],
            "spell_list": [],
            "page_no": 70,
            "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_conjoined-queen/"
        },
        {
            "slug": "corpse-worm",
            "desc": "A large, bloated worm, its body the gray-white pallor of death and slicked with yellow mucus, crawls across a pile of corpses. As its dozens of legs propel it over the bodies, its fang-filled maw opens to reveal a second jaw that repeatedly bursts outward, slurping up chunks of flesh with each strike._  \nThese creatures prowl deep caverns, seeking flesh to devour.  \n**Eaters of the Dead.** The corpse worm feeds primarily on death and decay, though it hunts and kills living prey it encounters if hungry. Corpse worms have a keen sense of smell that they can use to locate wounded prey or sources of carrion on which to feed.  \n**Ignore the Unliving.** While both the living and the dead are food for the corpse worm, it doesn’t feed upon the undead. Unless attacked, the corpse worm ignores undead near it. Some intelligent undead tame and train corpse worms, using them as pets, guardians, or shock troops.  \n**Slimy Eggs.** A female corpse worm lays up to two dozen eggs in crevasses, cul-de-sacs, or other remote areas. Corpse worm eggs are about the size of a human head and are sheathed in a rubbery, translucent gray membrane. The eggs are deposited with a sticky, mustard-colored excretion, allowing them to be placed on walls or even ceilings. This excretion exudes a powerful smell that many subterranean predators find unpleasant, and it allows the mother to relocate the eggs as she watches over them until they hatch.",
            "name": "Corpse Worm",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 76,
            "hit_dice": "8d10+32",
            "speed": {
                "walk": 30,
                "climb": 30
            },
            "strength": 16,
            "dexterity": 12,
            "constitution": 19,
            "intelligence": 1,
            "wisdom": 12,
            "charisma": 5,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "—",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) piercing damage and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the corpse worm can't bite another target or use its Regurgitate reaction. The target must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hp maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hp maximum to 0.",
                    "attack_bonus": 5,
                    "damage_dice": "2d6+3"
                },
                {
                    "name": "Swallow",
                    "desc": "The corpse worm makes a bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and effects outside the corpse worm, and it takes 10 (3d6) acid damage at the start of each of the corpse worm's turns. The corpse worm can have only one creature swallowed at a time. If the corpse worm takes 20 damage or more on a single turn from the swallowed creature, the worm must succeed on a DC 12 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the worm. If the corpse worm dies, the target is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Regurgitate (Recharge 5-6)",
                    "desc": "When a creature the corpse worm can see hits it with an attack while within 10 feet of it, the corpse worm regurgitates a portion of its stomach contents on the attacker. The target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. If the corpse worm has a swallowed creature when it uses this reaction, the worm must succeed on a DC 14 Constitution saving throw or also regurgitate the swallowed creature, which falls prone in a space within 5 feet of the target. If it regurgitates the swallowed creature, the target and the swallowed creature take 7 (2d6) acid damage."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Keen Smell",
                    "desc": "The corpse worm has advantage on Wisdom (Perception) checks that rely on smell."
                }
            ],
            "spell_list": [],
            "page_no": 71,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_corpse-worm/"
        },
        {
            "slug": "crimson-shambler",
            "desc": "The bloody corpse stands up, dripping a red slime. As each drop hits the ground, it splatters into little red spores._  \nThe crimson shambler is an intermediary form of a hazardous slime mold found in deep caverns. It wanders the dark passageways, attacking any creatures it encounters to infect them with its spores.  \n**Gruesome Appearance.** The crimson shambler is a mobile plant, feeding off the remains of an infected creature. The overlay of red slime atop an ambulatory decomposing corpse is often mistaken as some type of undead creature. In actuality, the remains are animated by a slime mold, allowing it to hunt and infect other creatures until it finds a suitable place to spawn. Then it falls and becomes a new colony of crimson slime.",
            "name": "Crimson Shambler",
            "size": "Medium",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 12,
            "armor_desc": "natural armor",
            "hit_points": 32,
            "hit_dice": "5d8+10",
            "speed": {
                "walk": 20
            },
            "strength": 12,
            "dexterity": 10,
            "constitution": 14,
            "intelligence": 1,
            "wisdom": 11,
            "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": "acid, poison",
            "condition_immunities": "blinded, deafened, poisoned",
            "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 10",
            "languages": "—",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 3 (1d6) acid damage.",
                    "attack_bonus": 3,
                    "damage_dice": "1d6+1"
                },
                {
                    "name": "Slime Glob",
                    "desc": "Ranged Weapon Attack: +2 to hit, range 20/60 ft., one target. Hit: 3 (1d6) acid damage and the target must succeed on a DC 12 Constitution saving throw or become infected with the shambler's spores (see the Spores trait).",
                    "attack_bonus": 2,
                    "damage_dice": "1d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Eerie Resemblance",
                    "desc": "The crimson shambler resembles a bloody zombie. A creature that can see a crimson shambler must succeed on a DC 14 Intelligence (Nature or Religion) check to discern its true nature."
                },
                {
                    "name": "Spores",
                    "desc": "A creature that touches the shambler or hits it with an attack causes spores to spew out of the shambler in a 10-foot radius. Each creature in that area must succeed on a DC 10 Constitution saving throw or become diseased. Creatures immune to the poisoned condition are immune to this disease. The diseased creature's lungs fill with the spores, which kill the creature in a number of days equal to 1d10 + the creature's Constitution score, unless the disease is removed. One hour after infection, the creature becomes poisoned for the rest of the duration. After the creature dies, it rises as a crimson shambler, roaming for 1 week and attempting to infect any other creatures it encounters. At the end of the week, it collapses, its body fertilizing a new patch of crimson slime. A creature that succeeds on the saving throw is immune to the spores of all crimson shamblers and crimson slime for the next 24 hours."
                }
            ],
            "spell_list": [],
            "page_no": 73,
            "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_crimson-shambler/"
        },
        {
            "slug": "crocotta",
            "desc": "A human voice emanates from a lion-like hyena. As it speaks, its black tongue runs over the many teeth in its unnaturally wide mouth._  \n**Disturbing Grin.** The crocotta’s mouth stretches back to its ears, allowing its powerful jaw to open unnaturally wide. In spite of its large mouth, the crocotta is able to perfectly mimic the sounds of humanoid voices. When hunting, it often mimics the sounds of a person in need, luring in a victim, then pounces on the victim when they investigate the sounds.  \n**Dog Hater.** The crocotta holds particular animosity toward dogs and attacks them before more obvious threats. Dogs innately understand this about crocotta and often purposefully distract an attacking crocotta to allow their humanoid families to escape.  \n**Oracular Eyes.** The gemstone eyes of the crocotta hold its prey captive when the crocotta is alive, but they grant visions of the future after its death. If a crocotta’s eye is placed under a creature’s tongue within five days of the crocotta’s death, the creature experiences omens of the future similar to those produced by the augury spell.",
            "name": "Crocotta",
            "size": "Medium",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 39,
            "hit_dice": "6d8+12",
            "speed": {
                "walk": 50
            },
            "strength": 16,
            "dexterity": 15,
            "constitution": 14,
            "intelligence": 8,
            "wisdom": 12,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "perception": 5,
                "stealth": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from metal weapons",
            "damage_immunities": "",
            "condition_immunities": "blinded, charmed",
            "senses": "passive Perception 15",
            "languages": "Common",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "2d10+3"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d8+3"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Mimicry",
                    "desc": "The crocotta can mimic animal sounds, humanoid voices, and even environmental sounds. A creature that hears the sounds can tell they are imitations with a successful DC 13 Wisdom (Insight) check."
                },
                {
                    "name": "Paralyzing Gaze",
                    "desc": "When a creature that can see the crocotta's eyes starts its turn within 30 feet of the crocotta, the crocotta can force it to make a DC 13 Constitution saving throw if the crocotta isn't incapacitated and can see the creature. On a failed save, the creature is paralyzed until the start of its next turn.\n\nA creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the crocotta until the start of its next turn, when it can avert its eyes again. If it looks at the crocotta in the meantime, it must immediately make the save.\n\nCanines are immune to the crocotta's Paralyzing Gaze, and canine-like humanoids, such as werewolves, have advantage on the saving throw."
                },
                {
                    "name": "Pounce",
                    "desc": "If the crocotta moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the crocotta can make one bite attack against it as a bonus action."
                }
            ],
            "spell_list": [],
            "page_no": 75,
            "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_crocotta/"
        },
        {
            "slug": "cryoceros",
            "desc": "This enormous, squat beast has a shaggy hide of ice. Two translucent horns protrude from its snout, the frontmost of which looks like a scimitar._  \n**Elemental-Touched Rhino.** A cryoceros resembles a woolly rhinoceros made of ice. Its thick, frozen hide protects the soft flesh at its core, and a layer of ice forms over its already formidable, keratinous horns. The creature’s body is efficient at transferring warmth to its fleshy interior; fire still harms a cryoceros, but its icy form is not unduly damaged by fiery attacks. A cryoceros has a second stomach that stores ice it consumes. As a defense mechanism, the cryoceros can spew stinging, pulverized ice from this alternate stomach.  \n**Slow Metabolisms.** Cryoceroses survive on stunted grasses and other plants that thrive in the tundra, as well as ice and snow, to replenish their icy exteriors. Despite their size, they don’t require a great deal of sustenance, and they conserve their energy by slowly grazing across frozen plains. Their ponderous movement fools the unwary into believing that distance equals safety. Indeed, cryoceroses endure much provocation before they decide to act, but they run at and spear or crush those who irritate them. Once their ire is up, they rarely give up pursuing the source of their anger; only by leaving their vast territories can one hope to escape them.  \n**Cantankerous Mounts.** Gentleness and a regular source of food temporarily earns the cryoceroses’ trust, and patient humanoids can manage to train the creatures to accept riders. This works for convenience much more than for combat, since cryoceroses balk at fighting with loads on their backs. A cryoceros in combat with a rider either stands stock still until its rider dismounts or, worse, rolls over to throw its rider, often crushing the rider in the process. Because of this, most tribes who train cryoceroses use the creatures as beasts of burden rather than war mounts.",
            "name": "Cryoceros",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 133,
            "hit_dice": "14d10+56",
            "speed": {
                "walk": 40
            },
            "strength": 19,
            "dexterity": 11,
            "constitution": 18,
            "intelligence": 3,
            "wisdom": 13,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "athletics": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, cold",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 11",
            "languages": "—",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Gore",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 13 (2d8 + 4) piercing damage plus 9 (2d8) cold damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d8+4"
                },
                {
                    "name": "Stomp",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one prone creature. Hit: 20 (3d10 + 4) bludgeoning damage.",
                    "attack_bonus": 7,
                    "damage_dice": "3d10+4"
                },
                {
                    "name": "Shards of Ice (Recharge 4-6)",
                    "desc": "The cryoceros exhales razor-sharp ice in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 10 (3d6) cold damage and 10 (3d6) piercing damage on a failed save, or half as much on a successful one."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Snow Camouflage",
                    "desc": "The cryoceros has advantage on Dexterity (Stealth) checks made to hide in snowy terrain."
                },
                {
                    "name": "Trampling Charge",
                    "desc": "If the cryoceros moves at least 20 feet straight toward a target and then hits it with its gore attack on the same turn, the target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the cryoceros can make one stomp attack against it as a bonus action."
                }
            ],
            "spell_list": [],
            "page_no": 76,
            "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_cryoceros/"
        },
        {
            "slug": "crystalline-monolith",
            "desc": "The cavern glitters with refracted light bouncing off thousands of crystals. A towering menhir of shimmering crystal dominates the center of the cavern._  \nWhether a rare evolution of silicate life or a wandering nomadic race from some alternate reality, crystalline monoliths are enigmatic beings found deep underground in caverns where giant crystals flourish and grow.  \n**Crystal Gardens.** Crystalline monoliths reside in areas of living crystal, these formations often growing to gigantic proportions, resembling the monolith itself. Some sages speculate that crystalline monoliths grow crystals to certain specifications, then use their magic to instill sentience in the crystals as a means of reproducing. Whether the gardens are for reproduction or some other mysterious purpose, the crystal monoliths are very protective of them. The environment of these gardens is often not comfortable for most humanoid life; the temperature may be extremely hot or cold, or the cavern may contain poisonous gases or even be partially-submerged in water.  \n**Magical Philosophers.** Crystalline monoliths prefer to spend their days in quiet contemplation. They tend their crystal gardens and meditate. If encountered by other intelligent creatures, they are generally open to exchanges of information and intellectual discussion. They prefer to communicate telepathically but can create sounds through vibrations that mimic speech. Aggressive intruders are dealt with according to the level of threat they exhibit. If the crystalline monolith considers the intruders unlikely to cause it harm, it will often use its magic to misdirect opponents or lure them away from the garden. Should the intruders persist or show themselves to be dangerous, a crystalline monolith is not above using its magic to crush and destroy them. It is especially unforgiving to those that try to steal or damage crystals in its lair.  \n**Crystalline Nature.** A crystalline monolith doesn’t require air, food, drink, or sleep.  \n\n## A Crystalline Monolith’s Lair\n\n  \nCrystalline monoliths lair in vast gardens of crystal in mountains or deep underground, often near areas of extreme temperature or geothermal activity. They harness the ambient magical energy in the crystals to defend themselves and repel intruders.  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the crystalline monolith takes a lair action to cause one of the following magical effects; the crystalline monolith can’t use the same effect two rounds in a row:\n* The crystalline monolith creates an illusory duplicate of itself in its space. The double moves or speaks according to the monolith’s mental direction. Each time a creature targets the monolith with an attack, roll a d20 to determine whether the attack instead targets the duplicate. On a roll of 11 or higher, the attack hits and destroys the duplicate. A creature can use its action to make a DC 15 Intelligence (Investigation) check to determine which monolith is real. On a success, the creature identifies the illusion. The duplicate is intangible, but otherwise is identical to the monolith by sight, smell, or hearing. The duplicate lasts for 1 minute or until the monolith uses this lair action again.\n* The crystalline monolith vibrates at a frequency that reverberates through the lair, causing the ground to tremble. Each creature on the ground within 60 feet of the monolith (except for the crystalline monolith itself) must succeed on a DC 15 Dexterity saving throw or be knocked prone.\n* Magically-charged shards of crystal fire from the crystals in the lair, striking up to two targets within 60 feet of the crystalline monolith. The crystalline monolith makes one ranged attack roll (+3 to hit) against each target. On a hit, the target takes 2 (1d4) piercing damage and 2 (1d4) psychic damage.",
            "name": "Crystalline Monolith",
            "size": "Huge",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "lawful neutral",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 123,
            "hit_dice": "13d12+39",
            "speed": {
                "walk": 0,
                "hover": true,
                "fly": 30
            },
            "strength": 14,
            "dexterity": 10,
            "constitution": 16,
            "intelligence": 19,
            "wisdom": 17,
            "charisma": 17,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "arcana": 7,
                "history": 7,
                "insight": 6,
                "nature": 7,
                "perception": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, fire",
            "damage_immunities": "poison",
            "condition_immunities": "blinded, paralyzed, petrified, poisoned, prone",
            "senses": "blindsight 120 ft. (blind beyond this radius), passive Perception 16",
            "languages": "Deep Speech, Undercommon, telepathy 120 ft.",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The crystalline monolith makes two slam attacks or two mind spear attacks. If both slam attacks hit a Large or smaller target, the target must succeed on a DC 14 Constitution saving throw or begin to turn to crystal and be restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage.",
                    "attack_bonus": 5,
                    "damage_dice": "2d8+2"
                },
                {
                    "name": "Mind Spear",
                    "desc": "Ranged Spell Attack: +7 to hit, range 30 ft., one target. Hit: 14 (4d6) psychic damage.",
                    "attack_bonus": 7,
                    "damage_dice": "4d6"
                },
                {
                    "name": "Psychic Burst (Recharge 5-6)",
                    "desc": "The crystalline monolith emits a burst of psychic energy in a 30-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 28 (8d6) psychic damage and be stunned 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."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "The crystalline monolith can take 3 legendary actions, choosing from one of the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The crystalline monolith regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "name": "Detect",
                    "desc": "The crystalline monolith makes a Wisdom (Perception) check."
                },
                {
                    "name": "Teleport (Costs 2 Actions)",
                    "desc": "The crystalline monolith magically teleports up to 120 feet to an unoccupied space it can see."
                },
                {
                    "name": "Cast a Spell (Costs 3 Actions)",
                    "desc": "The crystalline monolith casts a spell from its list of innate spells, expending a daily use as normal."
                }
            ],
            "special_abilities": [
                {
                    "name": "False Appearance",
                    "desc": "While the crystalline monolith remains motionless, it is indistinguishable from a giant crystal."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The crystalline monolith has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Powerful Mind",
                    "desc": "The crystalline monolith has advantage on Intelligence saving throws and ability checks."
                },
                {
                    "name": "Innate Spellcasting (Psionics)",
                    "desc": "The crystalline monolith's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:\nAt will: detect magic, detect thoughts, mage hand, silent image\n3/day each: clairvoyance, hypnotic pattern, stinking cloud, telekinesis\n1/day each: confusion, dominate person, suggestion"
                }
            ],
            "spell_list": [],
            "page_no": 77,
            "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_crystalline-monolith/"
        },
        {
            "slug": "culicoid",
            "desc": "Filthy rags partially conceal this walking mosquito’s form. The hands poking out of its rags end in needle-like fingers, which resemble the proboscis on the creature’s head._  \n**Abyssal Swamp Dwellers.** Culicoid demons make their home in a fetid layer of the Abyss where they serve demon lords who value insects. When they travel to the Material Plane, they make themselves at home in insect-infested marshes.  \n**Buzzing and Itching.** Though a culicoid’s wings are suitably large for its size, they produce a high-pitched drone. Their wingbeats don’t stand out from regular insects, making them difficult to detect. The culicoid’s filthy proboscis induces an irritating rash that forces its victims to ignore all else to scratch the rash.  \n**Friend to Mosquitos.** The culicoid demon can communicate with mosquitos, stirges, and other similar creatures, such as Open Game License",
            "name": "Culicoid",
            "size": "Large",
            "type": "Fiend",
            "subtype": "demon",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 190,
            "hit_dice": "20d10+80",
            "speed": {
                "fly": 60,
                "hover": true,
                "walk": 30
            },
            "strength": 20,
            "dexterity": 15,
            "constitution": 18,
            "intelligence": 11,
            "wisdom": 14,
            "charisma": 9,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "acrobatics": 6,
                "perception": 6,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 120 ft., passive Perception 16",
            "languages": "Abyssal, telepathy 60 ft.",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The culicoid makes three attacks: one with its proboscis and two with its needle claws."
                },
                {
                    "name": "Needle Claws",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, the culicoid can automatically hit the target with its needle claw, and it can't use the same needle claw against other targets. The culicoid has two needle claws, each of which can grapple only one target.",
                    "attack_bonus": 9,
                    "damage_dice": "2d6+5"
                },
                {
                    "name": "Proboscis",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 14 (2d8 + 5) piercing damage plus 7 (2d6) poison damage. The target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 minute. While poisoned, a creature must succeed on a DC 16 Wisdom saving throw at the start of each of its turns or spend its full turn scratching the rash. A poisoned creature can repeat the Constitution saving throw at the end of each of its turns, ending the poisoned condition on itself on a success.",
                    "attack_bonus": 9,
                    "damage_dice": "2d8+5"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Blood Sense",
                    "desc": "The culicoid can pinpoint, by scent, the location of creatures that have blood within 60 feet of it."
                },
                {
                    "name": "Cloud of Mosquitos",
                    "desc": "When the culicoid is reduced to 0 hp, it transforms into a swarm of mosquitos (use the statistics of a swarm of insects). If at least one mosquito from the swarm survives for 24 hours, the culicoid reforms at the following dusk from the remaining mosquitos, regaining all its hp and becoming active again."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The culicoid has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Mosquito-Proof",
                    "desc": "The culicoid can't be subjected to blood drain from mosquitos and mosquito-like creatures."
                },
                {
                    "name": "Speak with Mosquitos",
                    "desc": "The culicoid can communicate with mosquitos and other mosquito-like creatures as if they shared a language."
                }
            ],
            "spell_list": [],
            "page_no": 94,
            "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_culicoid/"
        },
        {
            "slug": "death-barque",
            "desc": "Necromancers, both living and dead, sometimes come together to make massive undead creatures known collectively as “necrotech”. In nations ruled by undead, these massive creations often act as siege weapons or powerful modes of transportation._  \n**Bone Colossuses.** In a tome of deranged ramblings, the writer theorized how “posthumes”— the tiny skeletal creatures used to make up the bone collectives—might be gathered in even greater numbers to form bigger, stronger creatures. Thus was born the Open Game License",
            "name": "Death Barque",
            "size": "Gargantuan",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 198,
            "hit_dice": "12d20+72",
            "speed": {
                "swim": 50,
                "walk": 0
            },
            "strength": 20,
            "dexterity": 18,
            "constitution": 23,
            "intelligence": 8,
            "wisdom": 14,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": 10,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "perception": 6,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "psychic",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned",
            "senses": "darkvision 120 ft., passive Perception 16",
            "languages": "Darakhul, Deep Speech",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The death barque makes three attacks: one with its bite and two with its tail smash."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage.",
                    "attack_bonus": 9,
                    "damage_dice": "3d10+5"
                },
                {
                    "name": "Tail Smash",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage and must succeed on a DC 17 Strength saving throw or be knocked prone.",
                    "attack_bonus": 9,
                    "damage_dice": "3d6+5"
                },
                {
                    "name": "Shrapnel Burst",
                    "desc": "The death barque launches a ball of bone shards from its tail at a point it can see within 120 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw. On a failure, a creature takes 28 (8d6) piercing damage and is blinded for 1 minute. On a success, a creature takes half the damage and isn't blinded. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                },
                {
                    "name": "Necrotic Breath (Recharge 5-6)",
                    "desc": "The death barque exhales a dark cloud of necrotic energy in a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) necrotic 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": "Immutable Form",
                    "desc": "The death barque is immune to any spell or effect that would alter its form."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The death barque has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Siege Monster",
                    "desc": "The death barque deals double damage to objects and structures."
                },
                {
                    "name": "Turn Resistance",
                    "desc": "The death barque has advantage on saving throws against any effect that turns undead."
                }
            ],
            "spell_list": [],
            "page_no": 268,
            "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-barque/"
        },
        {
            "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",
            "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_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",
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            "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",
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            "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",
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            "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",
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            "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/"
        }
    ]
}