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

GET /monsters/?format=api&ordering=-damage_resistances&page=24
HTTP 200 OK
Allow: GET, HEAD, OPTIONS
Content-Type: application/json
Vary: Accept

{
    "count": 3207,
    "next": "https://api.open5e.com/monsters/?format=api&ordering=-damage_resistances&page=25",
    "previous": "https://api.open5e.com/monsters/?format=api&ordering=-damage_resistances&page=23",
    "results": [
        {
            "slug": "tetomatli",
            "desc": "",
            "name": "Tetomatli",
            "size": "Large",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 152,
            "hit_dice": "16d10+64",
            "speed": {
                "walk": 30
            },
            "strength": 20,
            "dexterity": 10,
            "constitution": 18,
            "intelligence": 5,
            "wisdom": 11,
            "charisma": 3,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "athletics": 8,
                "perception": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison, psychic;",
            "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "tremorsense 90 ft. (blind beyond this radius), passive Perception 13",
            "languages": "understands the languages of its creator but can’t speak",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The tetomatli makes one head slam attack and one wing buffet attack."
                },
                {
                    "name": "Head Slam",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage. If the tetomatli scores a critical hit against a target wearing metal armor, the target must succeed on a DC 15 Strength saving throw or its armor is destroyed. A creature wearing magical armor has advantage on this saving throw. A creature wearing adamantine armor is unaffected.",
                    "attack_bonus": 8,
                    "damage_dice": "3d10+5"
                },
                {
                    "name": "Wing Buffet",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d6+5"
                },
                {
                    "name": "Tremor (Recharge 6)",
                    "desc": "The tetomatli slams its head repeatedly into the ground, creating a magical shockwave. Each creature within 20 feet of the tetomatli must succeed on a DC 15 Dexterity saving throw or be knocked prone and have disadvantage on attack rolls and Dexterity checks until the end of its next turn."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Diving Head Slam",
                    "desc": "If the tetomatli is flying and moves at least 20 feet straight toward a target and then hits it with a head slam attack on the same turn, the tetomatli can use Tremor as a bonus action, if it is available."
                },
                {
                    "name": "Heavy Flier",
                    "desc": "The tetomatli can fly up to 30 feet each round, but it must start and end its movement on a solid surface such as a roof or the ground. If it is flying at the end of its turn, it falls to the ground and takes falling damage."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The tetomatli has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The tetomatli's weapon attacks are magical."
                },
                {
                    "name": "Siege Monster",
                    "desc": "The tetomatli deals double damage to objects and structures."
                }
            ],
            "spell_list": [],
            "page_no": 345,
            "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_tetomatli/"
        },
        {
            "slug": "stuhac-tob1-2023",
            "desc": "False",
            "name": "Stuhac",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 209,
            "hit_dice": "22d8 + 110",
            "speed": {
                "walk": 40
            },
            "strength": 22,
            "dexterity": 18,
            "constitution": 20,
            "intelligence": 12,
            "wisdom": 16,
            "charisma": 15,
            "strength_save": 11,
            "dexterity_save": 9,
            "constitution_save": 10,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 7,
            "perception": 13,
            "skills": {
                "Deception": 12
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "acid, fire, lightning; bludgeoning and piercing from nonmagical attacks",
            "damage_immunities": "cold, poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Abyssal, Common, Infernal, telepathy 120 ft.",
            "challenge_rating": "13",
            "cr": 13.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The stuhac can use Hobble. It then makes one Bite attack and two Claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) piercing damage."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 28 (5d8 + 6) slashing damage."
                },
                {
                    "name": "Hobble",
                    "desc": "The stuhac telekinetically tears the tendons and ligaments of one creature it can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw or take 13 (3d8) force damage and its speed is reduced by 10 feet. The stuhac can't reduce a creature's speed below 0 feet with this action. This reduction lasts until the creature finishes a long rest or until removed by the greater restoration spell or similar magic."
                },
                {
                    "name": "Illusory Appearance",
                    "desc": "The stuhac covers itself and anything it is wearing or carrying with a magical illusion that makes it look like another creature of its general size and Humanoid shape. The illusion ends if the stuhac takes a bonus action to end it or if the stuhac dies."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Mountain Walk",
                    "desc": "The stuhac can move across and climb rocky surfaces without needing to make an ability check. Additionally, difficult terrain composed of rocks or rocky debris doesn't cost it extra movement."
                },
                {
                    "name": "Standing Leap",
                    "desc": "The stuhac's long jump is up to 30 feet and tis high jump is up to 15 feet, with or without a running start."
                }
            ],
            "spell_list": [],
            "page_no": 351,
            "environments": [],
            "img_main": "http://api.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_stuhac/"
        },
        {
            "slug": "relentless-hound",
            "desc": "",
            "name": "Relentless Hound",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 12,
            "armor_desc": "",
            "hit_points": 52,
            "hit_dice": "8d8+16",
            "speed": {
                "walk": 40,
                "fly": 20
            },
            "strength": 17,
            "dexterity": 14,
            "constitution": 15,
            "intelligence": 4,
            "wisdom": 11,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 2,
            "charisma_save": null,
            "perception": 0,
            "skills": {
                "perception": 0
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, fire, lightning, thunder; nonmagic B/P/S attacks",
            "damage_immunities": "cold, necrotic, poison",
            "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious",
            "senses": "darkvision 60 ft, passive Perception 14",
            "languages": "—",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Two Spectral Bites. If both hit same target it takes 10 (3d6) necrotic and hp max is reduced by that amount (DC 13 Con negates damage and hp max). Reduction lasts until target finishes a long rest. Target dies if this reduces its hp max to 0."
                },
                {
                    "name": "Spectral Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, 5 ft., one creature,. 10 (2d6+3) necrotic."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Multiply (3/Day)",
                    "desc": "When it takes damage while below half its hp max it creates a spectral hound. Spectral hound uses the stats of a shadow except it doesn't have Sunlight Weakness trait and can't make new shadows when it kills Humanoids. It appears in an unoccupied space within 5 ft. of the relentless hound and acts on same initiative as that hound. After spectral hound finishes a long rest it becomes a relentless hound."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Good Dog",
                    "desc": "If a Humanoid that hasn't harmed hound in last 24 hrs and takes action to offer it bit of food or speak kind words to it hound must make DC 12 Wis save or be charmed by that Humanoid for 1 hr or until Humanoid or its companions do anything harmful to hound. Also hound has disadvantage on saves vs. command spell."
                },
                {
                    "name": "Incorporeal Movement",
                    "desc": "Move through others/objects as difficult terrain. Takes 5 (1d10) force if it ends turn in object."
                },
                {
                    "name": "Pack Tactics",
                    "desc": "Advantage on attacks vs. creature if 1+ unincapacitated attacker ally is within 5 ft. of target."
                },
                {
                    "name": "Undead Nature",
                    "desc": "Doesn't require air food drink or sleep."
                }
            ],
            "spell_list": [],
            "page_no": 331,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_relentless-hound/"
        },
        {
            "slug": "banshee-a5e",
            "desc": "",
            "name": "Banshee",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 58,
            "hit_dice": "13d8",
            "speed": {
                "walk": 30,
                "fly": 40
            },
            "strength": 8,
            "dexterity": 16,
            "constitution": 10,
            "intelligence": 12,
            "wisdom": 10,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 2,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, fire, lightning, thunder; damage from nonmagical weapons",
            "damage_immunities": "cold, necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "darkvision 60 ft., Passive Perception 10",
            "languages": "the languages it spoke in life",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Presage Death",
                    "desc": "The banshee targets a creature within 60 feet that can hear it  predicting its doom. The target makes a DC 14 Wisdom saving throw. On a failure  the target takes 11 (2d6 + 4) psychic damage and is magically cursed for 1 hour. While cursed in this way  the target has disadvantage on saving throws against the banshees Baleful Wail."
                },
                {
                    "name": "Baleful Wail",
                    "desc": "The banshee shrieks. All living creatures within 30 feet of it that can hear it make a DC 14 Constitution saving throw. On a failure  a creature takes 11 (2d6 + 4) psychic damage. If the creature is cursed by the banshee  it drops to 0 hit points instead."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Wounded Warning",
                    "desc": "When the banshee takes damage from a creature within 60 feet, it uses Presage Death on the attacker."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Death Howl",
                    "desc": "When reduced to 0 hit points, the banshee uses Baleful Wail."
                },
                {
                    "name": "Detect Life",
                    "desc": "The banshee magically senses the general direction of living creatures up to 5 miles away."
                },
                {
                    "name": "Incorporeal Movement",
                    "desc": "The banshee can move through creatures and objects. It takes 5 (1d10) force damage if it ends its turn inside an object."
                },
                {
                    "name": "Undead Nature",
                    "desc": "A banshee doesnt require air, sustenance, or sleep."
                },
                {
                    "name": "Unquiet Spirit",
                    "desc": "If defeated in combat, the banshee returns on the anniversary of its death. It can be permanently put to rest only by finding and casting remove curse on its grave or by righting whatever wrong was done to it."
                }
            ],
            "spell_list": [],
            "page_no": 30,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/mmenag_banshee/"
        },
        {
            "slug": "ghost-a5e",
            "desc": "",
            "name": "Ghost",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 11,
            "armor_desc": "",
            "hit_points": 58,
            "hit_dice": "13d8",
            "speed": {
                "walk": 0,
                "fly": 40
            },
            "strength": 8,
            "dexterity": 12,
            "constitution": 10,
            "intelligence": 10,
            "wisdom": 12,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, fire, lightning, thunder; damage from nonmagical weapons",
            "damage_immunities": "cold, necrotic, poison",
            "condition_immunities": "charmed, fatigue, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "the languages it spoke in life",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Withering Touch",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage. If the target is frightened  it is magically aged 1d4 x 10 years. The aging effect can be reversed with a greater restoration spell."
                },
                {
                    "name": "Ethereal Jaunt",
                    "desc": "The ghost magically shifts from the Material Plane to the Ethereal Plane or vice versa. If it wishes  it can be visible to creatures on one plane while on the other."
                },
                {
                    "name": "Horrifying Visage",
                    "desc": "Each non-undead creature within 60 feet and on the same plane of existence that can see the ghost makes a DC 13 Wisdom saving throw. On a failure  a creature is frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns  ending the effect on itself on a success. If a creatures saving throw is successful or the effect ends for it  it is immune to this ghosts Horrifying Visage for 24 hours."
                },
                {
                    "name": "Possession (Recharge 6)",
                    "desc": "One humanoid within 5 feet makes a DC 13 Charisma saving throw. On a failure  it is possessed by the ghost. The possessed creature is unconscious. The ghost enters the creatures body and takes control of it. The ghost can be targeted only by effects that turn undead  and it retains its Intelligence  Wisdom  and Charisma. It grants its host body immunity to being charmed and frightened. It otherwise uses the possessed creatures statistics and actions instead of its own. It doesnt gain access to the creatures memories but does gain access to proficiencies  nonmagical class features and traits  and nonmagical actions. It can't use limited-used abilities or class traits that require spending a resource. The possession ends after 24 hours  when the body drops to 0 hit points  when the ghost ends it as a bonus action  or when the ghost is turned or affected by dispel evil and good or a similar effect. Additionally  the possessed creature repeats its saving throw whenever it takes damage. When the possession ends  the ghost reappears in a space within 5 feet of the body. A creature is immune to this ghosts Possession for 24 hours after succeeding on its saving throw or after the possession ends."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Horrifying Visage",
                    "desc": "If the ghost takes damage from an attack or spell, it uses Horrifying Visage."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Ethereal Sight",
                    "desc": "The ghost can see into both the Material and Ethereal Plane."
                },
                {
                    "name": "Incorporeal",
                    "desc": "The ghost can move through creatures and objects. It takes 5 (1d10) force damage if it ends its turn inside an object."
                },
                {
                    "name": "Undead Nature",
                    "desc": "A ghost doesnt require air, sustenance, or sleep."
                },
                {
                    "name": "Unquiet Spirit",
                    "desc": "If defeated in combat, the ghost returns in 24 hours. It can be put to rest permanently only by finding and casting remove curse on its remains or by resolving the unfinished business that keeps it from journeying to the afterlife."
                }
            ],
            "spell_list": [],
            "page_no": 226,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/mmenag_ghost/"
        },
        {
            "slug": "vengeful-ghost-a5e",
            "desc": "",
            "name": "Vengeful Ghost",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 11,
            "armor_desc": "",
            "hit_points": 58,
            "hit_dice": "13d8",
            "speed": {
                "walk": 0,
                "fly": 40
            },
            "strength": 8,
            "dexterity": 12,
            "constitution": 10,
            "intelligence": 10,
            "wisdom": 12,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, fire, lightning, thunder; damage from nonmagical weapons",
            "damage_immunities": "cold, necrotic, poison",
            "condition_immunities": "charmed, fatigue, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "the languages it spoke in life",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Withering Touch",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage. If the target is frightened  it is magically aged 1d4 x 10 years. The aging effect can be reversed with a greater restoration spell."
                },
                {
                    "name": "Ethereal Jaunt",
                    "desc": "The ghost magically shifts from the Material Plane to the Ethereal Plane or vice versa. If it wishes  it can be visible to creatures on one plane while on the other."
                },
                {
                    "name": "Horrifying Visage",
                    "desc": "Each non-undead creature within 60 feet and on the same plane of existence that can see the ghost makes a DC 13 Wisdom saving throw. On a failure  a creature is frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns  ending the effect on itself on a success. If a creatures saving throw is successful or the effect ends for it  it is immune to this ghosts Horrifying Visage for 24 hours."
                },
                {
                    "name": "Possession (Recharge 6)",
                    "desc": "One humanoid within 5 feet makes a DC 13 Charisma saving throw. On a failure  it is possessed by the ghost. The possessed creature is unconscious. The ghost enters the creatures body and takes control of it. The ghost can be targeted only by effects that turn undead  and it retains its Intelligence  Wisdom  and Charisma. It grants its host body immunity to being charmed and frightened. It otherwise uses the possessed creatures statistics and actions instead of its own. It doesnt gain access to the creatures memories but does gain access to proficiencies  nonmagical class features and traits  and nonmagical actions. It can't use limited-used abilities or class traits that require spending a resource. The possession ends after 24 hours  when the body drops to 0 hit points  when the ghost ends it as a bonus action  or when the ghost is turned or affected by dispel evil and good or a similar effect. Additionally  the possessed creature repeats its saving throw whenever it takes damage. When the possession ends  the ghost reappears in a space within 5 feet of the body. A creature is immune to this ghosts Possession for 24 hours after succeeding on its saving throw or after the possession ends."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Horrifying Visage",
                    "desc": "If the ghost takes damage from an attack or spell, it uses Horrifying Visage."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Ethereal Sight",
                    "desc": "The ghost can see into both the Material and Ethereal Plane."
                },
                {
                    "name": "Incorporeal",
                    "desc": "The ghost can move through creatures and objects. It takes 5 (1d10) force damage if it ends its turn inside an object."
                },
                {
                    "name": "Undead Nature",
                    "desc": "A ghost doesnt require air, sustenance, or sleep."
                },
                {
                    "name": "Unquiet Spirit",
                    "desc": "If defeated in combat, the ghost returns in 24 hours. It can be put to rest permanently only by finding and casting remove curse on its remains or by resolving the unfinished business that keeps it from journeying to the afterlife."
                },
                {
                    "name": "Graveborn Strength",
                    "desc": "When not in sunlight, creatures make their saving throws against the ghosts Horrifying Visage and Possession abilities with disadvantage."
                }
            ],
            "spell_list": [],
            "page_no": 227,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/mmenag_vengeful-ghost/"
        },
        {
            "slug": "warlords-ghost-a5e",
            "desc": "",
            "name": "Warlords Ghost",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 58,
            "hit_dice": "13d8",
            "speed": {
                "walk": 30,
                "fly": 40
            },
            "strength": 8,
            "dexterity": 16,
            "constitution": 10,
            "intelligence": 12,
            "wisdom": 10,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 2,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, fire, lightning, thunder; damage from nonmagical weapons",
            "damage_immunities": "cold, necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "darkvision 60 ft., Passive Perception 10",
            "languages": "the languages it spoke in life",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Presage Death",
                    "desc": "The banshee targets a creature within 60 feet that can hear it  predicting its doom. The target makes a DC 14 Wisdom saving throw. On a failure  the target takes 11 (2d6 + 4) psychic damage and is magically cursed for 1 hour. While cursed in this way  the target has disadvantage on saving throws against the banshees Baleful Wail."
                },
                {
                    "name": "Baleful Wail",
                    "desc": "The banshee shrieks. All living creatures within 30 feet of it that can hear it make a DC 14 Constitution saving throw. On a failure  a creature takes 11 (2d6 + 4) psychic damage. If the creature is cursed by the banshee  it drops to 0 hit points instead."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Wounded Warning",
                    "desc": "When the banshee takes damage from a creature within 60 feet, it uses Presage Death on the attacker."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Death Howl",
                    "desc": "When reduced to 0 hit points, the banshee uses Baleful Wail."
                },
                {
                    "name": "Detect Life",
                    "desc": "The banshee magically senses the general direction of living creatures up to 5 miles away."
                },
                {
                    "name": "Incorporeal Movement",
                    "desc": "The banshee can move through creatures and objects. It takes 5 (1d10) force damage if it ends its turn inside an object."
                },
                {
                    "name": "Undead Nature",
                    "desc": "A banshee doesnt require air, sustenance, or sleep."
                },
                {
                    "name": "Unquiet Spirit",
                    "desc": "If defeated in combat, the banshee returns on the anniversary of its death. It can be permanently put to rest only by finding and casting remove curse on its grave or by righting whatever wrong was done to it."
                }
            ],
            "spell_list": [],
            "page_no": 30,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/mmenag_warlords-ghost/"
        },
        {
            "slug": "shadow-of-death",
            "desc": "Draped in black funerary garb, ribbons of which move of their own accord, the creature has the appearance of a skeletal angel._  \n**Angels of Death.** Once beings of light and beauty who championed justice across the planes, the shadows of death formed after some agent of entropy discarded their bodies into the Void. Their celestial forms protected them from ultimate annihilation, but their minds were forever darkened by the plane’s dread influence.  \n**Deathly Avatars.** Shadows of death sometimes answer the call of death cults. Rather than aiding the cultists though, the shadows kill the cultists before spreading the grave’s shadow across the world.  \n**Immortal Nature.** The shadow of death doesn’t require food, drink, or sleep.",
            "name": "Shadow of Death",
            "size": "Large",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 18,
            "armor_desc": null,
            "hit_points": 250,
            "hit_dice": "20d10+140",
            "speed": {
                "walk": 50
            },
            "strength": 7,
            "dexterity": 26,
            "constitution": 24,
            "intelligence": 25,
            "wisdom": 25,
            "charisma": 30,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": 14,
            "wisdom_save": 14,
            "charisma_save": 17,
            "perception": 14,
            "skills": {
                "perception": 14
            },
            "damage_vulnerabilities": "radiant",
            "damage_resistances": "acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "cold, necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, poisoned",
            "senses": "truesight 120 ft., passive Perception 24",
            "languages": "all, telepathy 120 ft.",
            "challenge_rating": "21",
            "cr": 21.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The shadow of death can use Vision of Ending. It then makes three shortsword attacks."
                },
                {
                    "name": "Shortsword",
                    "desc": "Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) piercing damage plus 10 (3d6) necrotic damage.",
                    "attack_bonus": 15,
                    "damage_dice": "2d6+8"
                },
                {
                    "name": "Vision of Ending",
                    "desc": "Each creature that is not undead within 60 feet of the shadow of death that can see it must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. While frightened in this way, the creature is also paralyzed as it sees visions of its death. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this shadow of death's Vision of Ending for the next 24 hours."
                },
                {
                    "name": "Teleport",
                    "desc": "The shadow of death magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Death Throes",
                    "desc": "When the shadow of death dies, it explodes, and each creature within 30 feet of it must make a DC 22 Constitution saving throw, taking 35 (10d6) necrotic damage on a failed save, or half as much on a successful one."
                },
                {
                    "name": "Deathly Shroud",
                    "desc": "At the start of each of the shadow of death's turns, each creature within 15 feet of it must succeed on a DC 22 Constitution saving throw or take 10 (3d6) necrotic damage.\n\nIn addition, light within 30 feet of the shadow of death is less effective. Bright light in the area becomes dim light, and dim light in the area becomes darkness."
                },
                {
                    "name": "Destroyer of Life",
                    "desc": "If the shadow of death reduces a creature to 0 hp, the creature can be restored to life only by means of a wish spell."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The shadow of death has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Shadow Stealth",
                    "desc": "While in dim light or darkness, the shadow of death can take the Hide action as a bonus action."
                },
                {
                    "name": "Weapons of Death",
                    "desc": "The shadow of death's weapon attacks are magical. When the shadow of death hits with any weapon, the weapon deals an extra 10 (3d6) necrotic damage (included in the attack).\n\nA creature that takes necrotic damage from the shadow death's weapon must succeed on a DC 22 Constitution saving throw or its hp maximum is reduced by an amount equal to the necrotic damage taken. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0."
                }
            ],
            "spell_list": [],
            "page_no": 323,
            "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_shadow-of-death/"
        },
        {
            "slug": "windy-wailer",
            "desc": "A ghostly, moon-shaped comet flies above the water, a cloud of vapor and spectral lights trailing behind it._  \n**Spirits of Violence.** When sailors meet a violent end at sea within sight of the shore and leave no bodies behind to be buried, they sometimes arise as terrible undead known as windy wailers. Caught eternally in the last moments that took its life, the windy wailer seeks to spread its misery to others, raising the elements to overturn ships and drown sailors.  \n**Found in Storms.** Windy wailers are normally encountered in the midst of a great storm or other turbulent weather where they can hide amid the wind and rain before launching their attacks. They often strike when a group of sailors are at their most vulnerable, such as when the ship is close to rocks, the rigging has been damaged, or someone has been knocked overboard.  \n**Unusual Allies.** Aquatic undead, Open Game License",
            "name": "Windy Wailer",
            "size": "Large",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 14,
            "armor_desc": null,
            "hit_points": 75,
            "hit_dice": "10d10+20",
            "speed": {
                "fly": 60,
                "walk": 0,
                "hover": true
            },
            "strength": 10,
            "dexterity": 18,
            "constitution": 15,
            "intelligence": 11,
            "wisdom": 14,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "perception": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "cold, necrotic, poison",
            "condition_immunities": "exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "darkvision 60 ft., passive Perception 15",
            "languages": "Common",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Chilling Touch",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) necrotic damage plus 7 (1d6) cold damage.",
                    "attack_bonus": 7,
                    "damage_dice": "1d8+4"
                },
                {
                    "name": "Wind Blast",
                    "desc": "Ranged Weapon Attack: +7 to hit, range 120 ft., one target. Hit: 14 (4d6) cold damage, and the target must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away from the windy wailer and knocked prone.",
                    "attack_bonus": 7,
                    "damage_dice": "4d6"
                },
                {
                    "name": "Frightful Gale (Recharge 5-6)",
                    "desc": "The windy wailer unleashes freezing wind filled with fearful wailing in a 30-foot cone. Each creature in the area must make a DC 15 Dexterity saving throw. On a failure, a creature takes 14 (4d6) cold damage and is frightened for 1 minute. On a success, a creature takes half the damage and isn't frightened. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n\nA creature reduced to 0 hp by the windy wailer's Frightful Gale and later revived is permanently marked by a shock of white hair somewhere on its body."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Ghostlight",
                    "desc": "When a creature that can see the windy wailer starts its turn within 30 feet of the wailer, the wailer can force it to make a DC 15 Wisdom saving throw if the wailer isn't incapacitated and can see the creature. On a failure, a creature is incapacitated and its speed is reduced to 0 as it is mesmerized by the windy wailer.\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 windy wailer until the start of its next turn, when it can avert its eyes again. If the creature looks at the windy wailer in the meantime, it must immediately make the save."
                },
                {
                    "name": "Incorporeal Movement",
                    "desc": "The windy wailer can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."
                }
            ],
            "spell_list": [],
            "page_no": 370,
            "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_windy-wailer/"
        },
        {
            "slug": "gaki",
            "desc": "",
            "name": "Gaki",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 14,
            "armor_desc": null,
            "hit_points": 75,
            "hit_dice": "10d8+30",
            "speed": {
                "walk": 30
            },
            "strength": 7,
            "dexterity": 18,
            "constitution": 17,
            "intelligence": 10,
            "wisdom": 12,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 4,
            "charisma_save": 6,
            "perception": 4,
            "skills": {
                "perception": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "cold, necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "any languages it knew in life",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "desc": "The gaki makes two bite attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 7,
                    "damage_dice": "1d6+4",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) acid damage.",
                    "name": "Bite"
                },
                {
                    "attack_bonus": 6,
                    "damage_dice": "6d6",
                    "desc": "Ranged Spell Attack: +6 to hit, range 30 ft., one target. Hit: 21 (6d6) acid damage.",
                    "name": "Spit Acid"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "If a creature starts its turn within 10 feet of a gaki, it is overwhelmed by a hunger that dissolves fat and atrophies muscle. It must make a DC 14 Constitution saving throw, taking 11 (2d10) necrotic damage on a failed save, or half as much damage on a successful one.",
                    "name": "Aura of Famine"
                },
                {
                    "desc": "At the start of its turn, if a creature can see the gaki, it must make a DC 14 Wisdom saving throw. On a failure, it is overcome with a desire to kill and eat the ghost, and it must move as close to the gaki as it can.",
                    "name": "Gluttonous Attraction"
                },
                {
                    "desc": "The gaki has advantage on melee attack rolls against any creature that doesn't have all its hp.",
                    "name": "Hungry Frenzy"
                },
                {
                    "desc": "The gaki can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.",
                    "name": "Incorporeal Movement"
                }
            ],
            "spell_list": [],
            "page_no": 390,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_gaki/"
        },
        {
            "slug": "ghost-dragon",
            "desc": "",
            "name": "Ghost Dragon",
            "size": "Large",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "any alignment",
            "armor_class": 14,
            "armor_desc": null,
            "hit_points": 126,
            "hit_dice": "23d10",
            "speed": {
                "fly": 60,
                "walk": 0
            },
            "strength": 10,
            "dexterity": 19,
            "constitution": 10,
            "intelligence": 14,
            "wisdom": 16,
            "charisma": 19,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": null,
            "perception": 7,
            "skills": {
                "perception": 7,
                "stealth": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "cold, necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "darkvision 120 ft., passive Perception 17",
            "languages": "any languages it knew in life",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "desc": "The ghost dragon makes one claw attack and one withering bite attack.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "2d6+4",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage.",
                    "name": "Claw"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "2d10+4",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage, and the target must succeed on a DC 17 Constitution saving throw or take 18 (4d8) necrotic damage.",
                    "name": "Withering Bite"
                },
                {
                    "desc": "The ghost dragon enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.",
                    "name": "Etherealness"
                },
                {
                    "desc": "The ghost dragon exhales a blast of icy terror in a 30-foot cone. Each living creature in that area must make a DC 16 Wisdom saving throw. On a failure, a creature takes 44 (8d10) psychic damage and is frightened for 1 minute. On a success, it takes half the damage and isn't frightened. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                    "name": "Horrifying Breath (Recharge 5-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The ghost dragon can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.",
                    "name": "Ethereal Sight"
                },
                {
                    "desc": "The ghost dragon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.",
                    "name": "Incorporeal Movement"
                }
            ],
            "spell_list": [],
            "page_no": 170,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_ghost-dragon/"
        },
        {
            "slug": "lady-in-white",
            "desc": "",
            "name": "Lady in White",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "any alignment",
            "armor_class": 12,
            "armor_desc": null,
            "hit_points": 49,
            "hit_dice": "11d8",
            "speed": {
                "fly": 30,
                "hover": true,
                "walk": 0
            },
            "strength": 6,
            "dexterity": 14,
            "constitution": 10,
            "intelligence": 10,
            "wisdom": 11,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "cold, necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "any languages it knew in life",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "attack_bonus": 4,
                    "damage_dice": "1d4+2",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) necrotic damage, and, if the target is a Large or smaller humanoid, the lady in white attaches to it. The lady in white attaches to the target's back, where it is unable to see the lady in white. The lady in white can detach itself by spending 5 feet of its movement. A creature, other than the target, can take its action to detach the lady in white by succeeding on a DC 14 Strength check.",
                    "name": "Grasp"
                },
                {
                    "desc": "The lady in white makes one grasp attack against the target to which it is attached. If the attack hits, the target's Charisma score is reduced by 1d4. The target dies if this reduces its Charisma to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a female humanoid dies from this attack, a new lady in white rises from the corpse 1d4 hours later.",
                    "name": "Inflict Sorrow"
                },
                {
                    "desc": "The lady in white turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell).",
                    "name": "Invisibility"
                },
                {
                    "desc": "The lady in white does away with her living disguise and reveals her undead state. Each non-undead creature within 50 feet of the lady that can see her must succeed on a DC 13 Wisdom saving throw or be 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 target's saving throw is successful or the effect ends for it, the target is immune to the lady's Corpse Revealed for the next 24 hours.",
                    "name": "Corpse Revealed"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The lady in white can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.",
                    "name": "Incorporeal Movement"
                }
            ],
            "spell_list": [],
            "page_no": 246,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_lady-in-white/"
        },
        {
            "slug": "phantom",
            "desc": "",
            "name": "Phantom",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "any alignment",
            "armor_class": 11,
            "armor_desc": null,
            "hit_points": 22,
            "hit_dice": "5d8",
            "speed": {
                "fly": 40,
                "hover": true,
                "walk": 0
            },
            "strength": 7,
            "dexterity": 12,
            "constitution": 10,
            "intelligence": 6,
            "wisdom": 12,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "cold, necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "any languages it knew in life",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "attack_bonus": 3,
                    "damage_dice": "2d6",
                    "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (2d6) necrotic damage.",
                    "name": "Ghostly Grasp"
                },
                {
                    "desc": "The phantom emits an eerie moan. Each creature within 30 feet that isn't an undead or a construct must make a DC 13 Wisdom saving throw. On a failure, the target takes 9 (2d8) cold damage and is frightened until the end of the phantom's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. On a success, the target takes half the damage and isn't frightened.",
                    "name": "Chilling Moan (Recharge 5-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The phantom can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.",
                    "name": "Incorporeal Movement"
                },
                {
                    "desc": "While in sunlight, the phantom has disadvantage on attack rolls, ability checks, and saving throws.",
                    "name": "Sunlight Weakness"
                }
            ],
            "spell_list": [],
            "page_no": 296,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_phantom/"
        },
        {
            "slug": "tulpa",
            "desc": "",
            "name": "Tulpa",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 13,
            "armor_desc": null,
            "hit_points": 39,
            "hit_dice": "6d8+12",
            "speed": {
                "hover": true
            },
            "strength": 14,
            "dexterity": 16,
            "constitution": 14,
            "intelligence": 10,
            "wisdom": 14,
            "charisma": 9,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "radiant",
            "damage_resistances": "acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "cold, necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "the languages spoken by its creator",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "desc": "The tulpa makes two black claw attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 5,
                    "damage_dice": "2d8+3",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) necrotic damage.",
                    "name": "Black Claw"
                },
                {
                    "attack_bonus": 4,
                    "damage_dice": "4d10",
                    "desc": "Ranged Spell Attack: +4 to hit, range 120 ft., one target. Hit: 22 (4d10) psychic damage.",
                    "name": "Psychic Blast"
                },
                {
                    "desc": "The tulpa uses its action to fill a 40-foot radius around itself with dread-inducing psychic energy. Each creature, other than the tulpa's creator, within that area must succeed on a DC 13 Wisdom saving throw or be frightened of the tulpa until the end of its next turn and become cursed. A creature with an Intelligence of 5 or lower can't be cursed. While cursed by the tulpa, that creature's own thoughts turn ever more dark and brooding. Its sense of hope fades, and shadows seem overly large and ominous. The cursed creature can repeat the saving throw whenever it finishes a long rest, ending the effect on itself on a success. If not cured within three days, the cursed creature manifests its own tulpa.",
                    "name": "Imposing Dread (1/Day)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The tulpa can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.",
                    "name": "Incorporeal Movement"
                },
                {
                    "desc": "Within a day of being slain, the tulpa reforms within 500 feet of its creator. It doesn't reform if its creator is slain, or if the creator's mental disturbance is healed. The tulpa is immune to all damage dealt to it by its creator.",
                    "name": "Rise Again"
                },
                {
                    "desc": "The tulpa always remains within 500 feet if its creator. As long as the tulpa is within 500 feet of its creator, the creator has disadvantage on Wisdom saving throws.",
                    "name": "It Follows"
                }
            ],
            "spell_list": [],
            "page_no": 358,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_tulpa/"
        },
        {
            "slug": "spectral-guardian",
            "desc": "_A luminous green mist swirls into the form of an ancient warrior. Dented armor and a ragged cloak enshroud the warrior’s skeletal body, and its grinning skull leers out from an open helm._  \n**Worn Finery.** Composed of faintly glowing green vapor, the spectral guardian is a skeletal being encased in ancient armor or noble’s finery. The cloth is worn and tattered, spiraling away into mist at the edges, and the creature glides with the faintest whisper of sound like a mournful moan from far away.  \n**Eternal Disgrace.** The spectral guardian is the spirit of an ancient warrior or noble, bound to serve in death as it failed to do in life. A broken oath, an act of cowardice, or a curse laid down by the gods for a terrible betrayal leaves an indelible mark on a soul.  \nAfter the cursed creature’s death, its spirit rises, unquiet, in a place closely related to its disgrace. Compelled by the crushing weight of its deeds, the spectral guardian knows no rest or peace, and viciously snuffs out all life that intrudes upon its haunt.  \n**Undead Nature.** A spectral guardian doesn’t require air, food, drink, or sleep.",
            "name": "Spectral Guardian",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 14,
            "armor_desc": "",
            "hit_points": 110,
            "hit_dice": "13d8+52",
            "speed": {
                "hover": true,
                "walk": 0,
                "fly": 60
            },
            "strength": 6,
            "dexterity": 18,
            "constitution": 18,
            "intelligence": 11,
            "wisdom": 16,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "cold, necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "blindsight 10 ft., darkvision 60 ft., passive Perception 13",
            "languages": "understands the languages it knew in life but can't speak",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The spectral guardian makes two spectral rend attacks."
                },
                {
                    "name": "Spectral Rend",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) necrotic damage. If the target is a creature, it must succeed on a DC 14 Wisdom saving throw or be frightened and have its speed reduced to 0; both effects last until the end of its next turn.",
                    "attack_bonus": 7,
                    "damage_dice": "2d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Incorporeal Movement",
                    "desc": "The spectral guardian can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."
                },
                {
                    "name": "Tomb Bound",
                    "desc": "The spectral guardian is bound to the area it defends. It can't move more than 100 feet from the place it is bound to protect."
                },
                {
                    "name": "Withering Miasma",
                    "desc": "A creature that starts its turn in the spectral guardian's space must make a successful DC 15 Constitution saving throw or take 18 (4d8) necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest."
                },
                {
                    "name": "Variant: Arcane Guardian",
                    "desc": "some spectral guardians were not warriors in life, but powerful magic users. An arcane guardian has a challenge rating of 8 (3,900 XP) and the following added trait: Spellcasting. The arcane guardian is a 9th level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The guardian knows the following sorcerer spells, which do not require material components:\n\ncantrips (at will): acid splash, chill touch, dancing lights,minor illusion, ray of frost\n\n1st level (4 slots): mage armor, ray of sickness\n\n2nd level (3 slots): darkness, scorching ray\n\n3rd level (3 slots): fear, slow, stinking cloud\n\n4th level (3 slots): blight, ice storm\n\n5th level (1 slot): cone of cold"
                }
            ],
            "spell_list": [],
            "page_no": 358,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_spectral-guardian/"
        },
        {
            "slug": "umbral-vampire",
            "desc": "",
            "name": "Umbral Vampire",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 14,
            "armor_desc": "",
            "hit_points": 84,
            "hit_dice": "13d8+26",
            "speed": {
                "hover": true,
                "walk": 0,
                "fly": 40
            },
            "strength": 1,
            "dexterity": 18,
            "constitution": 15,
            "intelligence": 14,
            "wisdom": 14,
            "charisma": 19,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 7,
            "perception": 5,
            "skills": {
                "perception": 5,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "cold, necrotic, poison",
            "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "darkvision 60 ft., passive Perception 15",
            "languages": "Common, Umbral, Void Speech",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Umbral Grasp",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) cold damage and the target's Strength score is reduced by 1d6. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a shadow rises from the corpse 1d4 hours later.",
                    "attack_bonus": 7,
                    "damage_dice": "4d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Incorporeal Movement",
                    "desc": "The umbral vampire can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the umbral vampire's innate spellcasting ability is Charisma (spell save DC 15). The umbral vampire can innately cast the following spells, requiring no material components:\n\nat will: mirror image, plane shift (plane of shadows only)\n\n1/day each: bane (when in dim light or darkness only), black tentacles"
                },
                {
                    "name": "Shadow Blend",
                    "desc": "When in dim light or darkness, the umbral vampire can Hide as a bonus action, even while being observed."
                },
                {
                    "name": "Strike from Shadow",
                    "desc": "The reach of the umbral vampire's umbral grasp attack increases by 10 feet and its damage increases by 4d6 when both the umbral vampire and the target of the attack are in dim light or darkness and the umbral vampire is hidden from its target."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "While in direct sunlight, the umbral vampire has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight."
                }
            ],
            "spell_list": [],
            "page_no": 397,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_umbral-vampire/"
        },
        {
            "slug": "ghost",
            "desc": "",
            "name": "Ghost",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "any alignment",
            "armor_class": 11,
            "armor_desc": null,
            "hit_points": 45,
            "hit_dice": "10d8",
            "speed": {
                "hover": true,
                "walk": 0,
                "fly": 40
            },
            "strength": 7,
            "dexterity": 13,
            "constitution": 10,
            "intelligence": 10,
            "wisdom": 12,
            "charisma": 17,
            "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, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "cold, necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "any languages it knew in life",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Withering Touch",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage.",
                    "attack_bonus": 5,
                    "damage_dice": "4d6",
                    "damage_bonus": 3
                },
                {
                    "name": "Etherealness",
                    "desc": "The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane."
                },
                {
                    "name": "Horrifying Visage",
                    "desc": "Each non-undead creature within 60 ft. of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 x 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring."
                },
                {
                    "name": "Possession (Recharge 6)",
                    "desc": "One humanoid that the ghost can see within 5 ft. of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.\nThe possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 ft. of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Ethereal Sight",
                    "desc": "The ghost can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa."
                },
                {
                    "name": "Incorporeal Movement",
                    "desc": "The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."
                }
            ],
            "spell_list": [],
            "page_no": 311,
            "environments": [
                "Temple",
                "Desert",
                "Underdark",
                "Mountains",
                "Tundra",
                "Grassland",
                "Ruin",
                "Swamp",
                "Water",
                "Settlement",
                "Urban",
                "Forest",
                "Ethereal Plane",
                "Tomb",
                "Jungle",
                "Hills",
                "Shadowfell"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_ghost/"
        },
        {
            "slug": "beheadedvengefulspirit-tob1-2023",
            "desc": "False",
            "name": "Beheaded Vengeful Spirit",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": "null",
            "alignment": "Any Alignment",
            "armor_class": 15,
            "armor_desc": "Angry Defiance",
            "hit_points": 54,
            "hit_dice": "12d8",
            "speed": {
                "walk": 60
            },
            "strength": 7,
            "dexterity": 13,
            "constitution": 11,
            "intelligence": 10,
            "wisdom": 10,
            "charisma": 19,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 2,
            "charisma_save": 6,
            "perception": 10,
            "skills": {},
            "damage_vulnerabilities": "False",
            "damage_resistances": "acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "cold, necrotic, poison",
            "condition_immunities": "charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "the languages it knew in life",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Essence of Rage",
                    "desc": "Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 30 ft., one creature. Hit: 22 (4d8 + 4) psychic damage, and the target must succeed on a DC 14 Charisma saving throw or be enraged until the end of its next turn. While enraged, the target has advantage on melee attack rolls and must move to and attack the nearest creature other than the spirit. In addition, attack rolls against the enraged target have advantage."
                },
                {
                    "name": "Decapitation (1/Day)",
                    "desc": "The vengeful spirit makes a quick, cutting gesture at one creature it can see within 30 feet of it that has a head and that is below half its hp maximum. The target must make a DC 14 Constitution saving throw, taking 28 (8d6) slashing damage on a failed save, or half as much damage on a successful one. A target that fails the saving throw also has one of its heads cut off. The creature dies if it can't survive without the lost head."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Angry Defiance",
                    "desc": "The vengeful spirit adds its Charisma modifier to its AC (included above)."
                },
                {
                    "name": "Incorporeal Movement",
                    "desc": "The vengeful spirit can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."
                },
                {
                    "name": "Undead Nature",
                    "desc": "The vengeful spirit doesn't require air, food, drink, or sleep."
                }
            ],
            "spell_list": [],
            "page_no": 384,
            "environments": [],
            "img_main": "http://api.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_beheaded-vengeful-spirit/"
        },
        {
            "slug": "umbralvampire-tob1-2023",
            "desc": "False",
            "name": "Umbral Vampire",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Evil",
            "armor_class": 14,
            "armor_desc": "",
            "hit_points": 84,
            "hit_dice": "13d8 + 26",
            "speed": {
                "walk": 40
            },
            "strength": 1,
            "dexterity": 18,
            "constitution": 15,
            "intelligence": 14,
            "wisdom": 14,
            "charisma": 19,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 7,
            "perception": 15,
            "skills": {
                "Perception": 5,
                "Stealth": 7
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "cold, necrotic, poison",
            "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "darkvision 60 ft., passive Perception 15",
            "languages": "Common, Umbral, Void Speech",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The umbral vampire can use its Umbral Grasp. It then makes two Shadow Touch attacks."
                },
                {
                    "name": "Shadow Touch",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) necrotic 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. A non-evil Humanoid slain by this attack rises 24 hours later as a shadow under the vampire's control, unless the Humanoid is restored to life. The vampire can have no more than five shadows under its control at one time."
                },
                {
                    "name": "Umbral Grasp",
                    "desc": "The umbral vampire sends a giant hand of shadow to grab one creature it can see that is in dim light or darkness within 30 feet of it. The target must succeed on a DC 15 Dexterity saving throw or be restrained by wisps of magical shadow for 1 minute. While restrained, the target takes 9 (2d8) necrotic damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The umbral vampire can have no more than two creatures restrained by its Umbral Grasp at a time."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Shadow Stealth",
                    "desc": "While in dim light or darkness, the umbral vampire takes the Hide action."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Incorporeal Movement",
                    "desc": "The umbral vampire can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "While in sunlight, the umbral vampire has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
                },
                {
                    "name": "Undead Nature",
                    "desc": "The umbral vampire doesn't require air."
                }
            ],
            "spell_list": [],
            "page_no": 382,
            "environments": [],
            "img_main": "http://api.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_umbral-vampire/"
        },
        {
            "slug": "spectralguardian-tob1-2023",
            "desc": "False",
            "name": "Spectral Guardian",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 14,
            "armor_desc": "",
            "hit_points": 93,
            "hit_dice": "11d8 + 44",
            "speed": {
                "walk": 60
            },
            "strength": 6,
            "dexterity": 18,
            "constitution": 18,
            "intelligence": 11,
            "wisdom": 16,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": null,
            "perception": 13,
            "skills": {},
            "damage_vulnerabilities": "False",
            "damage_resistances": "acid, fire, lightning, thunder; bludgeoning, piercing, and slashing damage from nonmagical attacks",
            "damage_immunities": "cold, necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "blindsight 10 ft., darkvision 60 ft., passive Perception 13",
            "languages": "understands the languages it knew in life but can’t speak",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The spectral guardian makes two Spectral Blade attacks. If both attacks hit one creature, the target must succeed on a DC 15 Constitution saving throw or have its hp maximum reduced by the total necrotic damage dealt by both attacks."
                },
                {
                    "name": "Spectral Blade",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus 9 (2d8) necrotic damage, and the target must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its next turn."
                },
                {
                    "name": "Spectral Burst",
                    "desc": "Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 120 ft., one target. Hit: 9 (1d10 + 4) force damage plus 9 (2d8) necrotic damage."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The arcane guardian casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15):\nAt will: dancing lights, fog cloud, minor illusion\n3/day each: fear, slow\n1/day each: arcane hand"
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Disgrace Bound",
                    "desc": "The spectral guardian is bound to a tomb, castle ruins, or other place related to the disgrace in life that caused it to rise as a spectral guardian in death. If the guardian starts its turn more than 1 mile from its bound location, it loses its Spectral Blade action until it returns to the region. If it remains outside the region, it automatically teleports back to its bound location after 24 hours, regardless of distance."
                },
                {
                    "name": "Incorporeal Movement",
                    "desc": "The spectral guardian can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."
                },
                {
                    "name": "Undead Nature",
                    "desc": "The spectral guardian doesn't require air, food, drink, or sleep."
                }
            ],
            "spell_list": [],
            "page_no": 338,
            "environments": [],
            "img_main": "http://api.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_spectral-guardian/"
        },
        {
            "slug": "swarmofwolfspirits-tob1-2023",
            "desc": "False",
            "name": "Swarm of Wolf Spirits",
            "size": "Large",
            "type": "Swarm",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 104,
            "hit_dice": "16d10 + 16",
            "speed": {
                "walk": 50,
                "fly": 50
            },
            "strength": 14,
            "dexterity": 18,
            "constitution": 12,
            "intelligence": 4,
            "wisdom": 10,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 3,
            "charisma_save": null,
            "perception": 13,
            "skills": {
                "Perception": 3,
                "Stealth": 7
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "acid, fire, lightning, thunder; bludgeoning, necrotic, piercing, slashing",
            "damage_immunities": "cold, poison",
            "condition_immunities": "charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned",
            "senses": "darkvision 120 ft., passive Perception 13",
            "languages": "understands Common but can’t speak",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The swarm of wolf spirits makes two Spectral Bites attacks."
                },
                {
                    "name": "Spectral Bites",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) cold damage plus 9 (2d8) necrotic damage, or 7 (2d6) cold damage plus 4 (1d8) necrotic damage if the swarm has half of its hp or fewer."
                },
                {
                    "name": "Chilling Howl (Recharge 5-6)",
                    "desc": "The swarm of wolf spirits howls, causing cold fear to course through those that hear it. Each creature within 15 feet that can hear the howl must make a DC 15 Constitution saving throw. On a failure, a creature takes 35 (10d6) cold damage and is frightened for 1 minute. On a success, a creature takes half the damage and isn't frightened. A creature that fails the saving throw by 5 or more also suffers one level of exhaustion. A frightened creature can make a DC 15 Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Incorporeal Movement",
                    "desc": "The swarm of wolf spirits can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."
                },
                {
                    "name": "Swarm",
                    "desc": "The swarm can occupy another creature's space and vice versa. The swarm can't regain hp or gain temporary hp."
                },
                {
                    "name": "Undead Nature",
                    "desc": "The swarm of wolf spirits doesn't require air, food, drink, or sleep."
                }
            ],
            "spell_list": [],
            "page_no": 358,
            "environments": [],
            "img_main": "http://api.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_swarm-of-wolf-spirits/"
        },
        {
            "slug": "aboleth-nihilith",
            "desc": "",
            "name": "Aboleth, Nihilith",
            "size": "Large",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 135,
            "hit_dice": "18d10+36",
            "speed": {
                "hover": true,
                "walk": 10,
                "swim": 40,
                "fly": 50
            },
            "strength": 21,
            "dexterity": 9,
            "constitution": 15,
            "intelligence": 18,
            "wisdom": 15,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 6,
            "intelligence_save": 8,
            "wisdom_save": 6,
            "charisma_save": null,
            "perception": 10,
            "skills": {
                "history": 12,
                "perception": 10
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, fire, lightning, thunder (only when in ethereal form); bludgeoning, piercing and slashing from nonmagical attacks",
            "damage_immunities": "cold, necrotic, poison; bludgeoning, piercing and slashing from nonmagical attacks (only when in ethereal form)",
            "condition_immunities": "charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "darkvision 120 ft., passive Perception 20",
            "languages": "Void Speech, telepathy 120 ft.",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The nihileth makes three tentacle attacks or three withering touches, depending on what form it is in."
                },
                {
                    "name": "Tentacle (Material Form Only)",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target creature is hit, it must make a successful DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute; during that time, it can be removed by lesser restoration or comparable magic. After 1 minute, the diseased creature's skin becomes translucent and slimy. The creature cannot regain hit points unless it is entirely underwater, and the disease can only be removed by heal or comparable magic. Unless the creature is fully submerged or frequently doused with water, it takes 6 (1d12) acid damage every 10 minutes. If a creature dies while diseased, it rises in 1d6 rounds as a nihilethic zombie. This zombie is permanently dominated by the nihileth.",
                    "attack_bonus": 9,
                    "damage_dice": "2d6+5"
                },
                {
                    "name": "Withering Touch (Ethereal Form Only)",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 14 (3d6 + 4) necrotic damage.",
                    "attack_bonus": 8,
                    "damage_dice": "3d6+4"
                },
                {
                    "name": "Form Swap",
                    "desc": "As a bonus action, the nihileth can alter between its material and ethereal forms at will."
                },
                {
                    "name": "Tail (Material Form Only)",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage.",
                    "attack_bonus": 9,
                    "damage_dice": "3d6+5"
                },
                {
                    "name": "Enslave (3/day)",
                    "desc": "The nihileth targets one creature it can see within 30 ft. of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the nihileth until the nihileth dies or until it is on a different plane of existence from the target. The charmed target is under the nihileth's control and can't take reactions, and the nihileth and the target can communicate telepathically with each other over any distance. Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the nihileth."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Void Body",
                    "desc": "The nihileth can reduce the damage it takes from a single source to 0. Radiant damage can only be reduced by half."
                }
            ],
            "legendary_desc": "A nihileth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The nihileth regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "name": "Detect",
                    "desc": "The aboleth makes a Wisdom (Perception) check."
                },
                {
                    "name": "Tail Swipe",
                    "desc": "The aboleth makes one tail attack."
                },
                {
                    "name": "Psychic Drain (Costs 2 Actions)",
                    "desc": "One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes."
                }
            ],
            "special_abilities": [
                {
                    "name": "Undead Fortitude",
                    "desc": "If damage reduces the nihileth to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the nihileth drops to 1 hit point instead."
                },
                {
                    "name": "Dual State",
                    "desc": "A nihileth exists upon the Material Plane in one of two forms and can switch between them at will. In its material form, it has resistance to damage from nonmagical attacks. In its ethereal form, it is immune to damage from nonmagical attacks. The creature's ethereal form appears as a dark purple outline of its material form, with a blackish-purple haze within. A nihileth in ethereal form can move through air as though it were water, with a fly speed of 40 feet."
                },
                {
                    "name": "Void Aura",
                    "desc": "The undead nihileth is surrounded by a chilling cloud. A living creature that starts its turn within 5 feet of a nihileth must make a successful DC 14 Constitution saving throw or be slowed until the start of its next turn. In addition, any creature that has been diseased by a nihileth or a nihilethic zombie takes 7 (2d6) cold damage every time it starts its turn within the aura."
                },
                {
                    "name": "Infecting Telepathy",
                    "desc": "If a creature communicates telepathically with the nihileth, or uses a psychic attack against it, the nihileth can spread its disease to the creature. The creature must succeed on a DC 14 Wisdom save or become infected with the same disease caused by the nihileth's tentacle attack."
                },
                {
                    "name": "Nihileth's Lair",
                    "desc": "on initiative count 20 (losing initiative ties), the nihileth can take a lair action to create one of the magical effects as per an aboleth, or the void absorbance action listed below. The nihileth cannot use the same effect two rounds in a row.\n\n- Void Absorbance: A nihileth can pull the life force from those it has converted to nihilethic zombies to replenish its own life. This takes 18 (6d6) hit points from zombies within 30 feet of the nihileth, spread evenly between the zombies, and healing the nihileth. If a zombie reaches 0 hit points from this action, it perishes with no Undead Fortitude saving throw."
                },
                {
                    "name": "Regional Effects",
                    "desc": "the regional effects of a nihileth's lair are the same as that of an aboleth, except as following.\n\n- Water sources within 1 mile of a nihileth's lair are not only supernaturally fouled but can spread the disease of the nihileth. A creature who drinks from such water must make a successful DC 14 Constitution check or become infected."
                }
            ],
            "spell_list": [],
            "page_no": 8,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_aboleth-nihilith/"
        },
        {
            "slug": "liminal-drake",
            "desc": "A shadow drifts gently over the castle walls, quietly sliding over its faded banners as though cast by an unseen cloud in the midday sun. A faint shimmer traces through the shade, probing its corners before settling beneath the skull of a great beast. The shadows draw inward, learning from the old bone to forge a body of glimmering void._  \n**Void Dragon Offspring.** When an Open Game License",
            "name": "Liminal Drake",
            "size": "Large",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 17,
            "armor_desc": null,
            "hit_points": 204,
            "hit_dice": "24d10+72",
            "speed": {
                "fly": 80,
                "walk": 0,
                "hover": true
            },
            "strength": 7,
            "dexterity": 24,
            "constitution": 16,
            "intelligence": 15,
            "wisdom": 18,
            "charisma": 17,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": 9,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, fire, lightning, radiant, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "cold",
            "condition_immunities": "exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "darkvision 120 ft., passive Perception 14",
            "languages": "Draconic",
            "challenge_rating": "14",
            "cr": 14.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The liminal drake makes three attacks: one with its bite and two with its claws."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 14 (2d10 + 3) piercing damage plus 18 (4d8) cold damage.",
                    "attack_bonus": 12,
                    "damage_dice": "2d10+3"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) slashing damage plus 9 (2d8) cold damage.",
                    "attack_bonus": 12,
                    "damage_dice": "2d6+3"
                },
                {
                    "name": "Stellar Breath (Recharge 5-6)",
                    "desc": "The drake exhales star fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 18 (4d8) fire damage and 18 (4d8) radiant damage on a failed save, and half as much damage on a successful one."
                },
                {
                    "name": "Warp Space",
                    "desc": "The liminal drake can fold in on itself to travel to a different plane. This works like the plane shift spell, except the drake can only affect itself, not other creatures, and it can't use the effect to banish an unwilling creature to another plane."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Incorporeal Movement",
                    "desc": "The drake can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."
                },
                {
                    "name": "Nauseating Luminance",
                    "desc": "When a creature that can see the drake starts its turn within 60 feet of the drake, the drake can force it to make a DC 16 Constitution saving throw if the drake isn't incapacitated and can see the creature. On a failed save, the creature is incapacitated until the start of its next turn.\n\nUnless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the drake until the start of its next turn, when it can avert its eyes again. If the creature looks at the drake in the meantime, it must immediately make the save."
                },
                {
                    "name": "Void Dweller",
                    "desc": "When traveling through the void between stars, the liminal drake magically glides on solar winds, making the immense journey in an impossibly short time."
                }
            ],
            "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_liminal-drake/"
        },
        {
            "slug": "mask-wight",
            "desc": "_The frame of this withered demon’s corpse barely fills the ash-colored plate armor that encases it. It carries a serrated khopesh sword in spiked gauntlets that hiss with violet smoke, and a horned ivory mask devoid of features is nailed to its face._  \n**Children of Fiends.** Long ago, a demon lord of shadow and deceit fell in love with a demon goddess of destruction. At the base of a crater left by a meteor that destroyed a civilization, the two devised a plan to not merely slay their peers, but wholly expunge them from time itself, leaving only each other. Shortly thereafter, the mask wights were conceived.  \n**Rites of Annihilation.** To create these undead, the lord of shadows stole the bodies of death knights from beneath the necropolis of an arch-lich. Then, the goddess of the underworld sacrificed a million condemned souls and drained their essence into ivory masks—one for each fiend the couple sought to annihilate. Finally, the masks were hammered onto the knights with cold iron nails, and their armored husks were left at the bottom of the memory-draining River Styx for 600 years.  \nWhen they rose, the mask wights marched out into the planes to bury knowledge, conjure secrets, and erase their quarry from memory and history.  \n**Ready for Betrayal.** Kept secret from one another, though, the two each created an additional mask wight, a safeguard for in case betrayal should cross their lover’s mind.  \n**Undead Nature.** A mask wight doesn’t require air, food, drink, or sleep.",
            "name": "Mask Wight",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 19,
            "armor_desc": "natural armor",
            "hit_points": 207,
            "hit_dice": "18d8+126",
            "speed": {
                "walk": 40
            },
            "strength": 22,
            "dexterity": 18,
            "constitution": 24,
            "intelligence": 15,
            "wisdom": 16,
            "charisma": 18,
            "strength_save": 11,
            "dexterity_save": 9,
            "constitution_save": 12,
            "intelligence_save": 7,
            "wisdom_save": 8,
            "charisma_save": 9,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "radiant",
            "damage_resistances": "acid, fire, lightning, cold; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, frightened, paralyzed, petrified, poisoned, stunned, unconscious",
            "senses": "darkvision 60 ft., truesight 30 ft., passive Perception 13",
            "languages": "Common, Giant, Infernal",
            "challenge_rating": "13",
            "cr": 13.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The mask wight makes one Khopesh of Oblivion attack and one Enervating Spiked Gauntlet attack."
                },
                {
                    "name": "Khopesh of Oblivion",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) slashing damage, and the target must succeed on a DC 17 Wisdom saving throw or some cherished material thing disappears from the universe, and only the target retains any memory of it. This item can be as large as a building, but it can't be a living entity and it can't be on the target's person or within the target's sight.",
                    "attack_bonus": 11,
                    "damage_dice": "3d8"
                },
                {
                    "name": "Enervating Spiked Gauntlet",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) bludgeoning damage plus 11 (2d10) necrotic damage, and the target must succeed on a DC 17 Wisdom saving throw or gain 1 level of exhaustion. The target recovers from all exhaustion caused by the enervating spiked gauntlet at the end of its next long rest.",
                    "attack_bonus": 11,
                    "damage_dice": "2d12"
                },
                {
                    "name": "Wail of the Forgotten (Recharge 6)",
                    "desc": "The mask wight emits an ear-piercing wail. All creatures within 30 feet of the wight take 65 (10d12) thunder damage and are permanently deafened; a successful DC 17 Charisma saving throw reduces damage to half and limits the deafness to 1d4 hours. Targets slain by this attack are erased from the memories of every creature in the planes, all written or pictorial references to the target fade away, and its body is obliterated-the only exception is those who personally witnessed the death. Restoring such a slain creature requires a wish or divine intervention; no mortal remembers the creature's life or death."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Innate Spellcasting",
                    "desc": "the wight's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:\n\nat will: alter self\n\n1/day each: counterspell, dispel magic, enlarge/reduce, spider climb, tongues\n\n1/week: gate"
                },
                {
                    "name": "Single-minded Purpose",
                    "desc": "The wight has advantage on attack rolls against followers of the fiend it is tasked to destroy and those in its target's employ (whether or not they are aware of their employer), as well as the fiend itself."
                }
            ],
            "spell_list": [],
            "page_no": 285,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_mask-wight/"
        },
        {
            "slug": "maskwight-tob1-2023",
            "desc": "False",
            "name": "Mask Wight",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 19,
            "armor_desc": "natural armor",
            "hit_points": 207,
            "hit_dice": "18d8 + 126",
            "speed": {
                "walk": 40
            },
            "strength": 22,
            "dexterity": 18,
            "constitution": 24,
            "intelligence": 15,
            "wisdom": 16,
            "charisma": 18,
            "strength_save": 11,
            "dexterity_save": 9,
            "constitution_save": 12,
            "intelligence_save": 7,
            "wisdom_save": 8,
            "charisma_save": 9,
            "perception": 13,
            "skills": {},
            "damage_vulnerabilities": "radiant",
            "damage_resistances": "acid, fire, lightning, cold; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, frightened, paralyzed, petrified, poisoned, stunned, unconscious",
            "senses": "darkvision 60 ft., truesight 30 ft., passive Perception 13",
            "languages": "Abyssal, Common, Infernal",
            "challenge_rating": "13",
            "cr": 13.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The mask wight makes two Khopesh of Oblivion attacks and one Spiked Gauntlet attack. If both Khopesh of Oblivion attacks hit one creature, the target must succeed on a DC 17 Wisdom saving throw or forget cherished memories of one object or location until it interacts with that object or location again. The object or location can't be an object on the target or a location within its sight when it fails this saving throw."
                },
                {
                    "name": "Khopesh of Oblivion",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage plus 13 (3d8) necrotic damage."
                },
                {
                    "name": "Spiked Gauntlet",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage plus 13 (3d8) necrotic damage. If the target is a Large or smaller creature, it must succeed on a DC 17 Strength saving throw or be knocked prone."
                },
                {
                    "name": "Wail of the Forgotten (Recharge 6)",
                    "desc": "The mask wight emits an ear-piercing wail. Each creature within 30 feet of the mask wight must make a DC 17 Charisma saving throw. On a failure, a creature takes 35 (10d6) thunder damage and 27 (6d8) psychic damage and is deafened for 1 hour. On a success, a creature takes half the damage and isn't deafened. A creature killed by this wail is erased from the memories of every creature in the planes that ever saw or interacted with it, all written or pictorial references to the target fade away, and its body is obliterated. Only divine beings and creatures that saw the creature die are unaffected by this memory erasure. The slain creature can be restored to life only by means of a true resurrection or a wish spell."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Necrotic Weapons",
                    "desc": "The mask wight's weapon attacks are magical. When the mask wight hits with any weapon, the weapon deals an extra 3d8 necrotic damage (included in the attack)."
                },
                {
                    "name": "Single-Minded Purpose",
                    "desc": "The mask wight has advantage on attack rolls against fiends and creatures wielding fiendish power, such as tieflings or some sorcerers and warlocks."
                },
                {
                    "name": "Undead Nature",
                    "desc": "The mask wight doesn't require air, food, drink, or sleep."
                }
            ],
            "spell_list": [],
            "page_no": 264,
            "environments": [],
            "img_main": "http://api.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_mask-wight/"
        },
        {
            "slug": "spark",
            "desc": "_This mote of electrical energy floats menacingly, erupting in a shower of sparks and tendrils of lightning. When it disappears, it leaves only the whiff of ozone._  \n**Born in Storms.** When a great storm rips across a world in the Material Plane, it sometimes tears loose the fabric of reality, releasing sentient creatures composed entirely of elemental energy. Fueled by its frenetic thought patterns and erratic actions, a spark jolts through its new world to find a physical body, drawn by an urge to know form.  \n**Symbionts and Twins.** Some spellcasters deliberately seek out sparks for symbiosis. Sorcerers or clerics devoted to deities of the elements may reach an agreement with these creatures, allowing them to ride within their bodies for their entire lifetime.  \nOccasionally when a spark forms, an oppositely charged mate is created at the same time. When this happens, the two always stay within 300 feet of one another. Sparks rarely survive longer than a year, even within a symbiotic relationship with a mortal form. When they expire, they simply wink out and return to the elemental planes.  \n**Seek Strong Hosts.** When a formless spark senses a potential body approaching, it dims its light or enters a metallic object. Sparks prefer to inhabit creatures with high Strength over other possible targets. Once in control of a body, the spark uses the new vessel to deliver shocking grasp attacks or to cast lightning bolt or call lightning against distant enemies. If ejected from a creature, a spark immediately tries to inhabit another.  \n**Elemental Nature.** A spark doesn’t require air, food, drink, or sleep.",
            "name": "Spark",
            "size": "Tiny",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 84,
            "hit_dice": "13d4+52",
            "speed": {
                "hover": true,
                "walk": 10,
                "fly": 60
            },
            "strength": 4,
            "dexterity": 20,
            "constitution": 18,
            "intelligence": 10,
            "wisdom": 12,
            "charisma": 17,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, fire, force, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "lightning",
            "condition_immunities": "exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Common, Primordial",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Inhabit",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: The target must succeed on a DC 14 Charisma saving throw or become dominated by the spark, as the dominate person spell. The spark instantly enters the target's space and merges into the target's physical form. While inhabiting a creature, a spark takes no damage from physical attacks. The target creature receives a +4 bonus to its Dexterity and Charisma scores while it's inhabited. The speech and actions of an inhabited creature are noticeably jerky and erratic to any creature with passive Perception 14 or higher. Each time the spark uses innate spellcasting, the host can attempt another DC 14 Charisma saving throw. A successful save expels the spark, which appears in an unoccupied space within 5 feet of the former host. The inhabiting spark slowly burns out its host's nervous system. The inhabited creature must make a successful DC 15 Constitution saving throw at the end of each 24 hour-period or take 2d6 lightning damage and have its maximum hit points reduced by the same amount. The creature dies if this damage reduces its hit point maximum to 0. The reduction lasts until the inhabited creature completes a long rest after the spark is expelled."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Innate Spellcasting",
                    "desc": "the spark's innate casting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat will: shocking grasp\n\n3/day: lightning bolt\n\n1/day: call lightning"
                }
            ],
            "spell_list": [],
            "page_no": 357,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_spark/"
        },
        {
            "slug": "div",
            "desc": "",
            "name": "Div",
            "size": "Small",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 17,
            "armor_desc": "half plate",
            "hit_points": 99,
            "hit_dice": "18d6+36",
            "speed": {
                "walk": 30
            },
            "strength": 18,
            "dexterity": 14,
            "constitution": 15,
            "intelligence": 9,
            "wisdom": 13,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 4,
            "charisma_save": 6,
            "perception": 1,
            "skills": {
                "perception": 1
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, fire",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60', passive Perception 14",
            "languages": "Common, Primordial",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "One Claw and two Scimitars or three Noxious Blasts. It can replace one attack with use of Spellcasting."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, 5 ft., one target, 11 (2d6+4) slashing damage + 9 (2d8) acid."
                },
                {
                    "name": "Scimitar",
                    "desc": "Melee Weapon Attack: +7 to hit, 5 ft., one target, 7 (1d6+4) slashing damage."
                },
                {
                    "name": "Noxious Blast",
                    "desc": "Ranged Spell Attack: +6 to hit, 60 ft., one target, 12 (2d8+3) acid."
                },
                {
                    "name": "Noxious Sands (Recharge 4-6)",
                    "desc": "Vomits a cloud of tainted sand in a 15 ft. cone. Each creature in the area: 14 (4d6) slashing damage and 14 (4d6) acid (DC 13 Dex half)."
                },
                {
                    "name": "Spellcasting",
                    "desc": "Cha (DC 14) no material components: At will: disguise self minor illusion3/day ea: charm person suggestion1/day ea: dream fear"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Elemental Demise",
                    "desc": "If the div dies its body disintegrates into a pool of noxious sludge leaving behind only equipment the div was wearing or carrying."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "In sunlight disadvantage on attacks and Wis (Perception) checks that use sight."
                }
            ],
            "spell_list": [],
            "page_no": 135,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_div/"
        },
        {
            "slug": "goblin-siege-engine",
            "desc": "",
            "name": "Goblin Siege Engine",
            "size": "Huge",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 20,
            "armor_desc": "natural armor",
            "hit_points": 178,
            "hit_dice": "17d10+85",
            "speed": {
                "walk": 30
            },
            "strength": 22,
            "dexterity": 10,
            "constitution": 20,
            "intelligence": 3,
            "wisdom": 11,
            "charisma": 1,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 0,
            "skills": {
                "perception": 0
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, fire",
            "damage_immunities": "poison, psychic; nonmagic bludgeoning, piercing, and slashing attacks not made with adamantine weapons",
            "condition_immunities": "blinded, charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 120', passive Perception 10",
            "languages": "understands creator's languages but can't speak",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Three Slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +10 to hit, 10 ft., one target, 22 (3d10+6) bludgeoning damage."
                },
                {
                    "name": "Acid Jet (Recharge 5-6)",
                    "desc": "Sprays jet of acid in 30' line by 5 ft. wide. Each creature in line: 40 (9d8) acid (DC 17 Dex half)."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Adaptable Locomotion",
                    "desc": "Moving through difficult terrain doesn't cost it extra movement. In addition it has advantage on ability checks and saves made to escape a grapple or end the restrained condition."
                },
                {
                    "name": "Construct Nature",
                    "desc": "Doesn't require air food drink or sleep."
                },
                {
                    "name": "Defensive Mount",
                    "desc": "Can serve as a mount for one Large creature up to 4 Med creatures or up to 6 Small or smaller creatures. While mounted creatures riding in siege engine's turret gain half cover."
                },
                {
                    "name": "Immutable Form",
                    "desc": "Immune: form-altering spells/effects."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "Advantage: spell/magic effect saves."
                },
                {
                    "name": "Siege Monster",
                    "desc": "Double damage to objects/structures."
                }
            ],
            "spell_list": [],
            "page_no": 211,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_goblin-siege-engine/"
        },
        {
            "slug": "philosophers-ghost",
            "desc": "",
            "name": "Philosopher's Ghost",
            "size": "Medium",
            "type": "Ooze",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 13,
            "armor_desc": null,
            "hit_points": 77,
            "hit_dice": "14d8+14",
            "speed": {
                "walk": 40
            },
            "strength": 9,
            "dexterity": 17,
            "constitution": 12,
            "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": "acid, cold; slashing from nonmagical attacks",
            "damage_immunities": "fire, poison",
            "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, prone",
            "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 10",
            "languages": "-",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "desc": "The philosopher's ghost makes two burning touch attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 5,
                    "damage_dice": "2d4+3",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) fire damage. If the target is a creature, it suffers a burning lesion, taking 2 (1d4) fire damage at the start of each of its turns. Any creature can take an action to soothe the burning lesion with a successful DC 12 Wisdom (Medicine) check. The lesion is also soothed if the target receives magical healing.",
                    "name": "Burning Touch"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The philosopher's ghost sheds bright light in a 20-foot-radius and dim light for an additional 20 feet.",
                    "name": "Illumination"
                },
                {
                    "desc": "The philosopher's ghost can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the ghost or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the philosopher's ghost can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that target takes 5 (1d10) fire damage and catches fire; until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.",
                    "name": "Persistent Burning Form"
                },
                {
                    "desc": "The philosopher's ghost deals double damage to objects and structures.",
                    "name": "Siege Monster"
                },
                {
                    "desc": "If completely immersed in water, a philosopher's ghost's movement halves each round until it stops moving completely, becoming incapacitated, and contact with it no longer causes damage. As soon as any portion of it is exposed to the air again, it resumes moving at full speed.",
                    "name": "Water Vulnerability"
                }
            ],
            "spell_list": [],
            "page_no": 297,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_philosophers-ghost/"
        },
        {
            "slug": "sewer-weird",
            "desc": "",
            "name": "Sewer Weird",
            "size": "Large",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 136,
            "hit_dice": "16d10+48",
            "speed": {
                "walk": 30,
                "swim": 60
            },
            "strength": 10,
            "dexterity": 19,
            "constitution": 17,
            "intelligence": 5,
            "wisdom": 10,
            "charisma": 3,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 0,
            "skills": {
                "perception": 0
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold; nonmagic B/P/S attacks",
            "damage_immunities": "poison",
            "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious",
            "senses": "darkvision 60', passive Perception 10 ",
            "languages": "Aquan",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Three Slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +7 to hit, 5 ft., one target, 13 (2d8+4) bludgeoning damage and the target must make DC 15 Con save or be poisoned until end of its next turn."
                },
                {
                    "name": "Sewer Overflow (Recharge 5-6)",
                    "desc": "Emits a tide of filth and water from itself in a 15 ft. cube. Each creature in this cube: 18 (4d8) bludgeoning damage and 18 (4d8) poison and is infected with sewer plague (DC 15 Con half damage and isn't infected)."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Elemental Nature",
                    "desc": "Doesn't require air food drink or sleep."
                },
                {
                    "name": "Flammable Fumes",
                    "desc": "If it takes fire it erupts in a gout of flame. The weird immediately takes 5 (2d4) thunder and each creature within 10 ft. of the weird must make DC 15 Dex save or take 3 (1d6) thunder and 7 (2d6) fire."
                },
                {
                    "name": "Water Form",
                    "desc": "Can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide with o squeezing."
                }
            ],
            "spell_list": [],
            "page_no": 341,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_sewer-weird/"
        },
        {
            "slug": "nephirron-devil",
            "desc": "This devilish monster has a draconic body covered in thick, greenish-gold scales and the head of a handsome giant with gleaming red eyes. It opens its mouth in a sardonic smile, and the head of a serpent appears between its lips, hissing with malevolent, mirthful relish._  \n**Devilish Infiltrators.** Nephirron devils are powerful fiends with draconic features that are adept at corrupting good-aligned dragons and bending evil dragons to their will. The older and more powerful the dragon, the bigger the challenge in the eyes of the nephirron devil. When two of these devils meet, they typically boast about the number and types of dragons they have manipulated and destroyed. This pride can also be a nephirron devil’s undoing, however, for it often overlooks humanoids attempting to interfere with its plans, and more than one nephirron devil has been brought low by a band of mortal heroes.  \n**Hellish Nobles.** Nephirron devils are treated as lesser nobility in the hells, second only to pit fiends and arch-devils in the infernal pecking order. A nephirron devil is often served by Open Game License",
            "name": "Nephirron Devil",
            "size": "Huge",
            "type": "Fiend",
            "subtype": "devil",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 19,
            "armor_desc": "natural armor",
            "hit_points": 225,
            "hit_dice": "18d12+108",
            "speed": {
                "walk": 40,
                "fly": 80
            },
            "strength": 27,
            "dexterity": 14,
            "constitution": 23,
            "intelligence": 22,
            "wisdom": 19,
            "charisma": 25,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": 11,
            "intelligence_save": null,
            "wisdom_save": 9,
            "charisma_save": null,
            "perception": 9,
            "skills": {
                "arcana": 11,
                "deception": 12,
                "insight": 9,
                "intimidation": 12,
                "perception": 9,
                "persuasion": 12
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "fire, poison",
            "condition_immunities": "frightened, poisoned",
            "senses": "truesight 90 ft., passive Perception 19",
            "languages": "Draconic, Infernal, telepathy 120 ft.",
            "challenge_rating": "16",
            "cr": 16.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The nephirron devil makes one bite attack and two claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 26 (4d8 + 8) piercing damage. If the target is a creature, it must succeed on a DC 19 Constitution saving throw or fall unconscious for 1 minute, or until it takes damage or someone uses an action to shake or slap it awake. Dragons and dragon-like creatures, such as dragonborn, have disadvantage on this saving throw.",
                    "attack_bonus": 13,
                    "damage_dice": "4d8+8"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.",
                    "attack_bonus": 13,
                    "damage_dice": "2d6+8"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Sculpt Breath (Recharge 6)",
                    "desc": "When the nephirron is in the area of a spell, such as fireball, or a breath weapon, it can create a hole in the spell or breath weapon, protecting itself from the effects. If it does so, the nephirron automatically succeeds on its saving throw against the spell or breath weapon and takes no damage if it would normally take half damage on a successful save."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Devil's Sight",
                    "desc": "Magical darkness doesn't impede the nephirron's darkvision."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The nephirron has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Master Liar",
                    "desc": "The nephirron has advantage on Charisma (Deception) checks when telling a lie."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The nephirron devil's spellcasting ability is Charisma (spell save DC 20). The nephirron can innately cast the following spells, requiring no material components:\nAt will: detect thoughts, protection from evil and good, teleport (self plus 150 pounds only)\n3/day each: flame strike, scrying, wall of ice\n1/day each: confusion, mass suggestion, shapechange (dragon or humanoid form only)"
                }
            ],
            "spell_list": [],
            "page_no": 104,
            "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_nephirron-devil/"
        },
        {
            "slug": "arbeyach",
            "desc": "",
            "name": "Arbeyach",
            "size": "Large",
            "type": "Fiend",
            "subtype": "devil",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 275,
            "hit_dice": "22d10+154",
            "speed": {
                "walk": 40,
                "burrow": 20,
                "climb": 40,
                "fly": 80,
                "hover": true
            },
            "strength": 22,
            "dexterity": 20,
            "constitution": 25,
            "intelligence": 19,
            "wisdom": 21,
            "charisma": 25,
            "strength_save": null,
            "dexterity_save": 12,
            "constitution_save": 14,
            "intelligence_save": null,
            "wisdom_save": 12,
            "charisma_save": 14,
            "perception": 12,
            "skills": {
                "deception": 14,
                "insight": 12,
                "perception": 12,
                "stealth": 12
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "fire, poison",
            "condition_immunities": "charmed, frightened, poisoned, stunned",
            "senses": "truesight 120 ft., passive Perception 22",
            "languages": "Celestial, Common, Draconic, Infernal, telepathy 120 ft.",
            "challenge_rating": "21",
            "cr": 21.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Arbeyach makes one bite attack and two claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 9 (2d8) poison damage. If the target is a creature, it must succeed on a DC 22 Constitution saving throw or be cursed with Arbeyach rot. The cursed target is poisoned, can't regain hit points, its hit point maximum decreases by 13 (3d8) for every 24 hours that elapse, and vermin attack the creature on sight. If the curse reduces the target's hit point maximum to 0, the target dies and immediately transforms into a randomly chosen swarm of insects. The curse lasts until removed by the remove curse spell or comparable magic.",
                    "attack_bonus": 13,
                    "damage_dice": "2d8"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) slashing damage plus 9 (2d8) poison damage.",
                    "attack_bonus": 13,
                    "damage_dice": "1d8"
                },
                {
                    "name": "Vermin Breath (Recharge 5-6)",
                    "desc": "Arbeyach exhales vermin in a 120-foot line that's 10 feet wide. Each creature in the line takes 54 (12d8) poison damage, or half damage with a successful DC 22 Dexterity saving throw. Each creature that fails this saving throw must succeed on a DC 22 Constitution saving throw or be cursed with Arbeyach rot (see the Bite attack). In addition, Arbeyach summons a swarm of insects (of any type) at any point of the line. The swarm remains until destroyed, until Arbeyach dismisses it as a bonus action, or for 2 minutes. No more than five swarms of insects can be summoned at the same time."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "Arbeyach can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Arbeyach regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "name": "Move",
                    "desc": "Arbeyach moves up to half its speed, using any movement mode it wishes."
                },
                {
                    "name": "Poison",
                    "desc": "Arbeyach targets a creature within 120 feet. If the target isn't poisoned, it must make a DC 22 Constitution saving throw or become poisoned. The poisoned target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success."
                },
                {
                    "name": "Spell (Costs 2 Actions)",
                    "desc": "Arbeyach casts a spell."
                }
            ],
            "special_abilities": [
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "If Arbeyach fails a saving throw, it can choose to succeed instead."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "Arbeyach has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "Arbeyach's weapon attacks are magical."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "arbeyach's spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). Arbeyach can innately cast the following spells, requiring no material components:\n\nat will: poison spray\n\n3/day each: fog cloud, stinking cloud\n\n1/day each: cloudkill, contagion, insect plague"
                },
                {
                    "name": "Fear Aura",
                    "desc": "Any creature hostile to Arbeyach that starts its turn within 20 feet of it must make a DC 22 Wisdom saving throw, unless Arbeyach is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to Arbeyach's Fear Aura for the next 24 hours."
                },
                {
                    "name": "Aura of Virulence",
                    "desc": "Creatures that would normally be resistant or immune to poison damage or the poisoned condition lose their resistance or immunity while within 120 feet of Arbeyach. All other creatures within 120 feet of Arbeyach have disadvantage on saving throws against effects that cause poison damage or the poisoned condition."
                },
                {
                    "name": "Swarm Prince",
                    "desc": "Arbeyach can communicate with spawns of Arbeyach and all vermin and insects, including swarms and giant varieties, within 120 feet via pheromone transmission. In a hive, this range extends to cover the entire hive. This is a silent and instantaneous mode of communication that only Arbeyach, spawn of Arbeyach, insects, and vermin can understand. All these creatures follow Arbeyach's orders and will never harm the devil."
                }
            ],
            "spell_list": [],
            "page_no": 95,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_arbeyach/"
        },
        {
            "slug": "crystalline-devil",
            "desc": "_Created and favored by Mammon, the arch-devil of greed, crystalline devils masquerade as magic treasures._  \n**Barefoot, Gem-Coated.** Crystalline devils resemble gem‑coated humanoids with cruel, twisted faces, jagged teeth, and terrible talons like shards of broken glass. Their feet, however, are soft and bare, allowing them to pad along with surprising stealth, always looking for a favorable spot to assume gem form  \n**Winking Jewels.** In its treasure form, a crystalline devil resembles a pretty, sparkling jewel lying on the ground, glowing with a warm inner light. They seek to catch the eye of an unwary creature whose mind it might corrupt to greed and murder. If their identity is discovered in gem form, they reassume their normal form and attack.  \n**Passed Along.** After insinuating themselves into groups, they encourage betrayal and murder, then persuade a host to pass on their treasure as atonement for their crimes.",
            "name": "Crystalline Devil",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "devil",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 102,
            "hit_dice": "12d8+48",
            "speed": {
                "walk": 30
            },
            "strength": 18,
            "dexterity": 12,
            "constitution": 18,
            "intelligence": 14,
            "wisdom": 13,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 4,
            "charisma_save": 4,
            "perception": null,
            "skills": {
                "deception": 8,
                "insight": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "fire, poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 120 ft., passive Perception 11",
            "languages": "Celestial, Common, Infernal, telepathy 120 ft.",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The devil makes two claw attacks."
                },
                {
                    "name": "Betraying Carbuncle",
                    "desc": "The crystalline devil takes the form of a gemstone worth 500 gp. It radiates magic in this form, but it can't be destroyed. It is fully aware and can see and hear its surroundings. Reverting to its usual form requires another action."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Crystalline Spray (Recharge 5-6)",
                    "desc": "The crystalline devil magically sprays shards of crystal in a 15-foot cone. Each target in that area takes 17 (7d4) piercing damage, or half damage with a successful DC 15 Dexterity saving throw."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Devil's Sight",
                    "desc": "Magical darkness doesn't impede the devil's darkvision."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The crystalline devil has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Sneak Attack (1/Turn)",
                    "desc": "The crystalline devil deals an extra 7 (2d6) damage when it hits a target with an attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the devil that isn't incapacitated and the devil doesn't have disadvantage on the attack roll."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "while in the form of a gemstone, the devil is an innate spellcaster. Its spellcasting ability is Charisma (spell save DC 13). The devil can innately cast the following spells, requiring no material components:\n\n2/day: command\n\n1/day: suggestion"
                },
                {
                    "name": "Variant: Devil Summoning",
                    "desc": "some crystalline devils have an action option that allows them to summon other devils.\n\nsummon Devil (1/Day): The crystalline devil has a 25 percent chance of summoning one crystalline devil"
                }
            ],
            "spell_list": [],
            "page_no": 105,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_crystalline-devil/"
        },
        {
            "slug": "orobas-devil",
            "desc": "_Tall and powerful, this creature resembles a strong man with well‑chiseled muscles, save its equine head, flaring nostrils, and hoofed feet._  \nThe orobas thrive in Hell, selling their knowledge to those who have the coin (or other form of payment). The common phrase, “never trust a gift horse,” stems from these corrupting devils.  \n**Horse-Headed but Wise.** When called to the mortal world, they sometimes take the shape of a destrier. Orobas devils prefer to take the horrific form of a horse-headed man. Sulfuric smoke curls from their nostrils and their fingers sport ragged claws. This beast‑like appearance belies their true strength; the orobas possess an uncanny knowledge of the past, as well as of things to come.  \n**Masters of Deceit.** When bargaining with an orobas, one must speak truthfully—or possess an exceptionally quick tongue and the most charming smile. Practitioners of the dark arts know these devils as the Lords of Distortion, for their ability to practice deceit. They prize reality-warping magic above all else, and bribes of that sort can win concessions when making a pact.  \n**Surrounded by Lessers.** Orobas devils gather lesser devils both as chattel and defense. Their analytical minds telepathically confer the strengths and weaknesses of foes to their allies. With surprising speed, the deceivers can assess a battlefield, weigh outcomes, and redirect forces. Enemies of the orobas almost never catch them off guard. They have frequent, clear visions of their immediate future.",
            "name": "Orobas Devil",
            "size": "Large",
            "type": "Fiend",
            "subtype": "devil",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 19,
            "armor_desc": "natural armor",
            "hit_points": 261,
            "hit_dice": "14d10+126",
            "speed": {
                "walk": 40
            },
            "strength": 26,
            "dexterity": 14,
            "constitution": 28,
            "intelligence": 23,
            "wisdom": 26,
            "charisma": 21,
            "strength_save": 12,
            "dexterity_save": 7,
            "constitution_save": 14,
            "intelligence_save": null,
            "wisdom_save": 13,
            "charisma_save": null,
            "perception": 13,
            "skills": {
                "deception": 10,
                "history": 11,
                "insight": 13,
                "perception": 13,
                "persuasion": 10
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "fire, poison",
            "condition_immunities": "poisoned",
            "senses": "truesight 90 ft., passive Perception 23",
            "languages": "Celestial, Darakhul, Draconic, Giant, Infernal, Undercommon, Void Speech; telepathy 100 ft.",
            "challenge_rating": "14",
            "cr": 14.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The orobas makes four attacks: one with its bite, one with its claw, one with its flail, and one with its stomp."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 18 (3d6 + 8) piercing damage. The target must succeed on a DC 18 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points and it takes 14 (4d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage."
                },
                {
                    "name": "Flail",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage plus 18 (4d8) acid damage."
                },
                {
                    "name": "Stomp",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Knowing (3/day)",
                    "desc": "An orobas can predict actions and alter chance accordingly. Three times per day, it can choose to have advantage on any attack or skill check."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The orobas has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The orobas's weapon attacks are magical."
                },
                {
                    "name": "Sage Advice",
                    "desc": "An orobas sometimes twists responses to a divination. It softens the answer, leaves crucial information out of the response, manipulates a convoluted answer, or outright lies. An orobas always has advantage on Deception and Persuasion checks when revealing the result of a divination."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the orobas' spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nconstant: detect evil and good\n\nat will: augury, protection from evil and good, teleport (self plus 50 lb of objects only)\n\n5/day each: bestow curse, fireball, scorching ray\n\n3/day each: antimagic field, chain lightning, contact other plane, dimension door, wall of fire\n\n1/day each: eyebite, find the path, foresight"
                }
            ],
            "spell_list": [],
            "page_no": 111,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_orobas-devil/"
        },
        {
            "slug": "salt-devil",
            "desc": "_“They led that caravan without mercy or kindness. If you fell or stumbled, they struck you, making your tongue feel as sand or your body ache with pain, then laughed, telling you to get up. And once we arrived, gods, they had us take the tools from the dead, withered hands of the last slaves, and start digging.” He took a drink from his waterskin, as if just the memory made him thirsty._  \n**Sparkly Crystals.** Salt devils have sharp, crystalline teeth, sparkling skin studded with fine salt crystals, and long claws that leave jagged, burning wounds. They can also fight with saltencrusted blades seemingly forged from thin air.  \n**Servants of Mammon.** Salt devils claim to serve Mammon, and they often ally with gnolls and slavers with whom they seek out oases to use as ambush sites or just to poison the water.  \n**Slavers and Corruptors.** Salt devils create slave markets and salt mines, where they thrive on the misery of those indentured into their service. They detest summoning peers during combat because they hate being indebted to another devil. They prefer to forge alliances with mortals when partners are needed for an endeavor, and they are less grasping and greedy than one might expect of Mammon’s servants, preferring to encourage corruption in others.",
            "name": "Salt Devil",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "devil",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 93,
            "hit_dice": "11d8+44",
            "speed": {
                "walk": 30
            },
            "strength": 18,
            "dexterity": 13,
            "constitution": 18,
            "intelligence": 13,
            "wisdom": 14,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": 4,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 5,
            "perception": 5,
            "skills": {
                "perception": 5,
                "stealth": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "fire, poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 120 ft., passive Perception 15",
            "languages": "Celestial, Common, Gnoll, Infernal, telepathy 120 ft.",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The devil makes two scimitar attacks."
                },
                {
                    "name": "Scimitar",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. If the target is neither undead nor a construct, it also takes 5 (1d10) necrotic damage, or half damage with a successful DC 15 Constitution saving throw. Plants, oozes, and creatures with the Amphibious, Water Breathing, or Water Form traits have disadvantage on this saving throw. If the saving throw fails by 5 or more, the target also gains one level of exhaustion.",
                    "attack_bonus": 7,
                    "damage_dice": "1d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Devil's Sight",
                    "desc": "Magical darkness doesn't impede the devil's darkvision."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The devil has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the devil's spellcasting ability is Charisma (spell save DC 13). The devil can innately cast the following spells, requiring no material components:\n\nat will: darkness\n\n1/day each: harm, teleport"
                },
                {
                    "name": "Variant: Devil Summoning",
                    "desc": "Summon Devil (1/Day): The salt devil has a 40 percent chance of summoning one salt devil"
                }
            ],
            "spell_list": [],
            "page_no": 113,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_salt-devil/"
        },
        {
            "slug": "crystallinedevil-tob1-2023",
            "desc": "False",
            "name": "Crystalline Devil",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "",
            "group": "null",
            "alignment": "Lawful Evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 102,
            "hit_dice": "12d8 + 48",
            "speed": {
                "walk": 30
            },
            "strength": 18,
            "dexterity": 12,
            "constitution": 18,
            "intelligence": 14,
            "wisdom": 13,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 4,
            "charisma_save": 5,
            "perception": 11,
            "skills": {
                "Deception": 8,
                "Insight": 4,
                "Stealth": 7
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "fire, poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 120 ft., passive Perception 11",
            "languages": "Celestial, Common, Infernal, telepathy 120 ft.",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The devil makes three Claw attacks."
                },
                {
                    "name": "Shard Claw (Fiend Form Only)",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage."
                },
                {
                    "name": "Crystalline Spray (Recharge 5-6)",
                    "desc": "The crystalline devil sprays a burst of crystal shards. Each creature within 15 feet of the devil must make a DC 15 Dexterity saving throw, taking 27 (6d8) piercing damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Betraying Carbuncle",
                    "desc": "The crystalline devil magically transforms into a Small or smaller gemstone or back into its true form, which is a Fiend. Its statistics, other than its size, are the same in each form, except it can't move or speak when in its gemstone form. Any equipment it is wearing or carrying transforms with it. It reverts to its true from if it dies."
                },
                {
                    "name": "Summon Devil (1/Day)",
                    "desc": "The crystalline devil magically calls one jewel-encrusted, fiendish animated armor that has the crystalline devil's damage resistances and immunities. The crystalline devil has a 25 percent chance of calling one crystalline devil instead. The called creature arrives in 1d4 rounds, acting as an ally of the devil and obeying its telepathic commands. The creature remains for 1 hour, until the devil dies, or until the devil dismisses it as a bonus action."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Devil's Sight",
                    "desc": "Magical darkness doesn't impede the crystalline devil's darkvision."
                },
                {
                    "name": "False Appearance (Gemstone Form Only)",
                    "desc": "While the devil remains motionless, it is indistinguishable from an ordinary gemstone."
                },
                {
                    "name": "Glittering Temptation (Gemstone Form Only)",
                    "desc": "The devil sheds dim light in a 5-foot radius. Each creature that starts its turn within 30 feet of the devil and that can see it must succeed on a DC 15 Wisdom saving throw or be charmed for 1 minute. While charmed, a creature is incapacitated and must move on its turn toward the devil by the safest route, trying to get within 5 feet of the devil to hold it. The charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a success, a creature is also immune to this devil's Glittering Temptation for the next 24 hours. A creature charmed by the devil has disadvantage on the saving throw against Crystalline Spray."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The crystalline devil has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 94,
            "environments": [],
            "img_main": "http://api.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_crystalline-devil/"
        },
        {
            "slug": "orobasdevil-tob1-2023",
            "desc": "False",
            "name": "Orobas Devil",
            "size": "Large",
            "type": "Fiend",
            "subtype": "",
            "group": "null",
            "alignment": "Lawful Evil",
            "armor_class": 19,
            "armor_desc": "natural armor, shield",
            "hit_points": 203,
            "hit_dice": "14d10 + 126",
            "speed": {
                "walk": 40
            },
            "strength": 26,
            "dexterity": 14,
            "constitution": 28,
            "intelligence": 23,
            "wisdom": 26,
            "charisma": 21,
            "strength_save": 13,
            "dexterity_save": 7,
            "constitution_save": 14,
            "intelligence_save": null,
            "wisdom_save": 13,
            "charisma_save": null,
            "perception": 23,
            "skills": {
                "Deception": 10,
                "History": 11,
                "Insight": 13,
                "Perception": 13,
                "Persuasion": 10
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "fire, poison",
            "condition_immunities": "poisoned",
            "senses": "truesight 90 ft., passive Perception 23",
            "languages": "Celestial, Infernal, telepathy 100 ft.",
            "challenge_rating": "14",
            "cr": 14.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The orobas makes one Bite attack, one Flail attack, and one Stomp attack, or it makes four Hurl Flame attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) piercing damage plus 13 (3d8) fire damage and 10 (3d6) poison damage, and the target must succeed on a DC 18 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                },
                {
                    "name": "Flail",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage plus 13 (3d8) fire damage."
                },
                {
                    "name": "Stomp",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 11 (1d6 + 8) bludgeoning damage plus 13 (3d8) fire damage."
                },
                {
                    "name": "Hurl Flame",
                    "desc": "Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 23 (4d8 + 5) fire damage."
                },
                {
                    "name": "Teleport",
                    "desc": "The orobas magically teleports, along with any equipment, up to 120 feet to an unoccupied space it can see."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The orobas casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18):\nAt will: augury, detect thoughts, guidance\n3/day each: locate creature, nondetection\n1/day each: contact other plane (as an action), legend lore (as an action)"
                }
            ],
            "bonus_actions": [],
            "reactions": [
                {
                    "name": "Prediction (3/Day)",
                    "desc": "When the orobas makes an ability check or attack, it can choose to have advantage on the roll."
                }
            ],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Deceptive Advice",
                    "desc": "When the orobas casts a spell of the divination school, it has advantage on Charisma (Deception) checks for 1 minute."
                },
                {
                    "name": "Hellish Weapons",
                    "desc": "The orobas's weapon attacks are magical. When the orobas hits with any weapon, the weapon deals an extra 3d8 fire damage (included in the attack)."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The orobas has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Sense Consecrated",
                    "desc": "The orobas can pinpoint the location of Celestials, consecrated places or objects, and creatures wielding divine or celestial power, such as clerics, paladins, or aasimars, within 60 feet of it."
                }
            ],
            "spell_list": [],
            "page_no": 99,
            "environments": [],
            "img_main": "http://api.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_orobas-devil/"
        },
        {
            "slug": "saltdevil-tob1-2023",
            "desc": "False",
            "name": "Salt Devil",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "",
            "group": "null",
            "alignment": "Lawful Evil",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 93,
            "hit_dice": "11d8 + 44",
            "speed": {
                "walk": 30
            },
            "strength": 18,
            "dexterity": 13,
            "constitution": 18,
            "intelligence": 13,
            "wisdom": 14,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": 4,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 5,
            "perception": 15,
            "skills": {
                "Perception": 5,
                "Stealth": 4
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "fire, poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 120 ft., passive Perception 15",
            "languages": "Common, Gnoll, Infernal, telepathy 120 ft.",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The salt devil makes two Scimitar attacks and one Water-Draining Claw attack."
                },
                {
                    "name": "Scimitar",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage."
                },
                {
                    "name": "Water-Draining Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage. If the target is a creature that isn't a Construct or Undead, it must make a DC 15 Constitution saving throw, taking 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one. Plants, Oozes, and creatures with the Amphibious, Water Breathing, or Water Form traits have disadvantage on this saving throw. If the saving throw fails by 5 or more, the target also suffers one level of exhaustion."
                },
                {
                    "name": "Teleport (3/Day)",
                    "desc": "The salt devil magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."
                },
                {
                    "name": "Summon Devil (1/Day)",
                    "desc": "The salt devil magically calls 1d4 gnolls that are Fiends with the salt devil's damage resistances and immunities. The salt devil has a 25 percent chance of calling one salt devil instead. The called creatures arrive in 1d4 rounds, acting as allies of the devil and obeying its telepathic commands. The creatures remain for 1 hour, until the devil dies, or until the devil dismisses them as a bonus action."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Devil's Sight",
                    "desc": "Magical darkness doesn't impede the salt devil's darkvision."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The salt devil has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Salt-Encrusted Hide",
                    "desc": "A creature that touches the salt devil or hits it with a melee attack while within 5 feet of it takes 3 (1d6) slashing damage."
                }
            ],
            "spell_list": [],
            "page_no": 100,
            "environments": [],
            "img_main": "http://api.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_salt-devil/"
        },
        {
            "slug": "eaterofdust-tob1-2023",
            "desc": "False",
            "name": "Eater of Dust",
            "size": "Medium",
            "type": "Aberration",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 114,
            "hit_dice": "12d8 + 60",
            "speed": {
                "walk": 30
            },
            "strength": 20,
            "dexterity": 14,
            "constitution": 20,
            "intelligence": 10,
            "wisdom": 15,
            "charisma": 17,
            "strength_save": 9,
            "dexterity_save": null,
            "constitution_save": 9,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 7,
            "perception": 16,
            "skills": {
                "Athletics": 9,
                "Intimidation": 7,
                "Perception": 6
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "lightning, poison",
            "condition_immunities": "blinded, poisoned",
            "senses": "blindsight 120 ft. (blind beyond this radius), passive Perception 16",
            "languages": "understands Abyssal, Common, Infernal, and Void Speech but can’t speak, telepathy 120 ft.",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The eater of dust makes one Maw-Arm attack and two Necrotic Blast attacks, or it makes three Necrotic Blast attacks."
                },
                {
                    "name": "Maw-Arm",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 13 (3d8) necrotic damage, and the target must succeed on a DC 17 Constitution saving throw or its hp maximum is reduced by amount equal to the necrotic damage taken, and the eater regains hp equal to that amount. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0."
                },
                {
                    "name": "Necrotic Burst",
                    "desc": "Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 60 ft., one target. Hit: 16 (3d8 + 3) necrotic damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Hungry Step",
                    "desc": "The eater of dust magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space within 10 feet of a creature that isn't a Construct or Undead."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Magic Maw",
                    "desc": "The eater of dust's Maw-Arm attacks are magical. When the eater hits with its Maw-Arm, the weapon deals an extra 3d8 necrotic damage (included in the attack)."
                },
                {
                    "name": "Regeneration",
                    "desc": "The eater of dust regains 5 hp at the start of its turn. If it takes fire damage, this trait doesn't function at the start of eater's next turn. The eater dies only if it starts its turn with 0 hp and doesn't regenerate."
                }
            ],
            "spell_list": [],
            "page_no": 153,
            "environments": [],
            "img_main": "http://api.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_eater-of-dust/"
        },
        {
            "slug": "wraith-a5e",
            "desc": "",
            "name": "Wraith",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 67,
            "hit_dice": "9d8+27",
            "speed": {
                "walk": 0,
                "fly": 60
            },
            "strength": 8,
            "dexterity": 16,
            "constitution": 16,
            "intelligence": 12,
            "wisdom": 16,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold, lightning, thunder; damage from nonmagical, non-silvered weapons",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, fatigue, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious",
            "senses": "darkvision 120 ft., passive Perception 12",
            "languages": "the languages it knew in life",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Life Drain",
                    "desc": "The wraith targets a creature within 5 feet  forcing it to make a DC 14 Constitution saving throw. On a failure  the creature takes 14 (4d6) necrotic damage  or 21 (6d6) necrotic damage if it is frightened or surprised  and its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. It dies if its hit point maximum is reduced to 0."
                },
                {
                    "name": "Create Specter",
                    "desc": "The wraith touches a humanoid corpse it killed less than 1 day ago. The creatures spirit rises as a specter under the wraiths control."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Aura of Fear",
                    "desc": "A creature that starts its turn within 10 feet of a wraith makes a DC 13 Wisdom saving throw. On a failure, it is frightened until the start of its next turn. If a creatures saving throw is successful or the effect ends for it, it is immune to any wraiths Aura of Fear for 24 hours."
                },
                {
                    "name": "Evil",
                    "desc": "The wraith radiates an Evil aura."
                },
                {
                    "name": "Incorporeal",
                    "desc": "The wraith can move through creatures and objects. It takes 5 (1d10) force damage if it ends its turn inside an object. If it takes radiant damage, it loses this trait until the end of its next turn."
                },
                {
                    "name": "Light Sensitivity",
                    "desc": "While in sunlight or bright light cast by a fire, the wraith has disadvantage on attack rolls, as well as on Perception checks that rely on sight."
                },
                {
                    "name": "Undead Nature",
                    "desc": "A wraith doesnt require air, food, drink, or sleep."
                }
            ],
            "spell_list": [],
            "page_no": 427,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/mmenag_wraith/"
        },
        {
            "slug": "de-ogen",
            "desc": "A roughly humanoid figure composed of thick, greenish-gray fog steps out of the darkness. Its eyes are smoldering orange orbs, and yellow embers trail behind it as it moves forward, burning the very air with its passage._  \n**Spirits of Vengeance and Flame.** De ogen are the malevolent spirits of murderers and other criminals executed by being burned at the stake or thrown into a blazing fire pit. The depth of their evil and strength of their rage return them to life shortly after death to seek vengeance against those who killed them.  \n**Undead Companions.** A de ogen is usually accompanied by Open Game License",
            "name": "De Ogen",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 15,
            "armor_desc": null,
            "hit_points": 45,
            "hit_dice": "6d8+18",
            "speed": {
                "walk": 0,
                "hover": true,
                "fly": 40
            },
            "strength": 1,
            "dexterity": 20,
            "constitution": 16,
            "intelligence": 11,
            "wisdom": 13,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "stealth": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "fire, necrotic, poison",
            "condition_immunities": "charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Common",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Burning Touch",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (4d6) fire damage. A creature slain by this attack turns to ash. A humanoid slain by this attack rises 24 hours later as a shadow, unless the humanoid is restored to life or its ashes are doused in holy water. The shadow isn't under the de ogen's control, but it follows in the de ogen's wake and aids the de ogen when possible.",
                    "attack_bonus": 7,
                    "damage_dice": "4d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Incorporeal Movement",
                    "desc": "The de ogen can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "While in sunlight, the de ogen has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
                },
                {
                    "name": "Transfixing Gaze",
                    "desc": "When a creature that can see the de ogen starts its turn within 30 feet of the de ogen, the de ogen can force it to make a DC 14 Wisdom saving throw if the de ogen isn't incapacitated and can see the creature. On a failed save, the creature is incapacitated and its speed is reduced to 0 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 de ogen until the start of its next turn, when it can avert its eyes again. If it looks at the de ogen in the meantime, it must immediately make the saving throw.\n\nCreatures immune to being frightened are immune to the de ogen's Transfixing Gaze."
                },
                {
                    "name": "Wilting Passage",
                    "desc": "The first time the de ogen enters or moves through a creature's space on a turn, that creature takes 5 (1d10) fire damage. When the de ogen moves through an object that isn't being worn or carried, the object takes 5 (1d10) fire damage."
                }
            ],
            "spell_list": [],
            "page_no": 80,
            "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_de-ogen/"
        },
        {
            "slug": "algorith",
            "desc": "_Sometimes called folding angels, algoriths are lawful beings made from sheer force, pure math, and universal physical laws._  \n**Creatures of Pure Reason.**They are the border guards of the Conceptual Realms, warding subjective beings from the Realms of the Absolute. Eternal, remorseless, and unceasingly vigilant, they guard against the monstrosities that lurk in the multiverse’s most obscure dimensions, and seek out and eliminate chaos even from the abodes of the gods.  \n**Foes of Chaos.**They visit mortal realms when chaos threatens to unravel a location, or when the skeins of fate are tangled. On some occasions, an algorith will serve a god of Law or answer the summons of a skein witch.  \nAlgoriths fight with conjured blades of force, and they can also summon universal energy that deconstructs randomness, weakening enemies or reducing them to finely ordered crystalline dust.  \n**Social but Mysterious.** In groups, they move and fight in silent coordination. Only tiny variations in the formulas etched into their skins identify one algorith from another. Five is a number of extreme importance to all algoriths, but few are willing (or able) to explain why to anyone who isn’t an algorith. Algoriths may have castes, ranks, or commanders, but no mortal has decoded the mathematical blazons adorning their flesh.The algoriths themselves refuse to discuss these formulas with those who do not comprehend them.  \n**Constructed Nature.** An algorith doesn’t require air, food, drink, or sleep.",
            "name": "Algorith",
            "size": "Medium",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "lawful neutral",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 136,
            "hit_dice": "16d8+64",
            "speed": {
                "walk": 40,
                "fly": 40
            },
            "strength": 21,
            "dexterity": 14,
            "constitution": 19,
            "intelligence": 13,
            "wisdom": 16,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": 8,
            "perception": 7,
            "skills": {
                "athletics": 9,
                "insight": 7,
                "investigation": 5,
                "perception": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold, lightning",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 60 ft., passive Perception 17",
            "languages": "Common, Celestial, Draconic, Infernal",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The algorith makes two logic razor attacks."
                },
                {
                    "name": "Logic Razor",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 31 (4d12 + 5) force damage.",
                    "attack_bonus": 9,
                    "damage_dice": "4d12"
                },
                {
                    "name": "Cone of Negation (Recharge 5-6)",
                    "desc": "An algorith can project a cone of null energy. Targets inside the 30 foot cone take 42 (12d6) force damage and suffer the effect of a dispel magic spell. A successful DC 16 Dexterity saving throw reduces the damage to half and negates the dispel magic effect on that target."
                },
                {
                    "name": "Reality Bomb (5/Day)",
                    "desc": "The algorith can summon forth a tiny rune of law and throw it as a weapon. Any creature within 30 feet of the square where the reality bomb lands takes 21 (6d6) force damage and is stunned until the start of the algorith's next turn. A target that makes a successful DC 16 Dexterity saving throw takes half damage and isn't stunned."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Immutable Form",
                    "desc": "The algorith is immune to any spell or effect that would alter its form."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The algorith's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:\n\nat will: aid, blur, detect magic, dimension door\n\n5/day each: dispel magic\n\n1/day: commune (5 questions), wall of force"
                }
            ],
            "spell_list": [],
            "page_no": 14,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_algorith/"
        },
        {
            "slug": "dorreq",
            "desc": "_These twitching balls of tentacles surround an inhuman face dominated by a squid-like beak._  \n**Servants of the Void.** The dorreqi are servants to ancient horrors of the void and realms beyond human understanding. They are guardians and sentries for such creatures, and they swarm and attack any creatures approaching too close to the elder aberrations they serve.  \n**Death from Above.** Dorreq prefer to drop on their victims from above, pinning them in a grapple attack with their many tentacles and biting them with their large chitinous beaks.",
            "name": "Dorreq",
            "size": "Medium",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 93,
            "hit_dice": "17d8+17",
            "speed": {
                "walk": 20,
                "climb": 15
            },
            "strength": 19,
            "dexterity": 19,
            "constitution": 13,
            "intelligence": 11,
            "wisdom": 8,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3,
                "stealth": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold, lightning",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Void Speech",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dorreq makes two tentacle attacks and one bite attack. If both tentacle attacks hit, the target is grappled (escape DC 14)."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "4d8"
                },
                {
                    "name": "Tentacle",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. If both tentacles hit the same target in a single turn, the target is grappled (escape DC 14) and pulled within reach of the bite attack, if it was farther than 5 feet away. The target must be size Large or smaller to be pulled this way. The dorreq can maintain a grapple on one Large, two Medium, or two Small creatures at one time.",
                    "attack_bonus": 6,
                    "damage_dice": "1d8"
                },
                {
                    "name": "Entanglement",
                    "desc": "Any creature that starts its turn within 10 feet of a dorreq must make a successful DC 14 Dexterity saving throw each round or be restrained by the dorreq's tentacles until the start of its next turn. On its turn, the dorreq can ignore or freely release a creature in the affected area."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Innate Spellcasting",
                    "desc": "The dorreq's innate spellcasting ability is Intelligence (spell save DC 10). It can innately cast the following spells, requiring no material components: 3/day each: blink, dimension door, haste, shatter Wasteland Stride. This ability works like tree stride, but the dorreq can use it to sink into and appear out of any sandy or rocky ground, and the range is only 30 ft. Using this ability replaces the dorreq's usual movement."
                }
            ],
            "spell_list": [],
            "page_no": 124,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_dorreq/"
        },
        {
            "slug": "marid-a5e",
            "desc": "",
            "name": "Marid",
            "size": "Large",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 17,
            "armor_desc": "",
            "hit_points": 172,
            "hit_dice": "15d10+90",
            "speed": {
                "walk": 30,
                "fly": 60,
                "swim": 90
            },
            "strength": 22,
            "dexterity": 16,
            "constitution": 22,
            "intelligence": 16,
            "wisdom": 14,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 10,
            "intelligence_save": 7,
            "wisdom_save": 6,
            "charisma_save": 7,
            "perception": null,
            "skills": {
                "perception": 6,
                "persuasion": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold, lightning",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "blindsight 30 ft., darkvision 120 ft., passive Perception 16",
            "languages": "Aquan",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The marid makes two trident attacks. One of these can be replaced with a net attack."
                },
                {
                    "name": "Trident",
                    "desc": "Melee or Ranged Weapon Attack: +10 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 13 (2d6 + 6) piercing damage plus 5 (1d10) lightning damage. If thrown  the trident returns to the marids hand."
                },
                {
                    "name": "Net",
                    "desc": "Ranged Weapon Attack: +10 to hit, range 5/15 ft., one target. Hit: A Large  Medium  or Small target is restrained until it is freed. A creature can use its action to make a DC 18 Strength check  freeing itself or another creature within its reach on a success. The net is an object with AC 10  20 hit points  vulnerability to slashing damage  and immunity to bludgeoning  poison  and psychic damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Fog Cloud (1/Day)",
                    "desc": "The marid magically creates a heavily obscured area of fog (or, if underwater, inky water) in a 30-foot radius around a point it can see within 60 feet. The fog spreads around corners and can be dispersed by a moderate wind or current (at least 10 miles per hour). Otherwise, it disperses after 10 minutes. The marid can see through this fog."
                },
                {
                    "name": "Water Jet (While Bloodied)",
                    "desc": "The marid shoots water in a 5-foot-wide, 60-foot-long jet. Each creature in the area makes a DC 18 Dexterity saving throw. On a failure, a target takes 21 (6d6) bludgeoning damage and is pushed 20 feet away from the marid, to a maximum of 60 feet away, and knocked prone. On a success, a target takes half damage."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The marid can breathe air and water."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The marids innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components: At will: alter self (can assume Medium or Large form), create or destroy water, detect magic, purify food and drink, 3/day each: control water, creation, tongues, water breathing, water walk, 1/day each: conjure elemental (water elemental only), plane shift (to Elemental Plane of Water only)"
                }
            ],
            "spell_list": [],
            "page_no": 224,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/mmenag_marid/"
        },
        {
            "slug": "marid-noble-a5e",
            "desc": "",
            "name": "Marid Noble",
            "size": "Large",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 17,
            "armor_desc": "",
            "hit_points": 344,
            "hit_dice": "30d10+180",
            "speed": {
                "walk": 30,
                "fly": 60,
                "swim": 90
            },
            "strength": 22,
            "dexterity": 16,
            "constitution": 22,
            "intelligence": 16,
            "wisdom": 14,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 10,
            "intelligence_save": 7,
            "wisdom_save": 6,
            "charisma_save": 7,
            "perception": null,
            "skills": {
                "perception": 6,
                "persuasion": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold, lightning",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "blindsight 30 ft., darkvision 120 ft., passive Perception 16",
            "languages": "Aquan",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The marid makes two trident attacks. One of these can be replaced with a net attack."
                },
                {
                    "name": "Trident",
                    "desc": "Melee or Ranged Weapon Attack: +10 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 13 (2d6 + 6) piercing damage plus 5 (1d10) lightning damage. If thrown  the trident returns to the marids hand."
                },
                {
                    "name": "Net",
                    "desc": "Ranged Weapon Attack: +10 to hit, range 5/15 ft., one target. Hit: A Large  Medium  or Small target is restrained until it is freed. A creature can use its action to make a DC 18 Strength check  freeing itself or another creature within its reach on a success. The net is an object with AC 10  20 hit points  vulnerability to slashing damage  and immunity to bludgeoning  poison  and psychic damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Fog Cloud (1/Day)",
                    "desc": "The marid magically creates a heavily obscured area of fog (or, if underwater, inky water) in a 30-foot radius around a point it can see within 60 feet. The fog spreads around corners and can be dispersed by a moderate wind or current (at least 10 miles per hour). Otherwise, it disperses after 10 minutes. The marid can see through this fog."
                },
                {
                    "name": "Water Jet (While Bloodied)",
                    "desc": "The marid shoots water in a 5-foot-wide, 60-foot-long jet. Each creature in the area makes a DC 18 Dexterity saving throw. On a failure, a target takes 21 (6d6) bludgeoning damage and is pushed 20 feet away from the marid, to a maximum of 60 feet away, and knocked prone. On a success, a target takes half damage."
                }
            ],
            "reactions": [],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The marid can breathe air and water."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The marids innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components: At will: alter self (can assume Medium or Large form), create or destroy water, detect magic, purify food and drink, 3/day each: control water, creation, tongues, water breathing, water walk, 1/day each: conjure elemental (water elemental only), plane shift (to Elemental Plane of Water only)"
                }
            ],
            "spell_list": [],
            "page_no": 224,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/mmenag_marid-noble/"
        },
        {
            "slug": "algorith-tob1-2023",
            "desc": "False",
            "name": "Algorith",
            "size": "Medium",
            "type": "Construct",
            "subtype": "",
            "group": "null",
            "alignment": "Lawful Neutral",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 153,
            "hit_dice": "18d8 + 72",
            "speed": {
                "fly": 40
            },
            "strength": 21,
            "dexterity": 14,
            "constitution": 19,
            "intelligence": 13,
            "wisdom": 16,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": 8,
            "perception": 17,
            "skills": {
                "Athletics": 9,
                "Insight": 7,
                "Investigation": 5,
                "Perception": 7
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "acid, cold, lightning",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 60 ft., passive Perception 17",
            "languages": "Common, Celestial, Draconic, Infernal",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Logic Razor",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) force damage."
                },
                {
                    "name": "Cone of Negation (Recharge 5-6)",
                    "desc": "The algorith projects null energy in a 30-foot cone. Each creature in the area must make a DC 16 Dexterity saving throw. On a failure, a creature takes 33 (6d10) force damage and any spell of 4th level or lower on the creature ends, as if it had been the target of a dispel magic spell. On a success, a creature takes half the damage and spells on it don't end."
                },
                {
                    "name": "Reality Bomb (5/Day)",
                    "desc": "The algorith summons and throws a tiny rune of law at a point it can see within 100 feet. The rune explodes on impact. Each creature within 30 feet of where the rune landed must make a DC 16 Dexterity saving throw. On a failure, a creature takes 27 (5d10) force damage and is stunned until the end of its next turn. On a success, a creature takes half the damage and isn't stunned."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The algorith casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16): \nAt will: bless, detect magic, dimension door, dispel magic\n1/day each: commune (as an action), wall of force"
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Construct Nature",
                    "desc": "The algorith doesn't require air, food, drink, or sleep."
                },
                {
                    "name": "Immutable Form",
                    "desc": "The algorith is immune to any spell or effect that would alter its form."
                }
            ],
            "spell_list": [],
            "page_no": 14,
            "environments": [],
            "img_main": "http://api.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_algorith/"
        },
        {
            "slug": "dorreq-tob1-2023",
            "desc": "False",
            "name": "Dorreq",
            "size": "Medium",
            "type": "Aberration",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 93,
            "hit_dice": "17d8 + 17",
            "speed": {
                "walk": 15
            },
            "strength": 19,
            "dexterity": 19,
            "constitution": 13,
            "intelligence": 11,
            "wisdom": 8,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 11,
            "skills": {
                "Intimidation": 2,
                "Perception": 1,
                "Stealth": 8
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "acid, cold, lightning",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Void Speech",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dorreq makes one Bite attack and two Tentacles attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage."
                },
                {
                    "name": "Tentacles",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage, and if the target is a Medium or smaller creature, it is grappled (escape DC 14) and pulled up to 5 feet closer to the dorreq. Until this grapple ends, the target is restrained. The dorreq can grapple up to two creatures at a time."
                },
                {
                    "name": "Void Thrum (Recharge 5-6)",
                    "desc": "The dorreq emits a barely audible, vibrating thrum laced with Void energy. Each creature within 20 feet of the dorreq must make a DC 14 Constitution saving throw, taking 10 (3d6) thunder damage and 10 (3d6) necrotic damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Stone Step",
                    "desc": "The dorreq teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. The origin and destination spaces must contain a stone or rocky surface, such as a cliff face or rocky terrain."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Void Warping",
                    "desc": "The area around the dorreq is warped by its connection to the Void. A creature that starts its turn within 20 feet of the dorreq must succeed on a DC 14 Strength saving throw or its speed is halved until the start of its next turn."
                }
            ],
            "spell_list": [],
            "page_no": 110,
            "environments": [],
            "img_main": "http://api.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_dorreq/"
        },
        {
            "slug": "cavelight-moss",
            "desc": "_These patches of tangled, lacy moss cling to the ceiling, slowly pulsing with an eerie glow. Their stems gently writhe among the soft, feathery mass, dusting the ground below with a twinkling of phosphorescent spores._  \n**Plant Carnivore.** Cavelight moss glows with a pale yellow light, but when agitated, its light changes to an icy blue. Cavelight moss is frequently mistaken for a benign organism, but it hunts living flesh and renders its meals immobile before starting the long process of digestion.  \nA cavelight moss is a collective of smaller life forms patched together and sharing sensations. Barely cognitive, a cavelight moss spends its time positioning itself above well-traveled sections of cavern, feeding on rats, bats, and crawling insects. When it senses larger prey, it slowly and quietly moves toward the creature.  \n**Long-Lived Spores.** A cavelight moss can survive for 200 years, shedding luminous spores and consuming vermin. Its spores germinate in the carcasses of its victims, and in lean times, these spores can grow, albeit slowly, on guano or other areas rich in moisture and organic nutrients.  \n**Rare Colonies.** If a cave system has no true protectors and food is plentiful, these creatures congregate—most commonly, in bat colonies of millions of individuals. When they gather this way, cavelight mosses function as a large colony, covering strategic locations where prey roams. When a source of food moves on, the entire colony slowly disperses as well.",
            "name": "Cavelight Moss",
            "size": "Large",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 95,
            "hit_dice": "10d10+40",
            "speed": {
                "walk": 5,
                "climb": 5
            },
            "strength": 24,
            "dexterity": 10,
            "constitution": 18,
            "intelligence": 1,
            "wisdom": 13,
            "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": "acid, cold, fire; slashing from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "charmed, deafened, frightened, paralyzed, prone, stunned, unconscious",
            "senses": "tremorsense 60 ft., passive Perception 11",
            "languages": "-",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Tendrils",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 33 (4d12 + 7) bludgeoning damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the cavelight moss can't use its tendrils against another target.",
                    "attack_bonus": 9,
                    "damage_dice": "4d12"
                },
                {
                    "name": "Strength Drain",
                    "desc": "Living creatures hit by the cavelight moss's tendril attack or caught up in its grapple must make a successful DC 14 Constitution saving throw or 1 level of exhaustion. Creatures that succeed are immune to that particular cavelight moss's Strength Drain ability for 24 hours. For every level of exhaustion drained, the cavelight moss gains 5 temporary hit points."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Luminescence",
                    "desc": "The chemicals within cavelight moss make the entire creature shed light as a torch. A cavelight moss cannot suppress this effect. It can, however, diminish the light produced to shed illumination as a candle."
                }
            ],
            "spell_list": [],
            "page_no": 50,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_cavelight-moss/"
        },
        {
            "slug": "cavelightmoss-tob1-2023",
            "desc": "False",
            "name": "Cavelight Moss",
            "size": "Large",
            "type": "Plant",
            "subtype": "",
            "group": "null",
            "alignment": "Unaligned",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 95,
            "hit_dice": "10d10 + 40",
            "speed": {
                "walk": 15
            },
            "strength": 20,
            "dexterity": 10,
            "constitution": 18,
            "intelligence": 1,
            "wisdom": 13,
            "charisma": 5,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 11,
            "skills": {},
            "damage_vulnerabilities": "False",
            "damage_resistances": "acid, cold, fire; slashing from nonmagical attacks",
            "damage_immunities": "False",
            "condition_immunities": "charmed, deafened, frightened, paralyzed, prone, stunned, unconscious",
            "senses": "tremorsense 60 ft., passive Perception 11",
            "languages": "—",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The cavelight moss makes two Tendrils attacks. If both attacks hit a Large or smaller creature, the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and at the start of each of the target's turns, it must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion. The cavelight moss then gains 5 temporary hp. A creature that succeeds on the saving throw can't suffer further levels of exhaustion from the cavelight moss's grapple for the next 24 hours. The cavelight moss can have only one creature grappled at a time."
                },
                {
                    "name": "Tendrils",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Variable Illumination",
                    "desc": "The cavelight moss sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The moss can alter the radius as a bonus action."
                }
            ],
            "spell_list": [],
            "page_no": 52,
            "environments": [],
            "img_main": "http://api.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_cavelight-moss/"
        },
        {
            "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/"
        }
    ]
}