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

GET /monsters/?format=api&ordering=-document__title&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=-document__title&page=25",
    "previous": "https://api.open5e.com/monsters/?format=api&ordering=-document__title&page=23",
    "results": [
        {
            "slug": "vallowex",
            "desc": "A creature with two legs and a flat tail emerges from the water. Its wide mouth opens, revealing a spiked tongue._  \n**Luring with Thirst.** The vallowex haunts woodland rivers, luring in prey with its thirst-inducing aura. When a creature stops to drink, the vallowex attacks and drags the creature into the water to feast. Reproduce through Hosts. Vallowexes release eggs into potable water. After a creature drinks the eggs, a tadpole hatches in its stomach. The tadpole slowly consumes the host from the inside out, emerging as a vallowex when the host dies.",
            "name": "Vallowex",
            "size": "Large",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 123,
            "hit_dice": "13d10+52",
            "speed": {
                "swim": 30,
                "walk": 30
            },
            "strength": 20,
            "dexterity": 10,
            "constitution": 18,
            "intelligence": 5,
            "wisdom": 12,
            "charisma": 5,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 4,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "perception": 4,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 14",
            "languages": "—",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The vallowex makes two attacks: one with its spiked tongue and one with its tail."
                },
                {
                    "name": "Spiked Tongue",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 14 (2d8 + 5) piercing damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the vallowex can't use its spiked tongue against another target.",
                    "attack_bonus": 8,
                    "damage_dice": "2d8+5"
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d10+5"
                },
                {
                    "name": "Swallow",
                    "desc": "The vallowex makes one spiked tongue attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the vallowex, and it takes 10 (3d6) acid damage at the start of each of the vallowex's turns. The vallowex can have only one creature swallowed at a time. If the vallowex takes 15 damage or more on a single turn from the swallowed creature, the vallowex must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 5 feet of the vallowex. If the vallowex dies, the swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone."
                },
                {
                    "name": "Release Eggs (1/Week)",
                    "desc": "A vallowex can release a 40-foot-radius cloud of microscopic eggs into a body of water it touches. The eggs live for 1 hour. Any humanoid or beast that drinks the eggs must succeed on a DC 15 Constitution saving throw or be infected with a disease—a vallowex tadpole. A host can carry only one vallowex tadpole to term at a time. While diseased, the host must make a DC 15 Constitution saving throw at the end of each long rest. On a failed save, the host's Strength score is reduced by 1d4. This reduction lasts until the host finishes a long rest after the disease is cured. If the host's Strength score is reduced to 0, the host dies, and a vallowex emerges from the corpse. If the host succeeds on three saving throws or the disease is magically cured, the unborn tadpole disintegrates."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The vallowex can breathe air and water."
                },
                {
                    "name": "Aura of Thirst",
                    "desc": "At the start of each of the vallowex's turns, each creature within 30 feet of it must succeed on a DC 15 Constitution saving throw or have disadvantage on its next attack roll or ability check as a gnawing thirst distracts it. For each minute a creature stays in the vallowex's aura, it gains one level of exhaustion from dehydration. A level of exhaustion is removed if the creature uses an action to drink 1 pint of water. A vallowex is immune to its own Aura of Thirst as well as the auras of other vallowexes."
                },
                {
                    "name": "Underwater Camouflage",
                    "desc": "The vallowex has advantage on Dexterity (Stealth) checks made while underwater."
                }
            ],
            "spell_list": [],
            "page_no": 356,
            "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_vallowex/"
        },
        {
            "slug": "vangsluagh",
            "desc": "A writhing mass of hundreds of rubbery, blue-grey tentacles rises from a human sized pair of legs ending in elephantine feet. Each tentacle ends in an eerily human-looking mouth._  \n**Damned Pipers.** Vangsluagh create a din everywhere they go; the mouths on their tentacles perpetually scream, whistle, bleat, growl, and cry. Even in instances where a vangsluagh may want a quiet entrance or stealthy ambush, their own bodies betray them. Stories have emerged from their magic-blasted homeland of vangsluagh that are capable of silencing the noise surrounding them.  \n**Defilers of Beauty.** Vangsluagh despise pretty things, be they creature, object, or structure. Given the opportunity, a vangsluagh prefers spending its time smashing beautiful things to bits. The absence of beauty doesn’t always calm these creatures, however. They target living creatures as a priority in such occurrences.",
            "name": "Vangsluagh",
            "size": "Medium",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 13,
            "armor_desc": null,
            "hit_points": 85,
            "hit_dice": "10d8+40",
            "speed": {
                "walk": 30
            },
            "strength": 12,
            "dexterity": 17,
            "constitution": 18,
            "intelligence": 10,
            "wisdom": 10,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "thunder",
            "condition_immunities": "deafened",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "Void Speech",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The vangsluagh makes two tentacle lash attacks."
                },
                {
                    "name": "Tentacle Lash",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.",
                    "attack_bonus": 5,
                    "damage_dice": "2d8+3"
                },
                {
                    "name": "Sonic Bullet",
                    "desc": "Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 10 (3d6) thunder damage, and the target must make a DC 13 Constitution saving throw or be deafened until the end of its next turn.",
                    "attack_bonus": 5,
                    "damage_dice": "3d6"
                },
                {
                    "name": "Agonizing Trill (Recharge After a Short or Long Rest)",
                    "desc": "The vangsluagh increases the pitch of its cacophony to deadly levels. Each creature within 30 feet of the vangsluagh must make a DC 13 Constitution saving throw. On a failure, a creature takes 10 (3d6) thunder damage and is stunned for 1 minute. On a success, a creature takes half the damage and isn't stunned. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Constant Racket",
                    "desc": "The vangsluagh has disadvantage on Dexterity (Stealth) checks."
                },
                {
                    "name": "Distracting Cacophony",
                    "desc": "The vangsluagh constantly emits a din of bleats, trills, and trumpets. A creature that casts a spell while it is within 30 feet of the vangsluagh must make a DC 13 Intelligence, Wisdom, or Charisma saving throw. (The type of saving throw required is dependent on the spellcasting creature's spellcasting ability score.) On a failed save, the spell isn't cast, and the spell slot isn't expended. In addition, a creature that starts its turn within 30 feet of the vangsluagh and is maintaining concentration on a spell must succeed on a DC 13 Constitution saving throw or it loses concentration on the spell."
                }
            ],
            "spell_list": [],
            "page_no": 359,
            "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_vangsluagh/"
        },
        {
            "slug": "vent-linnorm",
            "desc": "The immense reptile soars through the water, long and sleek. Its powerful tail undulates rhythmically, threatening all in its terrifying wake._  \n**Terrors of the Deep.** Vent linnorms live near hydrothermal fissures located in the deepest parts of the ocean. When they are not hunting, they can be found basking in their lairs, enjoying the dark, warm waters of their homes. They are proficient hunters whose diet includes all varieties of sharks and whales, giant squid, Open Game License",
            "name": "Vent Linnorm",
            "size": "Gargantuan",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 19,
            "armor_desc": "natural armor",
            "hit_points": 247,
            "hit_dice": "15d20+90",
            "speed": {
                "walk": 20,
                "swim": 80
            },
            "strength": 25,
            "dexterity": 14,
            "constitution": 23,
            "intelligence": 14,
            "wisdom": 14,
            "charisma": 17,
            "strength_save": 12,
            "dexterity_save": 7,
            "constitution_save": 11,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 8,
            "perception": 7,
            "skills": {
                "intimidation": 8,
                "perception": 7,
                "survival": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "fire",
            "damage_immunities": "cold",
            "condition_immunities": "",
            "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 17",
            "languages": "Common, Draconic",
            "challenge_rating": "16",
            "cr": 16.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The linnorm can use its Frightful Presence. It then makes three attacks: one with its bite and two with its tail."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 14 (4d6) necrotic damage.",
                    "attack_bonus": 12,
                    "damage_dice": "2d10+7"
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage. The target is grappled (escape DC 18) if it is a Large or smaller creature and the linnorm doesn't have two other creatures grappled. Until this grapple ends, the target is restrained."
                },
                {
                    "name": "Frightful Presence",
                    "desc": "Each creature of the linnorm's choice that is within 120 feet of the linnorm and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the creature's saving throw is successful or the effect ends for it, the creature is immune to the linnorm's Frightful Presence for the next 24 hours."
                },
                {
                    "name": "Inky Breath (Recharge 5-6)",
                    "desc": "The linnorm exhales a cloud of briny ink in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw. On a failure, a creature takes 52 (15d6) necrotic damage and is blinded for 1 minute. On a success, a creature takes half the damage and isn't blinded. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The linnorm can breathe air and water."
                },
                {
                    "name": "Blood Scent",
                    "desc": "The linnorm can smell blood in the water within 5 miles of it. It can determine whether the blood is fresh or old and what type of creature shed the blood. In addition, the linnorm has advantage on Wisdom (Perception) and Wisdom (Survival) checks to find or track a creature that doesn't have all its hp."
                }
            ],
            "spell_list": [],
            "page_no": 239,
            "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_vent-linnorm/"
        },
        {
            "slug": "veteran-swordbreaker-skeleton",
            "desc": "Tougher than a typical animated skeleton, these undead are raised from skeletal remains that have fossilized._  \n**Bones of Stone.** The swordbreaker skeleton’s bones have fossilized and become stony. Most weapons shatter against these bones, but the fossilization makes the skeletons more susceptible to magic that harms stone or that causes concussive bursts of sound.  \n**Undead Nature.** A swordbreaker skeleton doesn’t require air, food, drink, or sleep.",
            "name": "Veteran Swordbreaker Skeleton",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 78,
            "hit_dice": "12d8+24",
            "speed": {
                "walk": 30
            },
            "strength": 16,
            "dexterity": 13,
            "constitution": 14,
            "intelligence": 6,
            "wisdom": 8,
            "charisma": 5,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "thunder",
            "damage_resistances": "piercing, slashing",
            "damage_immunities": "poison",
            "condition_immunities": "exhaustion, petrified, poisoned",
            "senses": "darkvision 60 ft., passive Perception 9",
            "languages": "understands all languages it knew in life but can’t speak",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The veteran swordbreaker skeleton makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack."
                },
                {
                    "name": "Longsword",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.",
                    "attack_bonus": 5,
                    "damage_dice": "1d8+3"
                },
                {
                    "name": "Shortsword",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6+3"
                },
                {
                    "name": "Heavy Crossbow",
                    "desc": "Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.",
                    "attack_bonus": 3,
                    "damage_dice": "1d10+1"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Fossilized Bones",
                    "desc": "Any nonmagical slashing or piercing weapon made of metal or wood that hits the swordbreaker skeleton cracks. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the swordbreaker skeleton is destroyed after dealing damage."
                }
            ],
            "spell_list": [],
            "page_no": 332,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_veteran-swordbreaker-skeleton/"
        },
        {
            "slug": "vexxeh",
            "desc": "This bestial creature would stand over 15 feet tall if erect but is more comfortable crouched with its knuckles resting on the ground. It wears a pair of trousers and a vest, both obviously made for someone much smaller than it. Its cunning eyes belie a malignant intelligence._  \n**Bound to Service.** Though they are not devils, vexxeh are natives of the Hells. Their susceptibility to magical domination makes them ideal lieutenants for evil spellcasters. Once a vexxeh has agreed to serve a master, it adheres to the letter of the agreement that has been struck and refuses to break the contract even under the threat of destruction.  \n**Lovers of Carnage.** Vexxeh only know joy when they are harming living creatures. They relish battle, enjoying the opportunity to shed blood and break bones. More than combat, however, vexxeh enjoy torturing mortals, especially if there is no purpose to it. The psychic distress and trauma suffered by the victims of their torture makes vexxeh gleeful.  \n**Fiendishly Polite.** Despite their love of violence, vexxeh are unfailingly polite. They mimic the etiquette and social norms of their current master’s culture, going so far as to affect mannerisms of nobility. Even when rending a creature into bloody chunks, a vexxeh acts regretful and apologetic.",
            "name": "Vexxeh",
            "size": "Huge",
            "type": "Fiend",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 94,
            "hit_dice": "9d12+36",
            "speed": {
                "walk": 40
            },
            "strength": 20,
            "dexterity": 13,
            "constitution": 19,
            "intelligence": 12,
            "wisdom": 10,
            "charisma": 12,
            "strength_save": 8,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 3,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "intimidation": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned, unconscious",
            "senses": "truesight 60 ft., passive Perception 10",
            "languages": "Common, Infernal",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The vexxeh makes three attacks: one with its bite and two with its claws. If both claw attacks hit the same target, the target and each creature within 5 feet of the target must succeed on a DC 15 Wisdom saving throw or be frightened until the end of its next turn as the vexxeh cackles with sadistic glee."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) poison damage.",
                    "attack_bonus": 8,
                    "damage_dice": "1d8+5"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "1d6+5"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Four-Legged Lope",
                    "desc": "When the vexxeh uses its action to Dash, it moves at three times its speed."
                },
                {
                    "name": "Weak Willed",
                    "desc": "The vexxeh has disadvantage on saving throws against being charmed."
                }
            ],
            "spell_list": [],
            "page_no": 360,
            "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_vexxeh/"
        },
        {
            "slug": "viiret",
            "desc": "The mouth of this massive flytrap hangs limply, and the smell of decay emanates strongly from it._  \n**Disease Eater.** Viirets feed on diseased flesh and plant matter. The swamplands they inhabit are rife with maladies, giving them plenty of opportunity to find food. Viirets have an acute sense for diseased matter, regardless of the disease’s source. While they aren’t bothered by eating untainted prey, such prey isn’t as nutritionally satisfying. Their stomachs quickly burn through healthy prey, leaving the viiret hungry shortly afterward.  \n**Unpleasant Odor.** The viiret has developed a form of mimicry where its sickly odor deters healthy creatures from approaching it. The viiret is even repellent to most insects.  \n**Desperate Cure.** Marshland societies aware of the viirets’ ability to remove disease often view the plants as agents of harsh deities that demand a price for divine gifts. These societies send plague victims on dangerous pilgrimages to find the plants. The plants devour these pilgrims and remove diseased flesh. This process is dangerous, as many who enter the plant hopeful of eliminating the disease die as a result of the injuries they suffer. To mitigate this, multiple ill people travel together to viirets, optimistic the plants will expel newly healthy specimens in favor of a sickly one.",
            "name": "Viiret",
            "size": "Large",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 85,
            "hit_dice": "10d10+30",
            "speed": {
                "walk": 30
            },
            "strength": 16,
            "dexterity": 6,
            "constitution": 17,
            "intelligence": 1,
            "wisdom": 12,
            "charisma": 5,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "cold",
            "damage_resistances": "",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "blinded, charmed, deafened, frightened, poisoned",
            "senses": "blindsight 30 ft. (blind beyond this radius), passive Perception 11",
            "languages": "—",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The viiret makes two attacks, only one of which can be a bite attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage. If the target is Medium or smaller, it must succeed on a DC 13 Dexterity saving throw or be swallowed. A swallowed creature is blinded and restrained, and it has total cover against attacks and other effects outside the viiret. At the start of each of the viiret's turns, the creature takes 7 (2d6) acid damage. If the creature is poisoned or suffering from a disease, it takes 3 (1d6) necrotic damage at the start of each of the viiret's turns instead. In addition, at the start of each of the viiret's turns, a swallowed creature that is poisoned or suffering from a disease can repeat the condition or disease's saving throw as if it had taken a long rest, but it suffers no ill effects on a failed saving throw. The creature has advantage on this saving throw. The viiret can have only one creature swallowed at a time.\n\nIf the viiret takes 10 damage or more on a single turn from the swallowed creature, the viiret must succeed on a DC 13 Constitution saving throw or regurgitate the swallowed creature, which falls prone within 5 feet of the viiret. Alternatively, the viiret can regurgitate the creature as a bonus action, which it does if the swallowed creature isn't poisoned or suffering from a disease and a creature that is poisoned or suffering from a disease is within 60 feet of the viiret. If the viiret dies, a swallowed creature is no longer restrained by it and can escape by using 10 feet of movement, exiting prone.",
                    "attack_bonus": 5,
                    "damage_dice": "2d8+3"
                },
                {
                    "name": "Vine",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 8 (2d4 + 3) bludgeoning damage.",
                    "attack_bonus": 5,
                    "damage_dice": "2d4+3"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Disease Eater",
                    "desc": "The viiret is immune to disease, and it has advantage on attack rolls against a creature if the creature is poisoned or suffering from a disease."
                },
                {
                    "name": "Disease Sense",
                    "desc": "The viiret can pinpoint, by scent, the location of poisoned creatures or creatures suffering from a disease within 60 feet of it."
                }
            ],
            "spell_list": [],
            "page_no": 361,
            "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_viiret/"
        },
        {
            "slug": "vine-drake",
            "desc": "Grasping vines form this draconic creature’s wings. Nettlelike teeth fill its maw, and its tail branches like a thriving plant._  \n**Living Vines.** Vines coil around and branch out from the body of the vine drake, and lengthy thorns protrude from its head and down its spine. The poison dripping from its fangs causes a severe rash on its victims. The drake uses the vines around its body to hide in its swampy home and to squeeze the life out of its prey. Despite the vine drake’s plant-like nature, it is still a carnivorous dragon. It prefers deer and other game animals, but it has no problem eating the odd humanoid when it is truly hungry. In the absence of food, it can subsist, though barely, on sunlight if it spends time sunbathing.  \n**Avaricious Bullies.** Vine drakes share the typical greed possessed by most dragons and often shake down humanoids for treasure in return for safe passage through the drakes’ territory. They prefer emeralds and other green precious items that blend with their coloration, and they often secret such items deep within the tangle of vines on their bodies. They usually initiate their demands by grabbing unsuspecting victims in their vines and then threatening to strangle their captured prey unless given green treasures. However, they balk at strong resistance and withdraw into undergrowth if grievously harmed or if they face opponents they can’t overcome.  \n**Flightless Dragons.** Unlike most dragons, vine drakes can’t fly. In their claustrophobic swampy lairs, flight is not necessary. Instead, they use their grasping vines to quickly climb and move from tree to tree to hunt or evade predators.",
            "name": "Vine Drake",
            "size": "Medium",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 105,
            "hit_dice": "14d8+42",
            "speed": {
                "climb": 50,
                "walk": 40
            },
            "strength": 18,
            "dexterity": 15,
            "constitution": 16,
            "intelligence": 11,
            "wisdom": 12,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": 4,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "athletics": 7,
                "nature": 3,
                "perception": 4,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning and piercing from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 90 ft., passive Perception 14",
            "languages": "Common, Draconic",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The vine drake can make three attacks: one with its bite, one with its claw, and one with its vine lash."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                    "attack_bonus": 7,
                    "damage_dice": "1d8+4"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "1d6+4"
                },
                {
                    "name": "Vine Lash",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. The target is grappled (escape DC 15) if it is a Medium or smaller creature. Until this grapple ends, the target is restrained, and the vine drake can't vine lash another target.",
                    "attack_bonus": 7,
                    "damage_dice": "1d8+4"
                },
                {
                    "name": "Acid Breath (Recharge 5-6)",
                    "desc": "The vine drake exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Speak with Plants",
                    "desc": "The drake can communicate with plants as if they shared a language."
                },
                {
                    "name": "Thorn Body",
                    "desc": "A creature that touches the drake or hits it with a melee attack while within 5 feet of it takes 4 (1d8) piercing damage."
                },
                {
                    "name": "Innate Spellcasting (2/Day)",
                    "desc": "The vine drake can innately cast entangle, requiring no material components. Its innate spellcasting ability is Charisma."
                }
            ],
            "spell_list": [],
            "page_no": 181,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_vine-drake/"
        },
        {
            "slug": "vine-golem",
            "desc": "A humanoid-shaped tangle of green vines shambles through a portal and gives a friendly wave._  \n**Druid Servants.** Vine golems are constructs created by druids for use as scouts and guardians. These plant-like constructs maintain a psychic connection with their creators, who can see through their eyes and cast spells through them. The golem-creator connection is maintained across the planes of the multiverse and is severed only if the construct or the druid dies. The vine golem is made from a variety of rare plants and flowers found only in the depths of old-growth forests. The process of creating a vine golem is closely guarded by cabals of druids, who will sometimes gift worthy druids with the knowledge in the form of a manual of vine golems.  \n**Golems without Creators.** When a vine golem’s creator dies, the construct carries out the druid’s final orders and then retreats to the nearest wilderness. Driven by a psyche fractured from the loss of its creator, the vine golem guards the animals and plants of its chosen home with extreme prejudice, attacking all intruders, regardless of any previous affiliation they might have had with its creator.  \n**Construct Nature.** A vine golem doesn’t require air, food, drink, or sleep.",
            "name": "Vine Golem",
            "size": "Medium",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 14,
            "armor_desc": null,
            "hit_points": 67,
            "hit_dice": "9d8+27",
            "speed": {
                "climb": 30,
                "walk": 30
            },
            "strength": 12,
            "dexterity": 18,
            "constitution": 17,
            "intelligence": 6,
            "wisdom": 10,
            "charisma": 5,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "perception": 2,
                "stealth": 6
            },
            "damage_vulnerabilities": "slashing",
            "damage_resistances": "bludgeoning and piercing from nonmagical attacks not made with adamantine weapons",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "understands the languages of its creator but can’t speak",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The vine golem makes two thorned vine attacks."
                },
                {
                    "name": "Thorned Vine",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 8 (1d8 + 4) piercing damage, and the target must succeed on a DC 14 Strength saving throw or be pulled up to 10 feet toward the vine golem.",
                    "attack_bonus": 6,
                    "damage_dice": "1d8+4"
                },
                {
                    "name": "Thorned Embrace",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one Medium or smaller creature. Hit: 13 (2d8 + 4) piercing damage, and the target is grappled (escape DC 11). Until the grapple ends, the target is restrained, and the vine golem can't embrace another target.",
                    "attack_bonus": 6,
                    "damage_dice": "2d8+4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Bound",
                    "desc": "The vine golem is psychically bound to its creator and can communicate telepathically with its creator as long as neither is incapacitated. In addition, each knows the distance to and direction of the other. The golem and its creator don't have to be on the same plane of existence to communicate telepathically, but they do have to be on the same plane to know each other's distance and direction."
                },
                {
                    "name": "Creator's Eyes and Ears",
                    "desc": "As a bonus action, the creator can see through the vine golem's eyes and hear what it hears until the start of the creator's next turn, gaining the benefits of the vine golem's darkvision. During this time, the creator is deaf and blind with regard to its own senses. While using the construct's senses, the creator can cast a spell through the vine golem, using those senses to target the spell. The range, area, and effect of the spell are calculated as if the spell originated from the vine golem, not the master, though the master must still cast the spell on the master's turn. Spells that require concentration must be maintained by the master."
                },
                {
                    "name": "Immutable Form",
                    "desc": "The vine golem is immune to any spell or effect that would alter its form."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The vine golem has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Plant Camouflage",
                    "desc": "The vine golem has advantage on Dexterity (Stealth) checks it makes in any terrain that contains ample obscuring plant life."
                }
            ],
            "spell_list": [],
            "page_no": 181,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_vine-golem/"
        },
        {
            "slug": "virtuoso-lich",
            "desc": "The beautiful singer bows to the adoring crowd before stepping behind the curtain. Away from the eyes of the crowd, the singer changes its half-mask, briefly revealing a ghastly, undead visage._  \nA virtuoso lich is an artist whose love of art sustains it beyond death.  \n**Birthed by Art.** A virtuoso lich is created when an artist powerful in both its artistic and magical expression dies with art left undone. Such artists often die before completing or creating a masterpiece, and the torment of the art left undone couples with the artist’s powerful magical talents, turning the artist into a virtuoso lich. A virtuoso lich is bound to an object of art, such as a favorite musical instrument, painting, dance slippers, quill, or some other object of artistic expression that was significant to the lich in life. This piece of art is the lich’s phylactery.  \n**Beautiful Mien.** A virtuoso lich maintains the beauty of its former life, appearing much as it did in life—save for one physical feature that betrays its undead nature. This undead feature can be a clawed, skeletal hand, which the lich hides in a glove; a stiff, zombie-like leg, which the lich disguises with robes and a cane; a face ravaged by undeath, which the lich covers in a beautiful mask; or any other appropriate feature.  \n**Undead Nature.** The virtuoso lich doesn’t require air, food, drink, or sleep.  \n\n## A Virtuoso Lich’s Lair\n\n  \nA virtuoso lich chooses a lair with an eye and ear for artistic potential, whether that lair is an ancient cavern with natural acoustics, a meadow with plentiful natural light, a hall of mirrors, or some other locale capable of enhancing some form of art, allowing the lich’s magic and artistic expression to swell, reaching every corner.  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the virtuoso lich takes a lair action to cause one of the following effects; the lich can’t use the same effect two rounds in a row:\n* The virtuoso lich channels artistic expression it can see or hear into a magical assault. The artistic expression must be of the type chosen with the Versatile Artist trait, but it otherwise can be any form of expression not originating from the lich, such as the song of nearby singers that echoes in the lair, the colorful paint decorating canvases, the twirling forms of dancers, or similar. The virtuoso lich chooses a creature it can see within 30 feet of the artistic expression. The target must make a DC 15 Dexterity saving throw, taking 18 (4d8) damage of the type chosen with the Versatile Artist trait on a failed save, or half as much damage on a successful one.\n* The virtuoso lich enhances the natural artistry of its lair, distracting and hindering nearby creatures. The lich chooses a point it can see within 60 feet of it. Each creature within 5 feet of that point must make a DC 15 Charisma saving throw. On a failure, a creature has disadvantage on saving throws against the lich’s spells and its Corrupted Art action until initiative count 20 on the next round.\n* The virtuoso lich rolls a d4 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.",
            "name": "Virtuoso Lich",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "any evil alignment",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 123,
            "hit_dice": "19d8+38",
            "speed": {
                "walk": 30
            },
            "strength": 11,
            "dexterity": 16,
            "constitution": 15,
            "intelligence": 15,
            "wisdom": 12,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": 9,
            "perception": 5,
            "skills": {
                "deception": 9,
                "perception": 5,
                "persuasion": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "blinded, deafened, charmed, exhaustion, frightened, paralyzed, poisoned",
            "senses": "truesight 60 ft., passive Perception 15",
            "languages": "Common, plus up to two other languages",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The virtuoso lich uses its Corrupted Art. It then makes two Artistic Flourish attacks."
                },
                {
                    "name": "Artistic Flourish",
                    "desc": "Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) damage of the type chosen with the Versatile Artist trait.",
                    "attack_bonus": 9,
                    "damage_dice": "2d6+5"
                },
                {
                    "name": "Corrupted Art",
                    "desc": "The lich hums a discordant melody, paints a crumbling symbol of death in the air, performs a reality-bending pirouette, or emulates some other expression of corrupted or twisted art and targets one creature it can see within 60 feet. This action's effects change, depending on if the target is undead. \n* Non-Undead. The target must make a DC 16 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one. \n* Undead. The target regains 18 (4d8) hit points. Healing that exceeds the target's hp maximum becomes temporary hit points."
                },
                {
                    "name": "Call Muse",
                    "desc": "The lich targets one humanoid or beast it can see within 30 feet of it. The target must succeed on a DC 17 Wisdom saving throw or be charmed by the lich for 1 minute. The charmed target, the lich's “muse,” has a speed of 0 and is incapacitated as it watches or listens to the lich's artistic expression. The muse can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the lich's Call Muse for the next 24 hours. If the muse suffers harm from the lich, it is no longer charmed.\n\nThe lich can have only one muse at a time. If it charms another, the effect on the previous muse ends. If the lich is within 30 feet of its muse and can see its muse, the lich has advantage on its first Artistic Flourish attack each round against a creature that isn't its muse."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "The virtuoso lich can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The lich regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "name": "Artistic Flourish",
                    "desc": "The lich makes one Artistic Flourish attack."
                },
                {
                    "name": "Move",
                    "desc": "The lich moves up to its speed without provoking opportunity attacks."
                },
                {
                    "name": "Cast a Spell (Costs 3 Actions)",
                    "desc": "The lich casts a spell from its list of prepared spells, using a spell slot as normal."
                },
                {
                    "name": "Unrestrained Art (Costs 3 Actions)",
                    "desc": "The lich unleashes the full force of its artistic talents on those nearby. Each creature with 10 feet of the lich must make a DC 16 Dexterity saving throw. On a failure, a creature takes 18 (4d8) damage of the type chosen with the Versatile Artist trait and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone."
                }
            ],
            "special_abilities": [
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "If the lich fails a saving throw, it can choose to succeed instead."
                },
                {
                    "name": "Rejuvenation",
                    "desc": "If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery."
                },
                {
                    "name": "Turn Resistance",
                    "desc": "The lich has advantage on saving throws against any effect that turns undead."
                },
                {
                    "name": "Versatile Artist",
                    "desc": "At the end of each long rest, the lich chooses one form of artistic expression, such as song, poetry, dance, fashion, paint, or similar. Until it finishes a long rest, the lich has immunity to one type of damage, which is associated with its artistic expression. For example, a lich expressing art through song or poetry has immunity to thunder damage, a lich expressing art through fashion has immunity to slashing damage, and a lich expressing art through paint has immunity to acid damage. This trait can't give the lich immunity to force, psychic, or radiant damage."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The virtuoso lich is a 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It has the following bard spells prepared:\nCantrips (at will): mage hand, message, true strike, vicious mockery\n1st level (4 slots): bane, hideous laughter, thunderwave\n2nd level (3 slots): enthrall, hold person, invisibility, shatter\n3rd level (3 slots): dispel magic, fear, speak with dead\n4th level (3 slots): compulsion, confusion, dimension door\n5th level (2 slots): dominate person, mislead\n6th level (1 slot): irresistible dance, programmed illusion"
                }
            ],
            "spell_list": [],
            "page_no": 237,
            "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_virtuoso-lich/"
        },
        {
            "slug": "voidpool",
            "desc": "An impossibly black pool of goo undulates forward seeming to pull everything around it into its endless depths._  \n**Aspect of the Void.** Some speculate that voidpools are intrusions of the Void itself into the Material Plane. These blots on the surface of the world mindlessly seek to draw everything into the Void through the portal they carry at their cores.  \n**Willing Travelers.** The most daring, and prepared, of adventurers actually seek out voidpools to facilitate passage to the Void. Not resisting the voidpool’s influence allows these brave or foolhardy individuals to minimize the damage they incur enroute to the outer plane.  \n**Ooze Nature.** The voidpool doesn’t require sleep.",
            "name": "Voidpool",
            "size": "Large",
            "type": "Ooze",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 8,
            "armor_desc": null,
            "hit_points": 112,
            "hit_dice": "15d10+30",
            "speed": {
                "walk": 15,
                "climb": 15
            },
            "strength": 15,
            "dexterity": 6,
            "constitution": 14,
            "intelligence": 2,
            "wisdom": 6,
            "charisma": 1,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "radiant",
            "damage_resistances": "",
            "damage_immunities": "force, necrotic",
            "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, prone",
            "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 8",
            "languages": "—",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The voidpool makes two pseudopod attacks."
                },
                {
                    "name": "Pseudopod",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 7 (2d6) necrotic damage. The target is grappled (escape DC 13) if it is a Medium or smaller creature and the voidpool doesn't have two other creatures grappled. Until this grapple ends, the target is restrained, and it risks being pulled into the Void (see the Planar Portal trait).",
                    "attack_bonus": 5,
                    "damage_dice": "1d6+2"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amorphous",
                    "desc": "The voidpool can move through a space as narrow as 1 inch wide without squeezing."
                },
                {
                    "name": "Grappler",
                    "desc": "The voidpool has advantage on attack rolls against any creature grappled by it."
                },
                {
                    "name": "Planar Portal",
                    "desc": "The voidpool has a portal to the Void at its core. A creature that starts its turn grappled by the voidpool must make a DC 13 Strength saving throw. On a success, the creature takes 7 (2d6) force damage but isn't pulled toward the portal. On a failure, the creature takes no damage but is pulled closer to the portal. A creature that fails three saving throws before escaping the grapple enters the portal and is transported to the Void. This transportation works like the banishing an unwilling creature aspect of the plane shift spell."
                },
                {
                    "name": "Spider Climb",
                    "desc": "The voidpool can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
                }
            ],
            "spell_list": [],
            "page_no": 362,
            "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_voidpool/"
        },
        {
            "slug": "walled-horror",
            "desc": "An unnatural, cloying chill fills the air, and multiple ghostly hands burst from a wall to pummel and grab all within reach._  \n**Unassuming Horror.** The walled horror is an undead that appears to be a normal stretch of wall until it lashes out at passersby.  \n**Tragic Origins.** A walled horror is created when a group of humanoids is bound together and entombed behind a wall in an area with a high concentration of necrotic energy. The humanoids experience profound terror before dying of thirst or suffocation, and their spirits remain trapped within the wall, becoming an undead that seeks to add others to its collection.  \n**Entombed Treasures.** While the spirits of the entombed victims join with the stone and mortar of the wall, their bodies and belongings are left to rot in the cavity behind the wall. When the walled horror is destroyed, it collapses into a pile of rubble, revealing the remains and belongings.  \n**Undead Nature.** A walled horror doesn’t require air, food, drink, or sleep.",
            "name": "Walled Horror",
            "size": "Large",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 114,
            "hit_dice": "12d8+60",
            "speed": {
                "walk": 0
            },
            "strength": 18,
            "dexterity": 1,
            "constitution": 20,
            "intelligence": 5,
            "wisdom": 8,
            "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": "cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "necrotic, poison, psychic",
            "condition_immunities": "blinded, deafened, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned",
            "senses": "truesight 60 ft. (blind beyond this radius), passive Perception 9",
            "languages": "understands all languages it knew in life but can’t speak",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The walled horror makes two spectral claw attacks."
                },
                {
                    "name": "Spectral Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 4 (1d8) psychic damage, and the target is grappled (escape DC 15).",
                    "attack_bonus": 7,
                    "damage_dice": "2d6+4"
                },
                {
                    "name": "Spectral Scream",
                    "desc": "Ranged Spell Attack: +7 to hit, range 60 ft., one creature. Hit: 18 (4d8) psychic damage, and the target must succeed on a DC 15 Charisma saving throw or be frightened until the end of its next turn as it is assaulted by images of being buried alive or entombed. While frightened, the creature's speed is reduced to 0.",
                    "attack_bonus": 7,
                    "damage_dice": "4d8"
                },
                {
                    "name": "Entomb",
                    "desc": "The walled horror makes one spectral claw attack against a Medium or smaller creature it is grappling. If the attack hits, the creature is partially entombed in the wall, and the grapple ends. The entombed target is blinded and restrained, and it takes 9 (2d8) psychic damage at the start of each of the walled horror's turns. A walled horror can have only one creature entombed at a time. \n\nA creature, including the entombed target, can take its action to free the entombed target by succeeding on a DC 15 Strength check.\n\nA creature slain while entombed is pulled fully into the wall and can be restored to life only by means of a true resurrection or a wish spell."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Spirit-infused Structure",
                    "desc": "The walled horror is immobile except for its Wall Hop trait. It uses its Charisma instead of its Dexterity to determine its place in the initiative order."
                },
                {
                    "name": "Wall-bound Spirits",
                    "desc": "The spirits that make up the walled horror are bound to a 10-foot-by-10-foot panel of wall, behind which their original bodies are trapped. The walled horror can move to nearby walls with its Wall Hop trait, but it can never be more than 120 feet away from its bound wall. If its bound wall is damaged while the walled horror is elsewhere, the walled horror takes half the damage dealt to the bound wall. When the walled horror finishes a long rest while inhabiting its bound wall, any damage to the bound wall is repaired."
                },
                {
                    "name": "Wall Hop",
                    "desc": "As a bonus action, the walled horror can disappear into the wall and reappear on a 10-foot-by-10-foot stone wall or panel of wood that it can see within 30 feet of it. Claw marks briefly appear on the surface of the origin and destination walls when it uses this trait."
                }
            ],
            "spell_list": [],
            "page_no": 363,
            "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_walled-horror/"
        },
        {
            "slug": "wanyudo",
            "desc": "Hurtling down the street is a giant wheel, its spokes tipped with reddish flames that sputter and spark as it bounces along. Affixed to either side of the wheel by long strands of greasy black hair are the faces of devilish-looking humanoids, their eyes ablaze like embers. The two faces chortle and cry as the wheel approaches, fire leaping from their mouths._  \n**Born of Heresy.** Wanyudos are the souls of powerful lords condemned to an afterlife of burning torment after they refuted the teachings of the gods and were killed in battle or committed suicide. Prideful and violent monsters, wanyudos are lesser fiends in the grander schemes of Hell, a fact they vehemently resent.  \n**Divine Hunters.** While wanyudos hate all living creatures, the reserve their greatest hatred for creatures marked by a divine entity—such as clerics and paladins, or creatures wearing holy symbols—whom they blame for their cursed existence. When wandering by a monastery or temple, a wanyudo expends every effort to burn the structure to the ground and murder everyone within. Given this, temples and holy sites in areas known to be plagued by wanyudos often fireproof their buildings—and have a reliable source of water nearby, in case the worst should happen.  \n**To Hell and Back.** Wanyudos never stop moving, endlessly rolling along the roads and pathways between the Hells and the mortal world. Because of this, wanyudos know many secret ways into the planes.",
            "name": "Wanyudo",
            "size": "Large",
            "type": "Fiend",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 115,
            "hit_dice": "11d10+55",
            "speed": {
                "walk": 50
            },
            "strength": 20,
            "dexterity": 15,
            "constitution": 20,
            "intelligence": 8,
            "wisdom": 13,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": 5,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 4,
            "charisma_save": null,
            "perception": 7,
            "skills": {
                "intimidation": 5,
                "perception": 7,
                "religion": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "fire",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 17",
            "languages": "Common, Infernal",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The wanyudo makes two bite attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage plus 7 (2d6) fire damage.",
                    "attack_bonus": 8,
                    "damage_dice": "1d10+5"
                },
                {
                    "name": "Flaming Breath (Recharge 5-6)",
                    "desc": "The wanyudo exhales fire in a 20-foot cone from one of its heads. Each creature in the area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Burn the Righteous",
                    "desc": "The wanyudo has advantage on attack rolls against a creature if the creature is wearing a holy symbol or calls on the power of a divine entity to cast spells."
                },
                {
                    "name": "Fiery Charge",
                    "desc": "If the wanyudo moves at least 20 feet straight toward a target and then hits it with a bite attack on the same turn, the target takes an extra 7 (2d6) fire damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The wanyudo has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Two Heads",
                    "desc": "The wanyudo has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious."
                }
            ],
            "spell_list": [],
            "page_no": 364,
            "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_wanyudo/"
        },
        {
            "slug": "wardu",
            "desc": "This creature is round and hovers without the aid of wings. Its skin is a deep red color, with a leathery toughness and texture. It has three forward-facing, segmented eyes and a protruding, bloodstained proboscis._  \n**Unknown Origins.** The origins of the wardu are unknown, though scholars speculate that they came from the Plateau of Leng. It is said they were introduced to the Material Plane as a result of an ill-fated expedition by a group of wizards to the edges of the multiverse. The wizards were attacked by a horde of wardu who followed them through the planar rift they created to return home. Although the rift was sealed immediately, dozens of the wardu were trapped on the Material Plane and have since reproduced for numerous generations.  \n**Blood Drinkers.** Wardu are blood drinkers, and it is the only way they absorb sustenance. They are able to attack and gain sustenance from any creature that has blood, no matter the type. Their hunger drives them to attack most creatures they encounter, though they are smart enough to discern the difference between a potential food source and a more powerful creature not worth provoking.  \n**Magic Hunters.** Wardus have a thirst for the blood of spellcasters and even put themselves at risk to obtain that tastiest of treats. Drinking arcane-infused blood has imbued the wardu with some magical power. It can channel this power through its central eye, but the segmented nature of its eye causes the magic to become unstable and scatter as it passes through the eye’s facets.",
            "name": "Wardu",
            "size": "Medium",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 105,
            "hit_dice": "14d8+42",
            "speed": {
                "fly": 40,
                "walk": 0,
                "hover": true
            },
            "strength": 10,
            "dexterity": 18,
            "constitution": 16,
            "intelligence": 10,
            "wisdom": 15,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": 3,
            "wisdom_save": null,
            "charisma_save": 4,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "exhaustion, prone",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "understands Deep Speech but can’t speak, telepathy 60 ft.",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The wardu uses its Segmented Gaze. It then makes two proboscis attacks."
                },
                {
                    "name": "Proboscis",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage, and the wardu regains hp equal to half the damage dealt. If the target is a spellcaster, the target has disadvantage on Constitution saving throws to maintain its concentration until the end of its next turn.",
                    "attack_bonus": 7,
                    "damage_dice": "2d6+4"
                },
                {
                    "name": "Segmented Gaze",
                    "desc": "The wardu's segmented central eye flares with unstable magical energy. One creature the wardu can see within 30 feet of it must succeed on a DC 15 Constitution saving throw or suffer a random condition until the end of its next turn. Roll a d4 to determine the condition: blinded (1), frightened (2), deafened (3), or incapacitated (4)."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Flyby",
                    "desc": "The wardu doesn't provoke opportunity attacks when it flies out of an enemy's reach."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The wardu has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 365,
            "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_wardu/"
        },
        {
            "slug": "warmth-thief",
            "desc": "A diminutive blue humanoid with sharp black claws and exaggeratedly pointed ears floats in the air, emanating a palpable sensation of cold._  \n**Cursed Fairy.** Warmth thieves were fey in the court of the Queen who had the peculiar ability to rob living creatures of their body heat. They attempted to use this power to overthrow the Queen… and failed. The Queen, amused, allowed them to live, but with a nasty curse: warmth thieves must steal body heat to live, perishing if they don’t regularly take heat from living creatures. Warmth thieves can’t tolerate temperatures much above freezing, preventing them from subverting the curse by moving to warmer climates. Their desire for warmth is so powerful they sometimes throw themselves at creatures that can magically create fire to enjoy a brief, though painful, respite from their suffering.  \n**Unintended Side Effects.** Unknown to the Queen, her curse transfers in an odd way to mortal beings who die at the warmth thieves’ bone-chilling touch. When warmth thieves’ victims die, their spirits return as Open Game License",
            "name": "Warmth Thief",
            "size": "Tiny",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 112,
            "hit_dice": "15d4+75",
            "speed": {
                "fly": 40,
                "walk": 10,
                "hover": true
            },
            "strength": 11,
            "dexterity": 18,
            "constitution": 20,
            "intelligence": 17,
            "wisdom": 15,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": 8,
            "perception": null,
            "skills": {
                "deception": 8,
                "stealth": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with cold iron weapons",
            "damage_immunities": "cold",
            "condition_immunities": "paralyzed, prone",
            "senses": "truesight 60 ft., passive Perception 12",
            "languages": "Common, Sylvan, Umbral",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The warmth thief makes two freezing claw attacks."
                },
                {
                    "name": "Freezing Claw",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) slashing damage plus 14 (4d6) cold damage. The warmth thief regains hp equal to half the cold damage dealt. The target must succeed on a DC 16 Constitution saving throw or be chilled for 1 minute. A chilled creature takes 7 (2d6) cold damage at the start of each of its turns. A chilled creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A humanoid slain while chilled rises 24 hours later as a chill haunt, unless the humanoid is restored to life or its body is destroyed.",
                    "attack_bonus": 8,
                    "damage_dice": "1d6+4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Aura of Warmth Stealing",
                    "desc": "At the start of each of the warmth thief's turns, each creature within 5 feet of the warmth thief must succeed on a DC 16 Constitution saving throw or take 7 (2d6) cold damage. The warmth thief regains hp equal to the single highest amount of cold damage dealt."
                },
                {
                    "name": "Cold Physiology",
                    "desc": "A warmth thief can't abide constant warmth. Each hour it spends in an area with a temperature above 40 degrees Fahrenheit, the warmth thief must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion that can't be removed until it finishes a long rest in an area with a temperature below 40 degrees."
                }
            ],
            "spell_list": [],
            "page_no": 366,
            "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_warmth-thief/"
        },
        {
            "slug": "web-zombie",
            "desc": "",
            "name": "Web Zombie",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 8,
            "armor_desc": null,
            "hit_points": 22,
            "hit_dice": "3d8+9",
            "speed": {
                "climb": 30,
                "walk": 20
            },
            "strength": 13,
            "dexterity": 6,
            "constitution": 16,
            "intelligence": 3,
            "wisdom": 6,
            "charisma": 5,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 0,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 60 ft., passive Perception 8",
            "languages": "understands the languages it knew in life but can’t speak",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The web zombie makes two slam attacks. If both attacks hit a Medium or smaller target, the target is restrained by webbing. As an action, the restrained target can make a DC 11 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, necrotic, poison, and psychic damage)."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.",
                    "attack_bonus": 3,
                    "damage_dice": "1d6+1"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Necrotic Weapons",
                    "desc": "When the web zombie hits a creature with a melee attack, the attack deals an extra 1d6 necrotic damage."
                },
                {
                    "name": "Spider Climb",
                    "desc": "The web zombie can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
                },
                {
                    "name": "Web Walker",
                    "desc": "The web zombie ignores movement restrictions caused by webbing."
                },
                {
                    "name": "Undead Fortitude",
                    "desc": "If damage reduces the zombie 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 zombie drops to 1 hit point instead."
                }
            ],
            "spell_list": [],
            "page_no": 209,
            "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_web-zombie/"
        },
        {
            "slug": "wereowl",
            "desc": "This feathered humanoid has piercing eyes, larger than normal for a humanoid’s head, set around a sharp beak. Wings spread from its arms, and its feet end in wicked talons._  \nA wereowl is a hybrid creature usually in service to a powerful creature with dominion over flying creatures. The affinity between owls and elves means that most wereowls are elves, rather than the humans typical among other lycanthropes. The wereowl possesses the keen eyesight that is common to owls, as well as the birds’ preternatural ability to fly silently. Its appetite tends toward its avian nature, and it feasts on rodents and other small mammals, usually raw and directly after a successful hunt. Its attitudes toward rodents extends to wererats and rodentlike creatures, such as ratfolk, and it often prefers to attack such creatures to the exclusion of other foes.",
            "name": "Wereowl",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "elf, shapechanger",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 13,
            "armor_desc": null,
            "hit_points": 117,
            "hit_dice": "18d8+36",
            "speed": {
                "walk": 30
            },
            "strength": 15,
            "dexterity": 16,
            "constitution": 15,
            "intelligence": 10,
            "wisdom": 13,
            "charisma": 11,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 7,
            "skills": {
                "perception": 7,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 17",
            "languages": "Common (can’t speak in owl form), Giant Owl (can’t speak in humanoid form)",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "In owl form, the wereowl makes two talon attacks. In humanoid form, it makes three shortbow or shortsword attacks. In hybrid form, it can attack like an owl or a humanoid."
                },
                {
                    "name": "Shortsword (Humanoid or Hybrid Form Only)",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d6+3"
                },
                {
                    "name": "Talon (Hybrid or Owl Form Only)",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with wereowl lycanthropy.",
                    "attack_bonus": 5,
                    "damage_dice": "2d6+2"
                },
                {
                    "name": "Shortbow (Humanoid or Hybrid Form Only)",
                    "desc": "Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d6+3"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Flyby",
                    "desc": "The wereowl doesn't provoke opportunity attacks when it flies out of an enemy's reach."
                },
                {
                    "name": "Keen Hearing and Sight",
                    "desc": "The wereowl has advantage on Wisdom (Perception) checks that rely on hearing or sight."
                },
                {
                    "name": "Shapechanger",
                    "desc": "The wereowl can use its action to polymorph into an owl-humanoid hybrid or into a giant owl, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."
                },
                {
                    "name": "Silent Flight (Hybrid or Owl Form Only)",
                    "desc": "The wereowl has advantage on Dexterity (Stealth) checks when it flies."
                }
            ],
            "spell_list": [],
            "page_no": 194,
            "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_wereowl/"
        },
        {
            "slug": "wereshark",
            "desc": "The twisted form of a humanoid shark hunches over, its grin showing rows of jagged teeth. Fresh blood drips from its mouth as it clutches a trident in powerful hands._  \nIn humanoid form, weresharks tend to be powerfully-muscled and broad, with little body hair. They are solitary hunters who sometimes stalk and eat each other. If a wereshark spreads its curse, it’s likely because the lycanthrope made a mistake and let potential prey get away.  \n**Voracious Appetites.** Weresharks are savage predators who, driven by voracious appetites, devour anything they come across. Aggressive in all forms, weresharks prefer to spend their time beneath the waves, hunting fish, seals, and other prey. They have no qualms about attacking humanoids or boats, particularly fishing vessels, which contain even more food for the lycanthrope to consume.  \n**Obsessed Predators.** Weresharks become obsessed with prey that gets away from them. A wereshark can stalk an individual through the seas and over land for months, leaving a path of destruction behind it, just to get a taste of what it missed.",
            "name": "Wereshark",
            "size": "Large",
            "type": "Humanoid",
            "subtype": "human, shapechanger",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 11,
            "armor_desc": "in humanoid form, 12 (natural armor) in shark and hybrid form",
            "hit_points": 90,
            "hit_dice": "12d8+36",
            "speed": {
                "walk": 30
            },
            "strength": 19,
            "dexterity": 13,
            "constitution": 17,
            "intelligence": 11,
            "wisdom": 12,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "perception": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "condition_immunities": "",
            "senses": "blindsight 30 ft. (shark and hybrid form only), passive Perception 14",
            "languages": "Common (can’t speak in shark form)",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "In humanoid or hybrid form, the wereshark makes three trident attacks."
                },
                {
                    "name": "Bite (Shark or Hybrid Form Only)",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with wereshark lycanthropy.",
                    "attack_bonus": 7,
                    "damage_dice": "2d10+4"
                },
                {
                    "name": "Trident (Humanoid or Hybrid Form Only)",
                    "desc": "Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack.",
                    "attack_bonus": 7,
                    "damage_dice": "1d6+4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Blood Frenzy",
                    "desc": "The wereshark has advantage on melee attack rolls against any creature that doesn't have all its hp."
                },
                {
                    "name": "Hold Breath (Hybrid Form Only)",
                    "desc": "While out of water, the wereshark can hold its breath for 1 hour."
                },
                {
                    "name": "Shapechanger",
                    "desc": "The wereshark can use its action to polymorph into a Large shark-humanoid hybrid or into a Large hunter shark, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form, with the exceptions that only its shark and hybrid forms retain its swimming speed, and its shark form doesn't retain its walking speed. Any equipment it is wearing or carrying isn't transformed. The wereshark reverts to its true form if it dies."
                },
                {
                    "name": "Water Breathing (Shark or Hybrid Form Only)",
                    "desc": "The wereshark can breathe only underwater."
                }
            ],
            "spell_list": [],
            "page_no": 266,
            "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_wereshark/"
        },
        {
            "slug": "werynax",
            "desc": "Resembling a giant scaled stoat with savage tusks jutting from the corners of its mouth, this monster bears a set of diaphanous, mothlike wings that radiate all the colors of the spectrum._  \n**Eaters of Magical Energy.** The werynax is a fearsome predator that supplements its diet with magical energy from the natural world, occasionally disrupting plant growth rates, water cycles, and weather patterns. Fortunately, werynax are solitary creatures, though female werynax are fiercely protective of their young and may have a litter of up to a dozen offspring. Most werynax live in forests and grasslands.  \n**Strange Habits.** Why and how werynax feed on the magical energy of the natural world has baffled sages and scholars throughout the centuries, though it is clear that the energy werynax consume grants them their magical abilities. Some sages point to magical experimentation on the part of an insane lich or fey lord, while others lay the blame at the feet of the gods, believing the werynax to be some form of divine punishment for misusing the land. Many druids, however, speculate the werynax is an integral part of the natural order—just as death and decay are part of the life cycle, so too is the werynax part of the land’s natural cycle.",
            "name": "Werynax",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 114,
            "hit_dice": "12d10+48",
            "speed": {
                "fly": 60,
                "walk": 30
            },
            "strength": 18,
            "dexterity": 16,
            "constitution": 18,
            "intelligence": 10,
            "wisdom": 15,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "athletics": 7,
                "perception": 5,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "force",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 15",
            "languages": "understands Common but can’t speak",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The werynax makes three attacks: one with its bite and two with its claws."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "1d10+4"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "1d6+4"
                },
                {
                    "name": "Arcane Bombardment (Recharge 6)",
                    "desc": "The werynax unleashes an explosion of multicolored arcane energy from its outstretched wings. Each creature within 20 feet of the werynax must make a DC 15 Dexterity saving throw. On a failure, a creature takes 21 (6d6) 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": "Nature's Healing (2/Day)",
                    "desc": "The werynax taps into the power inherent in the land around it. It regains 13 (3d8) hp and is freed from any disease, poison, blindness, or deafness."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Magic Resistance",
                    "desc": "The werynax has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Pounce",
                    "desc": "If the werynax moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the werynax can make one bite attack against it as a bonus action."
                }
            ],
            "spell_list": [],
            "page_no": 367,
            "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_werynax/"
        },
        {
            "slug": "wicked-skull",
            "desc": "This skull chatters eerily, gently rocking as it comes to life. It calls out a warning in a hauntingly musical voice._  \n**Origins Unknown.** The origin of these shape-changing monstrosities is unknown, but they have come to be named “wicked skulls” after the form they favor most. Some scholars suggest that they took inspiration from the undead horrors known as Open Game License",
            "name": "Wicked Skull",
            "size": "Tiny",
            "type": "Monstrosity",
            "subtype": "shapechanger",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 13,
            "armor_desc": null,
            "hit_points": 7,
            "hit_dice": "2d4+2",
            "speed": {
                "walk": 30
            },
            "strength": 6,
            "dexterity": 16,
            "constitution": 13,
            "intelligence": 11,
            "wisdom": 12,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "deception": 4,
                "insight": 3,
                "persuasion": 4,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., passive Perception 11",
            "languages": "Common",
            "challenge_rating": "1/8",
            "cr": 0.125,
            "actions": [
                {
                    "name": "Pseudopod",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d4+3"
                },
                {
                    "name": "Petty Mockery",
                    "desc": "The wicked skull unleashes a string of insults laced with subtle enchantments at a creature it can see within 60 feet. If the target can hear the wicked skull (though it does not have to understand it), the target must succeed on a DC 11 Wisdom saving throw or have disadvantage on the next attack roll it makes before the end of its next turn."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "False Appearance (Object Form Only)",
                    "desc": "While the wicked skull remains motionless, it is indistinguishable from an ordinary object."
                },
                {
                    "name": "Jokester",
                    "desc": "The wicked skull has advantage on a Charisma (Deception) or Charisma (Persuasion) check if it includes mockery or a joke or riddle as part of the check."
                },
                {
                    "name": "Shapechanger",
                    "desc": "The wicked skull can use its action to polymorph into a Tiny object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."
                }
            ],
            "spell_list": [],
            "page_no": 368,
            "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_wicked-skull/"
        },
        {
            "slug": "willowhaunt",
            "desc": "The ghostly image of a healthy willow overlays a smaller tree composed of bones. Piles of bones litter the ground at its base._  \n**Death Tree.** When victims of murder or other violent deaths die in view of an otherwise healthy willow tree, their spirits flock to the tree. This destroys the willow and causes it to return as a mockery of a living tree. The willowhaunt projects an image of its former appearance to put creatures at ease, at least long enough to convince them to approach.  \n**Thirst for Blood.** Willowhaunts thrive best in blood-soaked soil. They incite murderousness in those who come near by telepathically whispering conspiracies about a creature’s allies. The willowhaunts encourage their victims to make small sacrifices to the willows, ensuring the willowhaunt’s soil remains bloody.  \n**Attractive to Death Cults.** Swamp-based death cults cherish the discovery of a willowhaunt and sacrifice victims to create a grove of willowhaunts. Perversely, a willowhaunt prefers blood shed by unwilling creatures, and it demands the cultists bring victims it can force into a fight.  \n**Undead Nature.** The willowhaunt doesn’t require air, food, drink, or sleep.",
            "name": "Willowhaunt",
            "size": "Huge",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 90,
            "hit_dice": "12d12+12",
            "speed": {
                "walk": 20
            },
            "strength": 17,
            "dexterity": 10,
            "constitution": 12,
            "intelligence": 9,
            "wisdom": 14,
            "charisma": 19,
            "strength_save": 6,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 7,
            "perception": null,
            "skills": {
                "insight": 5,
                "intimidation": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "lightning; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, poisoned",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "understands Common but can’t speak, telepathy 60 ft.",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The willowhaunt makes two slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 9 (1d12 + 3) bludgeoning damage plus 7 (2d6) necrotic damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d12+3"
                },
                {
                    "name": "Provoke Murder",
                    "desc": "The willowhaunt chooses up to two creatures it can see within 30 feet of it. Each target must succeed on a DC 15 Wisdom saving throw or be overcome with murderous intent for 1 minute. While overcome with murderous intent, a creature has advantage on melee attack rolls and is compelled to kill creatures within 30 feet of the willowhaunt. The creature is unable to distinguish friend from foe and must attack the nearest creature other than the willowhaunt each turn. If no other creature is near enough to move to and attack, it stalks off in a random direction, seeking a new target to drag within 30 feet of the willowhaunt. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                },
                {
                    "name": "Whispers of Madness (Recharge 5-6)",
                    "desc": "The willowhaunt whispers in the minds of nearby creatures. Each creature of the willowhaunt's choice within 30 feet of it must make a DC 15 Wisdom saving throw. On a failure, a creature takes 18 (4d8) psychic damage and is afflicted with short term madness. On a success, a creature takes half the damage and isn't afflicted with madness. If a saving throw fails by 5 or more, the creature is afflicted with long term madness instead. A creature afflicted with madness caused by the willowhaunt's whispers has disadvantage on its saving throw against the Willowhaunt's Provoke Murder."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Living Projection",
                    "desc": "The willowhaunt's skeletal form is covered with a magical illusion that makes it look like a living willow tree. The willowhaunt can use a bonus action to dismiss this illusion until the end of its next turn.\n\nThe changes wrought by this illusion fail to hold up to physical inspection. For example, the willowhaunt's trunk appears to be made of bark, but someone touching it would feel the tree's polished bones. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern the willowhaunt's true appearance."
                }
            ],
            "spell_list": [],
            "page_no": 369,
            "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_willowhaunt/"
        },
        {
            "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": "winterghast",
            "desc": "This blue-skinned corpse, covered in frosty patches with a ridge of icicles down its spine, lumbers forward._  \n**Eater of Frozen Corpses.** While most types of ghouls prefer freshly killed meat, winterghasts enjoy flesh afflicted with frostbite or gangrene. Since the opportunity for meals is diminished in less populated tundra, winterghasts are careful to avoid spawning additional winterghasts through the disease they inflict. This outlook also prevents winterghasts from gathering in large numbers, but they sometimes form clans for mutual protection and to keep other winterghasts from hunting in their territories. When times become lean, these clans often tear each other apart through infighting, and the survivors scatter to hunt in solitude.  \n**Scorned by Darakhul.** Even from their underground kingdoms, Open Game License",
            "name": "Winterghast",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 13,
            "armor_desc": null,
            "hit_points": 78,
            "hit_dice": "12d8+24",
            "speed": {
                "walk": 30
            },
            "strength": 16,
            "dexterity": 17,
            "constitution": 15,
            "intelligence": 10,
            "wisdom": 13,
            "charisma": 9,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "stealth": 5
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "necrotic",
            "damage_immunities": "cold, poison",
            "condition_immunities": "charmed, exhaustion, poisoned",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Common",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The winterghast makes two attacks: one with its bite and one with its claw or two with its claws."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) cold damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or contract the creeping cold disease (see the Creeping Cold trait).",
                    "attack_bonus": 5,
                    "damage_dice": "1d8+3"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                    "attack_bonus": 5,
                    "damage_dice": "2d6+3"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Creeping Cold",
                    "desc": "A creature that fails its saving throw against the winterghast's bite attack becomes infected with the creeping cold disease. At the end of each long rest, the infected creature must succeed on a DC 13 Constitution saving throw each day or take 9 (2d8) cold damage and 5 (2d4) necrotic damage and suffer one level of exhaustion if the creature has no levels of exhaustion. The target's hp maximum is reduced by an amount equal to the necrotic damage taken. The exhaustion and hp maximum reduction last until the target finishes a long rest after the disease is cured. If the disease reduces the creature's hp maximum to 0, the creature dies, and it rises as a winterghast 1d4 hours later. A creature that succeeds on two saving throws against the diseases recovers from it. Alternatively, the disease can be removed by the lesser restoration spell or similar magic."
                },
                {
                    "name": "Hidden Stench",
                    "desc": "Fire damage melts some of the ice covering the winterghast, unleashing its horrific stench. Each creature within 20 feet of the winterghast when it takes fire damage must succeed on a DC 12 Constitution saving throw or be poisoned until the end of its next turn."
                }
            ],
            "spell_list": [],
            "page_no": 371,
            "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_winterghast/"
        },
        {
            "slug": "wintergrim",
            "desc": "This squat creature is covered in furs, making it almost as wide as it is tall. A large nose pokes through the furs, and its gentle eyes shine._  \n**Spirit of Hospitality.** Wintergrims are solitary fey who build their homes in remote locations. When they are alone, they spend much of their time traversing the territory surrounding their homes, watchful for creatures in dire straits or in need of shelter. Wintergrims offer assistance and lodging to travelers they encounter and jump to the rescue for those in immediate peril. They readily share the furs in which they bundle themselves and are often laden with warm soups and beverages they share with visitors suffering from the elements.  \n**Inscrutable Rules.** A wintergrim’s hospitality has limits, as each wintergrim has a unique set of behaviors it holds taboo within the confines of its home. Breaking its rules is so abhorrent to a wintergrim, it dares not even discuss the things it forbids. The rules range from the seemingly innocuous—such as leaving one’s boots on when entering a wintergrim’s home—to common societal norms—such as not attacking or killing another guest. Discovering a wintergrim’s proscribed behavior is difficult, since the wintergrim ignores transgressions outside its home, perhaps giving a cryptic warning that it wouldn’t tolerate the same in its domicile. Mere discussion about its rules may also provoke the fey.  \nWhatever the case, wintergrims demand rulebreakers leave their premises at once, resorting to pummeling those who fail to comply.  \n**Competent Woodsfolk.** As loners with occasional guests, wintergrims are necessarily self-sustaining. They are omnivorous, and they grow gardens, set traps, and hunt for their food. Though they are inured to cold temperatures, they enjoy having a house in which they can reside and share their hospitality. They are adept with the axes they wield to chop down trees for their homes and fires, but they are careful not to overharvest wood. Other than when they hunt, they rarely use their axes as weapons. They prefer to punch their opponents in the hope they can drive their foes away, resorting to their axes only in desperate situations.",
            "name": "Wintergrim",
            "size": "Small",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "chaotic good",
            "armor_class": 13,
            "armor_desc": "hide armor",
            "hit_points": 26,
            "hit_dice": "4d6+12",
            "speed": {
                "walk": 30
            },
            "strength": 19,
            "dexterity": 12,
            "constitution": 17,
            "intelligence": 12,
            "wisdom": 16,
            "charisma": 11,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "insight": 5,
                "nature": 3,
                "persuasion": 2,
                "survival": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold",
            "damage_immunities": "",
            "condition_immunities": "charmed",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Common, Sylvan",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Fist",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d4+4"
                },
                {
                    "name": "Handaxe",
                    "desc": "Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) slashing damage, or 8 (1d8 + 4) slashing damage if used with two hands to make a melee attack.",
                    "attack_bonus": 6,
                    "damage_dice": "1d6+4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Unique Rules",
                    "desc": "If a creature breaks one of the wintergrim's rules of conduct, it becomes enraged. The wintergrim has advantage on Charisma (Intimidation) checks and attack rolls against the offending creature. An offending creature that succeeds on a DC 14 Charisma (Persuasion) check can calm the enraged wintergrim. If the offending creature has damaged the wintergrim in the last hour, it has disadvantage on this check. A creature that succeeds on a DC 12 Intelligence (Investigation) or Wisdom (Insight) check can determine the wintergrim's rules before enraging it."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The wintergrim's innate spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells, requiring no material components.\n3/day each: goodberry, speak with animals\n1/day each: lesser restoration, protection from poison"
                }
            ],
            "spell_list": [],
            "page_no": 372,
            "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_wintergrim/"
        },
        {
            "slug": "woe-siphon",
            "desc": "This flabby creature squints with beady eyes, licks its lips, and places a bone-white hand to the gaping hole punched through its chest._  \n**Miserable Visage.** Woe siphons are a sad sight when compared to their beautiful and terrible fey brethren. They appear as misshapen humanoids with translucent, glossy skin. All woe siphons possess a through-and-through hole in the chest where their heart should be. When underfed, this hole appears ragged and torn, like a fresh wound. When well-fed, a fragile layer of skin forms over the gap.  \n**Pain Gorger.** Woe siphons feed on negative emotions. To sustain themselves, many migrate to places where sentient creatures suffer in vast numbers or where historical suffering took place, such as mass graves or ancient battlefields. Particularly deadly or dangerous underground locales are common hunting grounds of the hungry woe siphon. Once inside such a place, a woe siphon inflicts suffering on any who cross its path. A favorite tactic involves invisibly stalking adventuring parties to torment their victims for as long as possible before attacking outright.",
            "name": "Woe Siphon",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 45,
            "hit_dice": "6d8+18",
            "speed": {
                "walk": 30
            },
            "strength": 18,
            "dexterity": 17,
            "constitution": 16,
            "intelligence": 5,
            "wisdom": 12,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "",
            "condition_immunities": "charmed, frightened, exhaustion",
            "senses": "darkvision 120 ft., passive Perception 11",
            "languages": "Common, Sylvan",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Siphoning Fist",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 5 (2d4) psychic damage. The target must succeed on a DC 13 Charisma saving throw or its hp maximum is reduced by an amount equal to the psychic damage taken. The woe siphon regains hp equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0.",
                    "attack_bonus": 6,
                    "damage_dice": "1d6+4"
                },
                {
                    "name": "Cause Despair",
                    "desc": "The woe siphon can overwhelm a creature with intense feelings of inadequacy. One creature the woe siphon can see within 60 feet of it must succeed on a DC 13 Charisma saving throw or become overwhelmed with despair for 1 minute. A creature overwhelmed with despair has disadvantage on ability checks and attack rolls. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this woe siphon's Cause Despair for the next 24 hours."
                },
                {
                    "name": "Invisibility",
                    "desc": "The woe siphon magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the woe siphon wears or carries is invisible with it."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Detect Sentience",
                    "desc": "The woe siphon can magically sense the presence of creatures with an Intelligence of 5 or higher up to 1 mile away. It knows the general direction to the creatures but not their exact locations."
                }
            ],
            "spell_list": [],
            "page_no": 373,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_woe-siphon/"
        },
        {
            "slug": "wood-ward",
            "desc": "This human-shaped amalgam of wood, leather, and forest debris lumbers forward on uneven legs._  \nIn remote villages plagued by evil spirits, locals erect wood and straw people to ward against the spirits in much the same way farmers use similar figures to ward against crows.  \n**Animated Protectors.** When great danger threatens the village, ancient rituals that are passed from generation to generation can be invoked to awaken the wards to defend the village. Wood wards aren’t awakened lightly, however, as the villagers rarely possess the rituals to return the wards to their slumber.  \n**Implements of Terror.** Unknown to most villages that possess them, wood wards were originally created by evil druids to sow terror in logging villages that were encroaching on the forest. The druids circulated wards around these villages, spreading rumors of their protective capabilities. Most of the druids succumbed to age, heroes, or other forces before getting the chance to enact their schemes, and the villages continued on with wards that did exactly as rumored. Some druid circles still possess the knowledge for awakening the true nature of the wood wards, and stories have surfaced of villages in the darkest depths of the forest going silent, possessing nothing but empty houses and a wall of silent wood wards.  \n**Construct Nature.** A wood ward doesn’t require air, food, drink, or sleep.",
            "name": "Wood Ward",
            "size": "Medium",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 19,
            "hit_dice": "2d10+8",
            "speed": {
                "walk": 30
            },
            "strength": 11,
            "dexterity": 12,
            "constitution": 18,
            "intelligence": 3,
            "wisdom": 12,
            "charisma": 1,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "fire",
            "damage_resistances": "",
            "damage_immunities": "poison, psychic, bludgeoning, piercing and slashing from nonmagical attacks not made with adamantine weapons",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "understands the languages of its creator but can’t speak",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The wood ward makes two slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft. one target. Hit: 3 (1d4 + 1) bludgeoning damage.",
                    "attack_bonus": 3,
                    "damage_dice": "1d4+1"
                },
                {
                    "name": "Horror Gaze (1/Day)",
                    "desc": "The wood ward's eye sockets release an eerie glow in a 30-foot cone. Each creature in the area must succeed on a DC 10 Charisma 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 creature's saving throw is successful or the effect ends for it, the creature is immune to the wood ward's Horror Gaze for the next 24 hours."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Immutable Form",
                    "desc": "The wood ward is immune to any spell or effect that would alter its form."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The wood ward has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 374,
            "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_wood-ward/"
        },
        {
            "slug": "wraith-bear",
            "desc": "The black, spectral form of an enormous bear with burning red eyes lets loose a bone-chilling roar._  \n**Corrupted Spirits.** Bear spirits are believed to be the spirits of ancestral warriors and guardians that take on the form of a bear to aid their descendants. Necromancers and dark shamans know magic that twists the mind of these spirits, causing them to feel anger and malice toward the family they once protected. These wraith bears hunt and murder their descendants, listening to no other commands until they have murdered what remains of their family. When this mission is complete, the wraith bear returns to its corruptor, following orders loyally.  \n**Forest Haunters.** If a wraith bear’s corruptor dies and the creature has no family left to hunt, it retreats to the forest. There the bear wanders, its hatred for all life a festering madness that drives it to violence. The wraith bear’s mere presence begins to kill nearby plant life, and it attacks any living creature it finds.  \n**Restored by Archfey.** A wraith bear can be reinstated as a bear spirit by the touch of a fey lord or lady. Finding a fey lord or lady is difficult enough, but convincing it to take on such a task usually involves paying a heavy price.  \n**Undead Nature.** A wraith bear doesn’t require air, food, drink, or sleep.",
            "name": "Wraith Bear",
            "size": "Large",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 13,
            "armor_desc": null,
            "hit_points": 133,
            "hit_dice": "14d10+56",
            "speed": {
                "walk": 0,
                "hover": true,
                "fly": 60
            },
            "strength": 18,
            "dexterity": 16,
            "constitution": 18,
            "intelligence": 10,
            "wisdom": 16,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 7,
            "skills": {
                "perception": 7,
                "survival": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "darkvision 60 ft., passive Perception 17",
            "languages": "the languages it knew in life",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Life Drain",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 31 (6d8 + 4) necrotic damage. The target must succeed on a DC 16 Constitution saving throw or its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0.",
                    "attack_bonus": 8,
                    "damage_dice": "6d8+4"
                },
                {
                    "name": "Baleful Roar (Recharge 6)",
                    "desc": "The bear lets out a supernatural roar in a 30-foot cone. Each creature in that area that can hear the bear must make a DC 15 Wisdom saving throw. On a failure, a creature is incapacitated for 1 minute. On a success, a creature is frightened until the end of its next turn. An incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Detect Relatives",
                    "desc": "The wraith bear knows the direction to its nearest living relative on the same plane, but not the relative's exact location."
                },
                {
                    "name": "Draining Regeneration",
                    "desc": "The wraith bear regains 10 hp at the start of its turn if it has at least 1 hp and there are living plants within 5 feet of it. When the wraith bear regains hp, all plant life within 5 feet of it dies, and it can't regain hp from those same plants again."
                },
                {
                    "name": "Incorporeal Movement",
                    "desc": "The wraith bear 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": 375,
            "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_wraith-bear/"
        },
        {
            "slug": "xing-tian",
            "desc": "This headless brute has two eyes in its chest and a mouth in its belly._  \n**Descendants of a Fallen God.** All xing tian descend from a god of the same name who challenged the eldest deities and lost. As punishment, his head was removed, but he simply grew eyes and a mouth on his chest and continued to fight.  \n**Fearless Warriors.** The xing tian, known by locals as “headless giants,” live on the fringes of civilization, occasionally raiding settlements for plunder and loot. They dwell in small, isolated villages where leadership roles go to the individuals who can withstand the most pain. The most powerful xing tian wear their hideous scars with pride.  \n**Symbol of Perseverance.** The xing tian’s fortitude and regenerative properties lead many to consider them a symbol of an indomitable will and the drive to continue no matter the hardships.",
            "name": "Xing Tian",
            "size": "Huge",
            "type": "Giant",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 16,
            "armor_desc": "natural armor, shield",
            "hit_points": 168,
            "hit_dice": "16d12+64",
            "speed": {
                "walk": 40
            },
            "strength": 23,
            "dexterity": 12,
            "constitution": 18,
            "intelligence": 10,
            "wisdom": 15,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "intimidation": 6,
                "perception": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "frightened",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "Common, Giant",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The xing tian makes three attacks: one with its shield slam and two with its battleaxe. If both battleaxe attacks hit the same target, the target must succeed on a DC 16 Dexterity saving throw or take an extra 11 (2d10) piercing damage as the xing tian bites the target."
                },
                {
                    "name": "Battleaxe",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) slashing damage, or 22 (3d10 + 6) slashing damage if used with two hands.",
                    "attack_bonus": 10,
                    "damage_dice": "3d8+6"
                },
                {
                    "name": "Shield Slam",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage, and the target must succeed on a DC 16 Strength saving throw or be knocked prone.",
                    "attack_bonus": 10,
                    "damage_dice": "3d6+6"
                },
                {
                    "name": "Dance of the Unyielding",
                    "desc": "The xing tian stomps and waves its arms in a martial dance, and it regains 10 hp. Until the dance ends, the xing tian regains 10 hp at the start of each of its turns and melee attack rolls against the xing tian have disadvantage. It must take a bonus action on its subsequent turns to continue dancing. It can stop dancing at any time. The dance ends if the xing tian is incapacitated."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Indomitable",
                    "desc": "Any spell or effect that would make the xing tian paralyzed, restrained, or stunned ends at the end of the xing tian's next turn, regardless of the spell or effect's normal duration."
                },
                {
                    "name": "Sure-Footed",
                    "desc": "The xing tian has advantage on Strength and Dexterity saving throws made against effects that would knock it prone."
                }
            ],
            "spell_list": [],
            "page_no": 376,
            "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_xing-tian/"
        },
        {
            "slug": "yaojing",
            "desc": "This long-nosed, fox-like humanoid gestures silently with a smile on its lips and a twinkle in its eyes._  \nYaojing find peace traveling the wilds and quietly helping homesteaders and other travelers. They appear to be wiry redheaded men in light clothing. Their features are a mix of human and fox with a long nose, weak chin, and clever eyes.  \n**Silent Servitors.** Before they arrive on the Material Plane, yaojing take a vow of silence. Their vow precludes them from using their telepathy or voice to communicate with mortals. If a yaojing under vow is forced to communicate with more than sign or body language, it must retire to its planar home to live in silent contemplation for 108 years before it can once again travel the Material.  \n**Charlatan Haters.** Yaojing hate nothing so much as those who would use a mortal’s faith in the gods against them. When yaojing encounter such shysters in their travels, they work tirelessly to bring the charlatans to justice and remove the blight such creatures represent. Yaojing prefer to turn the charlatans over to local authorities for punishment appropriate to the laws of the land they are traveling, but they take on the role of judge when representatives of the law are absent.  \n**Mountain Mystics.** Some yaojing take up a monastic life. They build shrines on mountaintops where they silently teach their small congregations of adherents the joys of a quiet life of service and contemplation. They also teach their disciples how to avoid being fooled by charlatans and that harmonious societies must be free of such liars.",
            "name": "Yaojing",
            "size": "Medium",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "neutral good",
            "armor_class": 15,
            "armor_desc": null,
            "hit_points": 202,
            "hit_dice": "27d8+81",
            "speed": {
                "walk": 40
            },
            "strength": 14,
            "dexterity": 21,
            "constitution": 16,
            "intelligence": 16,
            "wisdom": 18,
            "charisma": 21,
            "strength_save": null,
            "dexterity_save": 10,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 9,
            "charisma_save": 10,
            "perception": 9,
            "skills": {
                "insight": 9,
                "perception": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "radiant; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "charmed, deafened, exhaustion, frightened",
            "senses": "truesight 60 ft., passive Perception 19",
            "languages": "all, telepathy 120 ft.",
            "challenge_rating": "15",
            "cr": 15.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The yaojing uses Blasphemer's Bane. It then makes three attacks."
                },
                {
                    "name": "Sacred Fist",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage and 13 (3d8) radiant damage.",
                    "attack_bonus": 10,
                    "damage_dice": "2d8+5"
                },
                {
                    "name": "Sacred Bolt",
                    "desc": "Ranged Spell Attack: +10 to hit, range 60 ft., one target. Hit: 22 (5d8) radiant damage.",
                    "attack_bonus": 10,
                    "damage_dice": "5d8"
                },
                {
                    "name": "Blasphemer's Bane",
                    "desc": "The yaojing makes a ward of censure against a creature it can see within 30 feet of it. The target must succeed on a DC 18 Wisdom saving throw or be unable to cast spells or maintain concentration on spells until the beginning of the yaojing's next turn."
                },
                {
                    "name": "Radiant Spin (Recharge 5-6)",
                    "desc": "The yaojing performs a spinning kick brimming with radiant energy. Each creature within 10 feet of the yaojing must make a DC 18 Dexterity saving throw. On a failure, a creature takes 22 (5d8) bludgeoning damage and 22 (5d8) radiant damage and is pushed up to 10 feet away from the yaojing. On a success, a creature takes half the damage and isn't pushed."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Charlatan's Bane",
                    "desc": "The yaojing knows if it hears a lie, and it has advantage on Wisdom (Insight) checks to determine if a creature is attempting to deceive it."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The yaojing has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The yaojing's weapon attacks are magical."
                },
                {
                    "name": "Motion Blur",
                    "desc": "If the yaojing moves at least 10 feet on its turn, attack rolls against it have disadvantage until the start of its next turn."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The yaojing's innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no verbal or material components.\nAt will: detect evil and good, silence\n3/day each: beacon of hope, bestow curse\n1/day each: death ward, dispel evil and good"
                }
            ],
            "spell_list": [],
            "page_no": 377,
            "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_yaojing/"
        },
        {
            "slug": "yathon",
            "desc": "This large, bestial-looking creature is dark gray, with powerful muscles, long arms, sharp claws at the end of five-digit fingers, fine, short fur, and enormous, bat-like wings. Its face is an odd combination of orc and bat. Its brows are heavy, its nose is a snout, and its mouth is full of sharp teeth. Its ears are tall and pointed._  \n**Distantly Related to Orcs.** Yathon seem to have just as much in common with bats as they have with orcs. Their species is a seemingly perfect melding of the two, as they have the power and ferocity of the orc but the communal nature, flying, and sonic perception of a bat. It is unknown if they are the product of some mad wizard’s experiment or if they are simply cousins of orcs.  \n**Communal.** Yathon live in communities of ten to twenty. They are brutal and tribal in nature, and they fight ferociously. Yathon often capture prey in their claws, carry it into the air, and drop it from great heights. Despite their primitive tactics, they have a minor precognition that aids them in battle. This precognition seems to be driven by instinct as much as anything else, but many believe it was a gift from some god.",
            "name": "Yathon",
            "size": "Large",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 152,
            "hit_dice": "16d10+64",
            "speed": {
                "fly": 60,
                "walk": 30
            },
            "strength": 21,
            "dexterity": 15,
            "constitution": 18,
            "intelligence": 10,
            "wisdom": 16,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "blindsight 120 ft. (blind beyond this radius), passive Perception 13",
            "languages": "Common, Orc",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The yathon makes two attacks. If it hits a Medium or smaller creature with two claw attacks, the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, the yathon can automatically hit the target with its claws, and the yathon can't make claw attacks against other targets."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft. or range 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d8+5"
                },
                {
                    "name": "Greatsword",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) slashing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "4d6+5"
                },
                {
                    "name": "Longbow",
                    "desc": "Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 150/600 ft., one target. Hit: 15 (2d8 + 2) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "2d8+2"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Precognition (Recharge 6)",
                    "desc": "The yathon catches a glimpse of an attack just before it lands, giving it time to react. When a creature the yathon can see hits it with a melee attack, the attacker has disadvantage on the attack roll. Alternatively, when the yathon misses with a melee weapon attack, it can reroll the attack roll with advantage."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Echolocation",
                    "desc": "The yathon can't use its blindsight while deafened."
                }
            ],
            "spell_list": [],
            "page_no": 378,
            "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_yathon/"
        },
        {
            "slug": "yavalnoi",
            "desc": "Rising up from the seafloor is a nightmarish creature resembling an obese mermaid with a wide, fluked tail, claws, and a humanoid head with a fish-like mouth and large, saucer-like, yellow eyes. An organ like the anchor of a boat emerges from its brow, shedding a pale blue light that glimmers off its iridescent crimson scales._  \n**Monster Creator.** Yavalnois are wicked aberrations capable of procreating with almost any creature from the sea, be it a Open Game License",
            "name": "Yavalnoi",
            "size": "Large",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 126,
            "hit_dice": "12d10+60",
            "speed": {
                "walk": 10,
                "swim": 40
            },
            "strength": 17,
            "dexterity": 14,
            "constitution": 20,
            "intelligence": 12,
            "wisdom": 16,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "perception": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 90 ft., passive Perception 16",
            "languages": "Aquan, Primordial",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The yavalnoi makes three attacks: one with its bite, one with its claw, and one with its tail."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d10+3"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d8+3"
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d6+3"
                },
                {
                    "name": "Luminous Burst (Recharge 5-6)",
                    "desc": "The anchor-shaped organ atop the yavalnoi's head emits a burst of blue light. Each hostile creature within 30 feet of the yavalnoi must succeed on a DC 15 Wisdom saving throw or be outlined in blue light for 1 minute. While outlined in blue light, a creature can't breathe underwater. This effect dispels spells such as water breathing and temporarily suppresses water breathing granted through magic items or a creature's natural physiology. In addition, the yavalnoi and creatures friendly to the yavalnoi have advantage on attack rolls against creatures outlined in blue light. A creature outlined in blue light can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                },
                {
                    "name": "Call of the Deep (1/Day)",
                    "desc": "The yavalnoi magically calls 2d4 giant crabs or 1 giant octopus. The called creatures arrive in 1d4 rounds, acting as allies of the yavalnoi and obeying its spoken commands. The beasts remain for 1 hour, until the yavalnoi dies, or until the yavalnoi dismisses them as a bonus action."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Water Breathing",
                    "desc": "The yavalnoi can breathe only underwater."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The yavalnoi's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components.\nAt will: ray of enfeeblement, silent image\n3/day: control water, slow"
                }
            ],
            "spell_list": [],
            "page_no": 379,
            "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_yavalnoi/"
        },
        {
            "slug": "young-blue-dragon-zombie",
            "desc": "",
            "name": "Young Blue Dragon Zombie",
            "size": "Large",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 152,
            "hit_dice": "16d10+64",
            "speed": {
                "walk": 30,
                "fly": 70,
                "burrow": 10
            },
            "strength": 21,
            "dexterity": 6,
            "constitution": 19,
            "intelligence": 3,
            "wisdom": 8,
            "charisma": 5,
            "strength_save": null,
            "dexterity_save": 2,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": 3,
            "charisma_save": 1,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "lightning, poison",
            "condition_immunities": "poisoned",
            "senses": "blindsight 30 ft., darkvision 120 ft., passive Perception 9",
            "languages": "understands the languages it knew in life but can’t speak",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon zombie makes three attacks: one with its bite and two with its claws."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 5 (1d10) necrotic damage.",
                    "attack_bonus": 9,
                    "damage_dice": "2d10+5"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.",
                    "attack_bonus": 9,
                    "damage_dice": "2d6+5"
                },
                {
                    "name": "Rotting Breath (Recharge 5-6)",
                    "desc": "The dragon zombie exhales rotting breath in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (10d10) necrotic damage on a failed save, or half as much damage on a successful one. A humanoid reduced to 0 hp by this damage dies, and it rises as a zombie and acts immediately after the dragon zombie in the initiative count. The new zombie is under the control of the creature controlling the dragon zombie."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Undead Fortitude",
                    "desc": "If damage reduces the zombie to 0 hp, 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 zombie drops to 1 hp instead."
                }
            ],
            "spell_list": [],
            "page_no": 180,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_young-blue-dragon-zombie/"
        },
        {
            "slug": "young-boreal-dragon",
            "desc": "Covered in a mix of hard, blue-white scales and patches of silvery-blue fur, this dragon radiates a savage belligerence. Its amber eyes gleam with primal fury as it stretches its wings, sending a shower of burning sparks sizzling onto the ground._  \n**Paradoxical Predators.** Boreal dragons inhabit the arctic and alpine places of the world, from snow-capped conifer forests and frigid mountain peaks to flat, icy plains and polar seas. Unlike white or silver dragons, however, boreal dragons are not creatures of cold but rather of heat and flames. Their breath is filled with burning embers, and their preferred lairs contain some sort of natural heat source. While this contradiction has puzzled many scholars of draconic lore, boreal dragons are unconcerned about such trivial matters and are likely to devour any sage or wizard impertinent enough to question their choice of habitat.  \n**Dragons of Rage.** Boreal dragons are among the most straightforward of all true dragons, driven by simple necessities like hunting and mating. They hate most other dragons with a passion and war constantly with those that share their arctic homeland, driving off or killing any dragons they encounter. Boreal dragons are truculent creatures and love nothing better than getting into a fight; however, they do not target defenseless creatures or those far weaker than themselves unless they are hunting for food. Because they respect strength above all else, a creature can gain a boreal dragon’s admiration through acts of intense bravery or slaughter. In particular, the dragons are fond of large arctic predators, such as Open Game License",
            "name": "Young Boreal Dragon",
            "size": "Large",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 142,
            "hit_dice": "15d10+60",
            "speed": {
                "fly": 80,
                "walk": 40,
                "swim": 30
            },
            "strength": 21,
            "dexterity": 10,
            "constitution": 19,
            "intelligence": 13,
            "wisdom": 15,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": 3,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": 5,
            "perception": 8,
            "skills": {
                "athletics": 8,
                "perception": 8,
                "stealth": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold",
            "damage_immunities": "fire",
            "condition_immunities": "",
            "senses": "blindsight 30 ft., darkvision 120 ft., passive Perception 18",
            "languages": "Draconic, Giant",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon makes three attacks: one with its bite and two with its claws."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d10+5"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d6+5"
                },
                {
                    "name": "Cinder Breath (Recharge 5-6)",
                    "desc": "The dragon exhales a 30-foot cone of superheated air filled with white-hot embers. Each creature in that area must make a DC 15 Dexterity saving throw, taking 33 (6d10) fire damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 112,
            "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_young-boreal-dragon/"
        },
        {
            "slug": "young-imperial-dragon",
            "desc": "The long, serpentine dragon is wingless and possesses shimmering, opalescent scales. Its appearance is at once both serene and majestic._  \n**Dragons of the Spirit World.** Imperial dragons are tied to the world of celestials, fiends, and spirits. They freely parley with such creatures for knowledge about the outer planes or the fundamental mysteries of the universe. Some of the most powerful imperial dragons even become the servants of the gods in exchange for wisdom, acting as intermediaries between the divine and mortal realms.  \n**Colorful and Magical.** Imperial dragons are capable of changing their colors and forms. They are typically a rich, golden-yellow, but azure-, jade-, and vermillion-colored dragons are not unheard of, and even white and black imperial dragons have been reported. A magical organ in their skulls gives them the ability to fly without the aid of wings, and they are often hunted for this organ, which is rumored to grant eternal life if consumed.  \n**Masters of Wind and Rain.** Imperial dragons are creatures of wind and water, and the eldest of their kind exhibit mastery of these elements. They love the seas where they make their homes and sometimes act as guardians for sacred sites or temples near or beneath the waves. This often puts them in conflict with militant aquatic races like the Open Game License",
            "name": "Young Imperial Dragon",
            "size": "Large",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 210,
            "hit_dice": "20d10+100",
            "speed": {
                "swim": 40,
                "walk": 40,
                "fly": 80
            },
            "strength": 23,
            "dexterity": 12,
            "constitution": 21,
            "intelligence": 16,
            "wisdom": 14,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": 5,
            "constitution_save": 9,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": 7,
            "perception": 10,
            "skills": {
                "insight": 6,
                "perception": 10,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "lightning, thunder",
            "condition_immunities": "",
            "senses": "blindsight 30 ft., darkvision 120 ft., passive Perception 20",
            "languages": "Common, Draconic",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon makes three attacks: one with its bite and two with its claws."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.",
                    "attack_bonus": 10,
                    "damage_dice": "2d10+6"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.",
                    "attack_bonus": 10,
                    "damage_dice": "2d6+6"
                },
                {
                    "name": "Lightning Breath (Recharge 5-6)",
                    "desc": "The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 44 (8d10) lightning damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The dragon can breathe air and water."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The imperial dragon's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components.\n3/day: fog cloud\n1/day each: control water, gust of wind, stinking cloud"
                }
            ],
            "spell_list": [],
            "page_no": 117,
            "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_young-imperial-dragon/"
        },
        {
            "slug": "yowler",
            "desc": "A small house cat gently purrs and twitches its tail. Suddenly it lets loose a blood-curdling yowl as it arches its back. An illusion gives way to the true creature: a rotting undead cat with glowing green eyes, long teeth, and claws like knives._  \nYowlers are undead house pets and familiars with a score to settle and a hatred of the living.  \n**Mistreated in Life.** Many house pets and familiars have terrible masters who mistreat the animals in life. When these creatures die (often as part of the master’s mistreatment), Open Game License",
            "name": "Yowler",
            "size": "Tiny",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 12,
            "armor_desc": null,
            "hit_points": 22,
            "hit_dice": "4d4+12",
            "speed": {
                "climb": 30,
                "walk": 40
            },
            "strength": 3,
            "dexterity": 15,
            "constitution": 16,
            "intelligence": 3,
            "wisdom": 10,
            "charisma": 5,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "perception": 2,
                "stealth": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic",
            "damage_immunities": "poison",
            "condition_immunities": "frightened, poisoned",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "—",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The yowler makes two attacks: one with its bite and one with its claws. It can use Yowl in place of a bite attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned until the end of its next turn.",
                    "attack_bonus": 4,
                    "damage_dice": "1d4+2"
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d6+2"
                },
                {
                    "name": "Yowl",
                    "desc": "The yowler lets loose a horrid scream. Each hostile creature within 30 feet of the yowler that can hear it must succeed on a DC 12 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the yowler's Yowl for the next 24 hours."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Living Projection",
                    "desc": "The yowler's undead form is constantly covered with a magical illusion that makes it look like it did in life. This effect is suppressed for 1 minute if the yowler attacks or uses Yowl.\n\nThe changes wrought by this illusion fail to hold up to physical inspection. For example, the yowler's fur appears soft and silky, but someone touching it would feel the yowler's rotten fur and exposed bones. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 15 Intelligence (Investigation) check to discern the yowler's true appearance."
                }
            ],
            "spell_list": [],
            "page_no": 380,
            "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_yowler/"
        },
        {
            "slug": "yumerai",
            "desc": "A slender creature with silvery skin moves delicately, as though unsure if the world around it is real. Star-like motes of white light dance in its black eyes._  \nA race of fey said to be born from the dreams of an ancient primeval being, yumerai walk in two worlds. Humanoid in appearance, they possess skin tones that range from pale silver to dark gray. Intrinsically tied to the dream world, they can use sleeping creatures as both weapons and transportation.  \n**Alien Minds.** Although yumerai spend most of their time in the waking world, they have difficulty remembering the differences between dreams and reality. This leads some to misunderstand basic laws of physics or to believe dreams events were real events.  \n**Dream Walkers.** A yumerai can enter an individual’s dreams and use those dreams as a means of transportation to another’s dreams. This process brief connects the creatures, though the yumerai tries not to make its presence known. When multiple people have the same dream, they may have had a yumerai pass through their sleeping minds.  \n**The Gift of Sleep.** For a yumerai, sleep serves as both a tool and a gift. As creatures unable to sleep or dream, the yumerai consider the ability to dream a gift that all mortals should appreciate. As they travel through mortal dreams, yumerai collect energy from the dreams and use it as a form of currency in fey realms. Fey use dream energy in much the same way mortals use paint, creating seemingly alive portraits or making illusions look, smell, sound, or taste more real.  \n**The Horror of Nightmares.** Yumerai usually look forward to the opportunity to experience new dreams. However, not all dreams are pleasant. Particularly horrifying nightmares may leave permanent mental scars on yumerai who witness them, changing them forever. These yumerai take on a sinister and sometimes sadistic personality, seeking to inflict the pain they felt through the nightmare on those around them.  \n**Dream Walker.** A yumerai doesn’t require sleep.",
            "name": "Yumerai",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 13,
            "armor_desc": null,
            "hit_points": 65,
            "hit_dice": "10d8+20",
            "speed": {
                "walk": 30
            },
            "strength": 13,
            "dexterity": 17,
            "constitution": 14,
            "intelligence": 13,
            "wisdom": 14,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "insight": 4,
                "perception": 4,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "psychic",
            "damage_immunities": "",
            "condition_immunities": "unconscious",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "all, telepathy 60 ft.",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The yumerai makes two psychic lash attacks."
                },
                {
                    "name": "Psychic Lash",
                    "desc": "Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d6) psychic damage.",
                    "attack_bonus": 5,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Somnambulism",
                    "desc": "The yumerai targets one sleeping creature it can see within 30 feet of it. The yumerai can issue simple commands to the creature, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature takes damage, receives a suicidal command, is told to move into damaging terrain, such as lava or a pit, or is grappled while carrying out the order, it can make a DC 13 Wisdom saving throw, awakening and ending the yumerai's control on a success. The yumerai can control only one sleeping creature at a time. If it takes control of another, the effect on the previous target ends."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Dream Leap",
                    "desc": "Once on its turn, the yumerai can use half its movement to step magically into the dreams of a sleeping creature within 5 feet of it. It emerges from the dreams of another sleeping creature within 1 mile of the first sleeper, appearing in an unoccupied space within 5 feet of the second sleeper. If there is no other sleeping creature within range when it uses this trait, the yumerai is stunned until the end of its next turn."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The yumerai's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:\nAt will: dancing lights, message, minor illusion\n3/day each: detect thoughts, silent image, sleep\n1/day each: confusion, major image"
                }
            ],
            "spell_list": [],
            "page_no": 381,
            "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_yumerai/"
        },
        {
            "slug": "zalikum",
            "desc": "Waves of heat shimmer around a gigantic vulturelike creature made of sand. The sand crackles with dark energy, and the creature’s eyes burn with malign intelligence._  \nAn enormous vulture forged from sand and malignant power, a zalikum is created by mages who capture souls of the damned and infuse them into the superheated sands of the desert.  \n**Abyssal Ties.** The souls infusing a zalikum are from the Abyss. A zalikum’s creator can gather these souls from the Abyss themselves, but, more often, the creator makes a deal with a demon in exchange for the souls. Unfortunately for the creator, the demon usually hands over souls that aren’t the easiest to control, leading many creators to die at the talons of their zalikums. Such destruction frees the demon from its bonds, releasing it and the zalikum into the world.  \n**Innumerable Lives.** The souls infusing the sand of the zalikum can reform it after it has been destroyed. This process consumes some of the power of the souls, forcing the zalikum to devour more souls to fuel further rebirths.  \n**Construct Nature.** A zalikum doesn’t require air, food, drink, or sleep.",
            "name": "Zalikum",
            "size": "Huge",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 103,
            "hit_dice": "9d12+45",
            "speed": {
                "walk": 20,
                "fly": 80
            },
            "strength": 19,
            "dexterity": 17,
            "constitution": 21,
            "intelligence": 8,
            "wisdom": 10,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 5,
            "perception": 3,
            "skills": {
                "perception": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "fire, necrotic, poison, psychic",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 120 ft., passive Perception 13",
            "languages": "understands the languages of its creator but can’t speak",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The zalikum makes one beak attack and one talon attack."
                },
                {
                    "name": "Beak",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 3 (1d6) fire damage and 3 (1d6) necrotic damage. If a creature is slain by this attack, its body crumbles to sand, and the zalikum stores its soul. The creature can be restored to life only if the zalikum is destroyed and can't rejuvenate (see the Rejuvenation trait).",
                    "attack_bonus": 7,
                    "damage_dice": "2d8+4"
                },
                {
                    "name": "Talon",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 3 (1d6) fire damage and 3 (1d6) necrotic damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d6+4"
                },
                {
                    "name": "Death-infused Desert Breath (Recharge 6)",
                    "desc": "The zalikum exhales superheated sand infused with the power of damned souls in a 30-foot cone. Each creature in the area must make a DC 16 Dexterity saving throw, taking 14 (4d6) fire damage and 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one. If a creature's saving throw fails by 5 or more, the creature also suffers one level of exhaustion."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Flyby",
                    "desc": "The zalikum doesn't provoke opportunity attacks when it flies out of an enemy's reach."
                },
                {
                    "name": "Ghastly Heated Body",
                    "desc": "A creature that touches the zalikum or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage and 3 (1d6) necrotic damage."
                },
                {
                    "name": "Rejuvenation",
                    "desc": "The zalikum can store the souls of up to 3 victims inside it at one time. If it has at least 1 soul, a destroyed zalikum gains a new body in 1d10 days, regaining all its hp and becoming active again. The new body appears within 5 feet of its sandy remains. If its sandy remains are soaked with holy water and buried in consecrated ground, its trapped souls are freed, and the zalikum can't rejuvenate."
                }
            ],
            "spell_list": [],
            "page_no": 382,
            "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_zalikum/"
        },
        {
            "slug": "zeitgeist",
            "desc": "The mumbling humanoid alternates between bursts of speed and inactivity as it struggles to focus on the reality around it._  \nCaught in a chronological maelstrom, zeitgeists struggle to interact with whatever reality presents itself in that moment. Zeitgeists are humanoids who were warped by some misuse or accident of time magic. They are “ghosts” of time, flittering from plane to plane, timeline to timeline, unable to anchor themselves with any sort of stability for long.  \n**Fast and Slow.** Warped by time magic, a zeitgeist finds itself alternating between speeding around its foes and being barely able to keep up with them. This alternating is random and outside of the zeitgeist’s control, often pulling it forward in the middle of a conversation or slowing it when attempting to escape an enemy.  \n**Unstable Body and Mind.** The constant instability of being pulled between planes and timelines leaves zeitgeists unable to focus, at best, and deranged, at worst. If a moment of clarity pierces its madness, a zeitgeist might attempt a quick conversation or simply remain motionless, enjoying the temporary reprieve from its tortured existence.  \n**Still Living.** Though named “ghosts,” zeitgeists aren’t dead; rather, something mysterious about their situation sustains them. Similar to a ghost, a zeitgeist might be tied to a particular location, albeit at different points in time. The location might be the site of the magical mishap that created it, a place steeped in planar or time magic, or a place stable enough in time to help the zeitgeist anchor itself and its sanity.  \n**Timewarped Nature.** A zeitgeist doesn’t require air, food, drink, or sleep.",
            "name": "Zeitgeist",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 14,
            "armor_desc": "16 in Darting Form",
            "hit_points": 82,
            "hit_dice": "11d8+33",
            "speed": {
                "walk": 20
            },
            "strength": 17,
            "dexterity": 18,
            "constitution": 16,
            "intelligence": 12,
            "wisdom": 10,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "psychic",
            "condition_immunities": "exhaustion, frightened",
            "senses": "passive Perception 10",
            "languages": "Common",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "In its darting form, the zeitgeist makes three darting rend attacks. In its sluggish form, the zeitgeist makes two sluggish slam attacks."
                },
                {
                    "name": "Darting Rend (Darting Form Only)",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) slashing damage plus 7 (2d6) force damage.",
                    "attack_bonus": 7,
                    "damage_dice": "1d4+4"
                },
                {
                    "name": "Sluggish Slam (Sluggish Form Only)",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 feet., one target. Hit: 12 (2d8 + 3) bludgeoning damage plus 7 (2d6) force damage. If the zeitgeist scores a critical hit, the target is also knocked prone.",
                    "attack_bonus": 6,
                    "damage_dice": "2d8+3"
                },
                {
                    "name": "Tormented Scream (Recharge 5-6)",
                    "desc": "The zeitgeist cries out, releasing some of its internal torment in a 30-foot cone. Each creature in that area must make a DC 15 Intelligence saving throw, taking 21 (6d6) psychic damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Rewind (Recharge 4-6)",
                    "desc": "When the zeitgeist takes damage or when it starts its turn afflicted with a condition, it can rewind time around it, preventing the damage or undoing the condition. It can use this reaction even while paralyzed or stunned."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Darting Escape (Darting Form Only)",
                    "desc": "The zeitgeist can take the Dash or Disengage action as a bonus action on each of its turns."
                },
                {
                    "name": "Timewarped Body",
                    "desc": "At the start of each of the zeitgeist's turns, roll a die. On an even roll, its body stretches and speeds up as it takes on a darting form. On an odd roll, its body becomes more solid and slows down as it takes on a sluggish form. Its statistics are the same in each form, except as noted here.\n* Darting Form. While in a Darting form, the zeitgeist's Armor Class increases by 2, and its speed is 40 feet.\n* Sluggish Form. While in a Sluggish form, the zeitgeist has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, and its speed is 20 feet."
                }
            ],
            "spell_list": [],
            "page_no": 383,
            "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_zeitgeist/"
        },
        {
            "slug": "zouyu",
            "desc": "This elephant-sized feline has sleek fur, four upward-turned fangs in its mouth, and a long tail ending in multiple strands like a pheasant._  \n**Familial Bonds.** Zouyu live as mated pairs with large territories. The great felines are gentle and social creatures, often overlapping their territories for mutual protection.  \n**Good Luck.** For many, the zouyu are symbols of good luck and fortune. The tail feather of a zouyu, freely given, can be rendered into a liquid, which produces a luck potion. The potion brings minor good fortune, such as finding a fruit tree when hungry or shelter when it rains, to the drinker for a day. If a tail feather is taken without the zouyu’s knowledge, the potion created by the feather bestows bad luck on the drinker for a day. Such bad luck manifests as the drinker tripping over a too-perfectly-placed rock or a lightning strike felling a tree onto the drinker’s path.  \n**Herbivores.** Despite their fangs and sharp claws, zouyu are herbivores. Their preferred meals consist of fruit, bamboo leaves, and insects. The zouyu can survive on a very small amount of food despite their size.",
            "name": "Zouyu",
            "size": "Huge",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "chaotic good",
            "armor_class": 17,
            "armor_desc": null,
            "hit_points": 114,
            "hit_dice": "12d12+36",
            "speed": {
                "walk": 60
            },
            "strength": 18,
            "dexterity": 24,
            "constitution": 16,
            "intelligence": 6,
            "wisdom": 12,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 10,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 4,
            "charisma_save": null,
            "perception": 7,
            "skills": {
                "perception": 7,
                "stealth": 10
            },
            "damage_vulnerabilities": "thunder",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 17",
            "languages": "understands Common but can’t speak",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The zouyu uses Alter Luck. It then makes three attacks: one with its bite and two with its claws."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) piercing damage.",
                    "attack_bonus": 10,
                    "damage_dice": "2d8+7"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.",
                    "attack_bonus": 10,
                    "damage_dice": "2d6+7"
                },
                {
                    "name": "Alter Luck",
                    "desc": "The zouyu flicks its vibrant, multi-stranded tail and alters the luck of one creature it can see within 30 feet of it, choosing one of the following luck options. The zouyu can't target itself with Alter Luck. \n* Bestow Luck. The target has advantage on the next ability check, attack roll, or saving throw (zouyu's choice) it makes before the end of its next turn. \n* Steal Luck. The target must succeed on a DC 15 Wisdom saving throw or have disadvantage on the next ability check, attack roll, or saving throw (zouyu's choice) it makes before the end of its next turn. If the target fails the saving throw, the zouyu has advantage on one attack roll or saving throw it makes before the start of its next turn."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Distance Runner",
                    "desc": "The zouyu is capable of incredibly fast long-distance travel. When traveling at a fast pace, the zouyu can run 310 miles per day."
                },
                {
                    "name": "Keen Sight and Smell",
                    "desc": "The zouyu has advantage on Wisdom (Perception) checks that rely on sight or smell."
                },
                {
                    "name": "Pounce",
                    "desc": "If the zouyu moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the zouyu can make one bite attack against it as a bonus action."
                }
            ],
            "spell_list": [],
            "page_no": 386,
            "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_zouyu/"
        },
        {
            "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": "abominable-beauty",
            "desc": "_An otherworldly humanoid of such indescribable beauty, it pains anyone’s eyes to gaze upon her._  \n**Beauty that Destroys.** An abominable beauty is so perfect that her gaze blinds, her voice is so melodious that no ears can withstand it, and her touch is so tantalizing that it burns like fire. In adolescence, this fey creature adopts features that meet the superficial ideals of the nearest humanoid population: long‐legged elegance near elves, a stout figure with lustrous hair near dwarves, unscarred or emerald skin near goblins.  \n**Jealous and Cruel.** Abominable beauties are so consumed with being the most beautiful creature in the region that they almost invariably grow jealous and paranoid about potential rivals. Because such an abominable beauty cannot abide competition, she seeks to kill anyone whose beauty is compared to her own.  \n**Male of the Species.** Male abominable beauties are rare but even more jealous in their rages.",
            "name": "Abominable Beauty",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 187,
            "hit_dice": "22d8+88",
            "speed": {
                "walk": 30
            },
            "strength": 17,
            "dexterity": 18,
            "constitution": 18,
            "intelligence": 17,
            "wisdom": 16,
            "charisma": 26,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 12,
            "perception": 7,
            "skills": {
                "deception": 12,
                "perception": 7,
                "performance": 12,
                "persuasion": 12
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "fire",
            "condition_immunities": "",
            "senses": "passive Perception 17",
            "languages": "Common, Draconic, Elvish, Sylvan",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The abominable beauty makes two slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "+8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) damage plus 28 (8d6) fire damage."
                },
                {
                    "name": "Blinding Gaze (Recharge 5-6)",
                    "desc": "A creature within 30 feet of the abominable beauty who is targeted by this attack and who meets the abominable beauty's gaze must succeed on a DC 17 Charisma saving throw or be blinded. If the saving throw succeeds, the target creature is permanently immune to this abominable beauty's Blinding Gaze."
                },
                {
                    "name": "Deafening Voice (Recharge 5-6)",
                    "desc": "An abominable beauty's voice is lovely, but any creature within 90 feet and able to hear her when she makes her Deafening Voice attack must succeed on a DC 16 Constitution saving throw or be permanently deafened."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Burning Touch",
                    "desc": "The abominable beauty's slam attacks do 28 (8d6) fire damage. A creature who touches her also takes 28 (8d6) fire damage."
                }
            ],
            "spell_list": [],
            "page_no": 11,
            "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_abominable-beauty/"
        },
        {
            "slug": "accursed-defiler",
            "desc": "_A gaunt figure in a tattered black mantle shrouded in a cloud of whirling sand. Thin cracks run across its papyrus-dry skin and around its hollow, black eyes._  \n**Cursed to Wander and Thirst.** Accursed defilers are the remnants of an ancient tribe that desecrated a sacred oasis. For their crime, the wrathful spirits cursed the tribe to forever wander the wastes attempting to quench an insatiable thirst. Each defiler carries a parched sandstorm within its lungs and in the flowing sand in its veins. Wherever they roam, they leave only the desiccated husks of their victims littering the sand.  \n**Unceasing Hatred.** The desperate or foolish sometimes try to speak with these ill-fated creatures in their archaic native tongue, to learn their secrets or to bargain for their services, but a defiler’s heart is blackened with hate and despair, leaving room for naught but woe.  \n**Servants to Great Evil.** On very rare occasions, accursed defilers serve evil high priests, fext, or soulsworn warlocks as bodyguards and zealous destroyers, eager to spread the withering desert’s hand to new lands.  \n**Undead Nature.** An accursed defiler doesn’t require air, food, drink, or sleep.",
            "name": "Accursed Defiler",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 12,
            "armor_desc": "",
            "hit_points": 75,
            "hit_dice": "10d8+30",
            "speed": {
                "walk": 30
            },
            "strength": 19,
            "dexterity": 14,
            "constitution": 17,
            "intelligence": 6,
            "wisdom": 15,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "perception": 4,
                "stealth": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, exhaustion, frightened, poisoned",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "understands an ancient language, but can't speak",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The accursed defiler makes two slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) bludgeoning damage. If a creature is hit by this attack twice in the same round (from the same or different accursed defilers), the target must make a DC 13 Constitution saving throw or gain one level of exhaustion.",
                    "attack_bonus": 6,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Sandslash (Recharge 5-6)",
                    "desc": "As an action, the accursed defiler intensifies the vortex of sand that surrounds it. All creatures within 10 feet of the accursed defiler take 21 (6d6) slashing damage, or half damage with a successful DC 14 Dexterity saving throw."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Cursed Existence",
                    "desc": "When it drops to 0 hit points in desert terrain, the accursed defiler's body disintegrates into sand and a sudden parched breeze. However, unless it was killed in a hallowed location, with radiant damage, or by a blessed creature, the accursed defiler reforms at the next sundown 1d100 miles away in a random direction."
                },
                {
                    "name": "Sand Shroud",
                    "desc": "A miniature sandstorm constantly whirls around the accursed defiler in a 10-foot radius. This area is lightly obscured to creatures other than an accursed defiler. Wisdom (Survival) checks made to follow tracks left by an accursed defiler or other creatures that were traveling in its sand shroud are made with disadvantage."
                }
            ],
            "spell_list": [],
            "page_no": 12,
            "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_accursed-defiler/"
        },
        {
            "slug": "adult-cave-dragon",
            "desc": "Covered in black spikes, the dragon’s eyeless head swings from side to side. Darkness creeps from its strange, eel-like hide, spreading like ink in water.  \nApex predators of the underworld, cave dragons are the stuff of nightmare for creatures with little else to fear. They can speak, but they value silence, speaking rarely except when bargaining for food.  \n_**Born to Darkness.**_ Eyeless, these dragons have long, thin spikes that help them navigate tunnels, or seal passages around them, preventing foes from outflanking them. Their stunted wings are little more than feelers, useful in rushing down tunnels. Their narrow snouts poke into tight passages which their tongues scour free of bats and vermin. Young cave dragons and wyrmlings can fly, poorly, but older specimens lose the gift of flight entirely.  \nCave dragon coloration darkens with age, but it always provides good camouflage against stone: white like limestone, yellow, muddy brown, then black at adult and older categories. Mature adult and old cave dragons sometimes fade to gray again.  \n_**Ravenous Marauders.**_ Cave dragons are always hungry and ready to eat absolutely everything. They devour undead, plant creatures, or anything organic. When feeding, they treat all nearby creatures as both a threat and the next course. What alliances they do make only last so long as their allies make themselves scarce when the dragon feeds. They can be bribed with food as easily as with gold, but other attempts at diplomacy typically end in failure. Cave dragons do form alliances with derro or drow, joining them in battle against the darakhul, but there is always a price to be paid in flesh, bone, and marrow. Wise allies keep a cave dragon well fed.  \n_**A Hard Life.**_ Limited food underground makes truly ancient cave dragons almost unheard of. The eldest die of starvation after stripping their territory bare of prey. A few climb to the surface to feed, but their sensitivity to sunlight, earthbound movement, and lack of sight leave them at a terrible disadvantage.  \n\n## A Cave Dragon’s Lair\n\n  \nLabyrinthine systems of tunnels, caverns, and chasms make up the world of cave dragons. They claim miles of cave networks as their own. Depending on the depth of their domain, some consider the surface world their territory as well, though they visit only to eliminate potential rivals.  \nLarge vertical chimneys, just big enough to contain the beasts, make preferred ambush sites for young cave dragons. Their ruff spikes hold them in position until prey passes beneath.  \nDue to the scarcity of food in their subterranean world, a cave dragon’s hoard may consist largely of food sources: colonies of bats, enormous beetles, carcasses in various states of decay, a cavern infested with shriekers, and whatever else the dragon doesn’t immediately devour.  \nCave dragons are especially fond of bones and items with strong taste or smell. Vast collections of bones, teeth, ivory, and the shells of huge insects litter their lairs, sorted or arranged like artful ossuaries.  \nCave dragons have no permanent society. They gather occasionally to mate and to protect their eggs at certain spawning grounds. Large vertical chimneys are popular nesting sites. There, the oldest cave dragons also retreat to die in peace. Stories claim that enormous treasures are heaped up in these ledges, abysses, and other inaccessible locations.  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action for one of the following effects; the dragon can’t use the same effect two rounds in a row:\n* The ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature takes 10 (3d6) bludgeoning damage and is knocked prone and restrained (by fallen debris); damage is halved and the creature is not restrained if it makes a successful DC 15 Dexterity saving throw. The creature is freed when it or an adjacent ally uses an action to make a successful DC 15 Strength (Athletics) check.\n* A ten foot-wide, ten foot-long crack opens in the cavern floor where the dragon wishes. Any creature occupying that space must make a successful DC 15 Dexterity saving throw or fall 20 feet, taking 7 (2d6) bludgeoning damage plus 7 (3d4) piercing damage from the jagged stones at the bottom.\n* The dragon summons a swarm of insects as if it had cast insect plague, filling a 20-foot radius sphere within 90 feet of the dragon. Creatures that are in the affected space or that enter it take 22 (4d10) piercing damage, or half damage with a successful DC 18 Constitution saving throw. The swarm lasts until initiative count 20 on the next round.\n  \n### Regional Effects\n\n  \nThe region containing a legendary cave dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:\n* Poisonous and odorless gases suddenly fill passages and caverns, and just as quickly disperse, within six miles of the dragon’s lair.\n* Flash flooding turns tunnels into death traps as tremors create fissures in the stone within six miles of the lair. On the surface, ponds drain away, and long-dry creek beds break their banks in flood.\n* Swarms of vermin within one mile of the lair increase in both size and number as they try to escape the dragon’s endless and undiscriminating hunger.\n  \nIf the dragon dies, these effects fade over the course of 1d10 days.",
            "name": "Adult Cave Dragon",
            "size": "Huge",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 243,
            "hit_dice": "18d12+126",
            "speed": {
                "walk": 40,
                "climb": 40,
                "burrow": 40
            },
            "strength": 26,
            "dexterity": 12,
            "constitution": 24,
            "intelligence": 12,
            "wisdom": 12,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": 12,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": 10,
            "perception": 10,
            "skills": {
                "perception": 10
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "acid, poison, thunder",
            "condition_immunities": "poisoned",
            "senses": "blindsight 120 ft., passive Perception 20",
            "languages": "Common, Darakhul, Draconic, Dwarvish, Goblin",
            "challenge_rating": "16",
            "cr": 16.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 18 (3d6 + 8) plus 3 (1d6) poison damage.",
                    "attack_bonus": 13,
                    "damage_dice": "3d6"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.",
                    "attack_bonus": 13,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.",
                    "attack_bonus": 13,
                    "damage_dice": "2d8"
                },
                {
                    "name": "Frightful Presence",
                    "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."
                },
                {
                    "name": "Poison Breath (Recharge 5-6)",
                    "desc": "The dragon exhales a cone of black poison gas in a 60-foot cone. Each target in that area takes 56 (16d6) poison damage and is poisoned if it is a creature; a successful DC 18 Constitution saving throw reduces damage by half and negates the poisoned condition. The poisoned condition lasts until the target takes a long or short rest or it's removed with lesser restoration or comparable magic."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Ruff Spikes",
                    "desc": "When a creature tries to enter a space adjacent to a cave dragon, the dragon flares its many feelers and spikes. The creature cannot enter a space adjacent to the dragon unless it makes a successful DC 18 Dexterity saving throw. If the saving throw fails, the creature can keep moving but only into spaces that aren't within 5 feet of the dragon and takes 10 (3d6) piercing damage from spikes."
                }
            ],
            "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "name": "Detect",
                    "desc": "The dragon makes a Wisdom (Perception) check."
                },
                {
                    "name": "Reset Ruff Spikes",
                    "desc": "The dragon can use its ruff spikes as a reaction again before its next turn."
                },
                {
                    "name": "Tail",
                    "desc": "The dragon makes a tail attack."
                },
                {
                    "name": "Swift Bite (Costs 2 Actions)",
                    "desc": "The dragon makes two bite attacks."
                }
            ],
            "special_abilities": [
                {
                    "name": "Darkness Aura",
                    "desc": "An adult or older cave dragon can generate an aura of darkness that fills its space and the surrounding 20 feet. This darkness prevents normal vision and darkvision from functioning. Blindsight and truesight function normally. Activating or deactivating the aura is a bonus action."
                },
                {
                    "name": "Earth Glide",
                    "desc": "An adult cave dragon glides through stone, dirt, or any sort of earth except metal as easily as a fish glides through water. Its burrowing produces no ripple or other sign of its presence and leaves no tunnel or hole unless the dragon chooses to do so; in that case, it creates a passageway 15 feet wide by 10 feet high. The spell move earth cast on an area containing an earth-gliding cave dragon flings the dragon back 30 feet and stuns the creature for one round unless it succeeds on a Constitution saving throw."
                },
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "If the dragon fails a saving throw, it can choose to succeed instead."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the dragon's innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components:\n\nat will: detect magic, speak with dead\n\n3/day each: blur, counterspell, darkness, web\n\n1/day each: dispel magic, hold person"
                },
                {
                    "name": "Cave Dragon's Lair",
                    "desc": "on initiative count 20 (losing initiative ties), the dragon takes a lair action for one of the following effects; the dragon can't use the same effect two rounds in a row:\n\n- The ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature takes 10 (3d6) bludgeoning damage and is knocked prone and restrained (by fallen debris); damage is halved and the creature is not restrained if it makes a successful DC 15 Dexterity saving throw. The creature is freed when it or an adjacent ally uses an action to make a successful DC 15 Strength (Athletics) check.\n\n- A ten foot-wide, ten foot-long crack opens in the cavern floor where the dragon wishes. Any creature occupying that space must make a successful DC 15 Dexterity saving throw or fall 20 feet, taking 7 (2d6) bludgeoning damage plus 7 (3d4) piercing damage from the jagged stones at the bottom.\n\n- The dragon summons a swarm of insects as if it had cast insect plague, filling a 20-foot radius sphere within 90 feet of the dragon. Creatures that are in the affected space or that enter it take 22 (4d10) piercing damage, or half damage with a successful DC 18 Constitution saving throw. The swarm lasts until initiative count 20 on the next round."
                },
                {
                    "name": "Regional Effects",
                    "desc": "the region containing a legendary cave dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:\n\n- Poisonous and odorless gases suddenly fill passages and caverns, and just as quickly disperse, within six miles of the dragon's lair.\n\n- Flash flooding turns tunnels into death traps as tremors create fissures in the stone within six miles of the lair. On the surface, ponds drain away, and long-dry creek beds break their banks in flood.\n\n- Swarms of vermin within one mile of the lair increase in both size and number as they try to escape the dragon's endless and undiscriminating hunger.\n\nif the dragon dies, these effects fade over the course of 1d10 days."
                }
            ],
            "spell_list": [],
            "page_no": 125,
            "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_adult-cave-dragon/"
        },
        {
            "slug": "adult-flame-dragon",
            "desc": "_The dragon bears black scales, more charred than naturally colored. Cracks between the scales glow a dull red, until the dragon rears its head and roars. Red embers become bright orange flames as the creature lights up from tail to maw._  \nThe flame dragons are capricious creatures, fascinated by dark emotions and destructive passions. The dragons of eternal fire are proud and jealous, quick to anger, and utterly unforgiving. They bring complete and total ruin to entire civilizations for trivial reasons, but their true motivation is the fun to be had. These burning serpents treat rage, deceit, and despair as toys for their amusement. “May you be the fire’s plaything” is a curse often used by the foolish.  \n_**Taunting Others.**_ The hot-blooded creatures tease their victims like cats, seeing the world and all within it as their rightful prey. Young flame dragons are less subtle than their elders. Wyrmlings may force a woman to watch her family die or ruin a beautiful face for pleasure—direct and evil. As the dragon matures, this natural sadism develops into a desire for more complicated sport. Aging dragons of fire use politics, murder, and magic in elaborate schemes only their ilk can appreciate. Many create plots so intricate and layered that they lack a true resolution, creating only endless manipulation. A hero might foil an assassination only to see the king thus saved become a despot. She might defeat the vizier whispering lies in the ruler’s ear only to discover he was a pawn in a vast conspiracy. Dark ambitions, poisoned daggers, and old vendettas build such momentum that one scheme begins each time another ends. Often, even killing the draconic mastermind cannot extinguish the fires it started.  \n_**Malevolent Purpose.**_ The results of these schemes are secondary to the enjoyment they derive from pursuing a nebulous and everchanging goal. Some spend centuries torturing a family line for nothing more than trespassing on the dragon’s land. Others plot eternal curses after twisting poorly chosen words into the most dire of insults. The vengeance itself is not as important as having an excuse to hate, plot, and ruin. Flame dragons relish such opportunities for revenge, seeing each as a delightful hobby. The disruption of a game kindles a true and terrible rage, and in these rare moments of defeat, their anger can be catastrophic. Entire cities burn.  \n_**Fond of Souvenirs.**_ Flame dragons are as materialistic and territorial as other true dragons. Each pursues an individual obsession it fixates upon with mad devotion to fill its hoard. Some corrupt innocence, others push nations to war, but they always collect a memento for each victory, whether petty or grand. One might collect scorched skulls, while another saves the melted treasures of toppled empires. When not out sowing discord, the ancient flame dragons enjoy contemplating their hoards. Every piece reminds them of their own majesty and genius.  \nNothing is safe from a flame dragon’s endless scheming and narcissism. They crave absolute attention and constant reassurance. Anyone who humiliates a flame dragon would be wiser to kill it. Its survival ensures the dragon’s undivided attention for generations. It would be wiser still to make certain there is not a trace of involvement in a flame dragon’s death. All burning serpents see the murder of one of their kin as the gravest insult.  \n\n## Flame Dragon’s Lair\n\n  \nFlame dragons dwell in lairs where a burning fire is always near: volcanoes, sulfur mines, caves full of geysers, and places where the Elemental Plane of Fire touches the Material Plane. Whatever the place, its purpose is always to serve as a showcase of all the trophies the dragon has collected. Carefully arranged and organized prizes decorate the walls, sometimes even protected behind crystal walls. This display both feeds the dragon's vanity and pride, and also serves as a lure to attract adventurers, since flame dragons love to encourage the lowest instincts in their prey.  \nMany of these lairs feature a huge, reflective surface. A flame dragon likes nothing more than itself.  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row.\n* A cloud of smoke swirls in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners and the area is lightly obscured. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.\n* The ground erupts with volcanic force at a point the dragon can see within 120 feet of it. Any creature within 20 feet of the point must make a successful DC 15 Dexterity saving throw or be knocked prone and trapped in the ground. A creature trapped in this way is restrained and can’t stand up. A creature can end the restraint if it or another creature takes an action to make a successful DC 15 Strength check.\n* A wall of fire rises up from the ground within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, can take any shape the dragon wants, and blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the saving throw takes 21 (6d6) fire damage. Each creature that enters the wall for the first time each turn or ends its turn there takes 21 (6d6) fire damage. The wall is extinguished when the dragon uses this lair action again or when the dragon dies.\n  \n### Regional Effects\n\n  \nThe region containing a legendary flame dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:\n* Arguments and misunderstandings erupt easily within 6 miles of the lair. Friendships are easily broken and criminal acts are common.\n* Temperatures rise within 6 miles of the lair. Crops wither, producing famines.\n* Sulfur geysers form in and around the dragon’s lair. Some of them erupt only once an hour, so they’re spotted only with a successful DC 20 Wisdom (Perception) check. A creature on top of an erupting geyser takes 21 (6d6) fire damage, or half damage with a successful DC 15 Dexterity saving throw.\n  \nIf the dragon dies, the arguments and misunderstandings disappear immediately and the temperatures go back to normal within 1d10 days. Any geysers remain where they are.",
            "name": "Adult Flame Dragon",
            "size": "Huge",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 19,
            "armor_desc": "natural armor",
            "hit_points": 212,
            "hit_dice": "17d12+102",
            "speed": {
                "walk": 40,
                "climb": 40,
                "fly": 80
            },
            "strength": 19,
            "dexterity": 14,
            "constitution": 23,
            "intelligence": 17,
            "wisdom": 14,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": 11,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": 10,
            "perception": 12,
            "skills": {
                "deception": 10,
                "insight": 7,
                "perception": 12,
                "persuasion": 10,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "fire",
            "condition_immunities": "",
            "senses": "blindsight 60ft, darkvision 120ft, passive Perception 22",
            "languages": "Common, Draconic, Giant, Ignan, Infernal, Orc",
            "challenge_rating": "16",
            "cr": 16.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon can use its Frightful Presence. It then makes one bite attack and two claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) fire damage.",
                    "attack_bonus": 9,
                    "damage_dice": "2d10"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.",
                    "attack_bonus": 9,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.",
                    "attack_bonus": 9,
                    "damage_dice": "2d8"
                },
                {
                    "name": "Frightful Presence",
                    "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become 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 creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."
                },
                {
                    "name": "Fire Breath (Recharge 5-6)",
                    "desc": "The dragon exhales fire in a 60-foot cone. Each creature in that area takes 63 (18d6) fire damage, or half damage with a successful DC 19 Dexterity saving throw. Each creature in that area must also succeed on a DC 18 Wisdom saving throw or go on a rampage for 1 minute. A rampaging creature must attack the nearest living creature or smash some object smaller than itself if no creature can be reached with a single move. A rampaging creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success."
                },
                {
                    "name": "Shifting Flames",
                    "desc": "The dragon magically polymorphs into a creature that has immunity to fire damage and a size and challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "name": "Detect",
                    "desc": "The dragon makes a Wisdom (Perception) check."
                },
                {
                    "name": "Tail Attack",
                    "desc": "The dragon makes a tail attack."
                },
                {
                    "name": "Wing Attack (Costs 2 Actions)",
                    "desc": "The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 17 Dexterity saving throw or take 11 (2d6 + 4) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed."
                }
            ],
            "special_abilities": [
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "If the dragon fails a saving throw, it can choose to succeed instead."
                },
                {
                    "name": "Fire Incarnate",
                    "desc": "All fire damage dealt by the dragon ignores fire resistance but not fire immunity."
                }
            ],
            "spell_list": [],
            "page_no": 129,
            "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_adult-flame-dragon/"
        },
        {
            "slug": "adult-mithral-dragon",
            "desc": "_Mithral dragons are wise and learned, and are legendary peacemakers and spellcasters. They pursue their own interests when not called to settle disputes._  \n_**Glimmering Champions.**_ Light glints off a mithral dragon’s glossy scales, shining silver-white, and its tiny wings fold flush against its body—but open like a fan to expose shimmering, diaphanous membranes. Its narrow head, with bare slits for its eyes and nostrils, ends in a slender neck. The dragon’s sleek look continues into its body and a mithral dragon’s impossibly thin frame makes it look extremely fragile.  \n_**Rage in Youth.**_ Younger mithral dragons raid and pillage as heavily as any chromatic dragon, driven largely by greed to acquire a worthy hoard—though they are less likely to kill for sport or out of cruelty. In adulthood and old age, however, they are less concerned with material wealth and more inclined to value friendship, knowledge, and a peaceful life spent in pursuit of interesting goals.  \n_**Peacemakers.**_ Adult and older mithral dragons are diplomats and arbitrators by temperament (some dragons cynically call them referees), enjoying bringing some peace to warring factions. Among all dragons, their strict neutrality and ability to ignore many attacks make them particularly well suited to these vital roles.",
            "name": "Adult Mithral Dragon",
            "size": "Huge",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 184,
            "hit_dice": "16d12+80",
            "speed": {
                "walk": 40,
                "fly": 80
            },
            "strength": 27,
            "dexterity": 18,
            "constitution": 21,
            "intelligence": 20,
            "wisdom": 21,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": 9,
            "constitution_save": 10,
            "intelligence_save": 10,
            "wisdom_save": 10,
            "charisma_save": 10,
            "perception": 10,
            "skills": {
                "athletics": 13,
                "history": 10,
                "insight": 10,
                "perception": 10,
                "persuasion": 10
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "acid, thunder",
            "condition_immunities": "charmed",
            "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 20",
            "languages": "Celestial, Common, Draconic, Primordial",
            "challenge_rating": "14",
            "cr": 14.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.",
                    "attack_bonus": 13,
                    "damage_dice": "2d10"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage, and the target loses 4 hit points from bleeding at the start of each of its turns for six rounds unless it receives magical healing. Bleeding damage is cumulative; the target loses 4 hp per round for each bleeding wound it's taken from a mithral dragon's claws.",
                    "attack_bonus": 13,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.",
                    "attack_bonus": 13,
                    "damage_dice": "2d8"
                },
                {
                    "name": "Frightful Presence",
                    "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of its turn, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."
                },
                {
                    "name": "Breath Weapon (Recharge 5-6)",
                    "desc": "A mithral dragon can spit a 60-foot-long, 5-foot-wide line of metallic shards. Targets in its path take 42 (12d6) magical slashing damage and lose another 8 hit points from bleeding at the start of their turns for 6 rounds; slashing and bleed damage are halved by a successful DC 18 Dexterity saving throw. Only magical healing stops the bleeding before 6 rounds. The shards dissolve into wisps of smoke 1 round after the breath weapon's use."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "name": "Detect",
                    "desc": "The dragon makes a Wisdom (Perception) check."
                },
                {
                    "name": "Tail Attack",
                    "desc": "The dragon makes a tail attack."
                },
                {
                    "name": "Wing Attack (Costs 2 Actions)",
                    "desc": "The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed."
                }
            ],
            "special_abilities": [
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "If the dragon fails a saving throw, it can choose to succeed instead."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the dragon's innate spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat will: tongues\n\n5/day each: dispel magic, enhance ability"
                },
                {
                    "name": "Spellcasting",
                    "desc": "the dragon is a 6th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The dragon has the following wizard spells prepared:\n\ncantrips (at will): acid splash, light, mage hand, prestidigitation\n\n1st level (4 slots): charm person, expeditious retreat, magic missile, unseen servant\n\n2nd level (3 slots): blur, hold person, see invisibility\n\n3rd level (3 slots): haste, lightning bolt, protection from energy"
                }
            ],
            "spell_list": [],
            "page_no": 133,
            "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_adult-mithral-dragon/"
        },
        {
            "slug": "adult-rime-worm",
            "desc": "_These long, crusty slugs sparkle like ice. A gaping hole at one end serves as a mouth, from which long tendrils emanate._  \nRime worms are sometimes kept as guards by frost giants.  \n_**Ice Burrowers.**_ The rime worm’s tendrils help it to burrow through ice and snow as well absorb sustenance from prey. Their pale, almost translucent, skin is coated with ice crystals, making them difficult to spot in their snowy habitat.  \n_**Spray Black Ice.**_ The worms are fierce hunters, and their ability to spray skewers of ice and rotting flesh makes them extremely dangerous.",
            "name": "Adult Rime Worm",
            "size": "Large",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 105,
            "hit_dice": "10d10+50",
            "speed": {
                "walk": 30,
                "swim": 30,
                "burrow": 30
            },
            "strength": 20,
            "dexterity": 14,
            "constitution": 20,
            "intelligence": 6,
            "wisdom": 14,
            "charisma": 3,
            "strength_save": 8,
            "dexterity_save": null,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "cold, necrotic",
            "condition_immunities": "",
            "senses": "darkvision 200 ft., passive Perception 12",
            "languages": "-",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The rime worm makes two tendril attacks."
                },
                {
                    "name": "Tendril",
                    "desc": "Melee Weapon Attack. +8 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 5) slashing damage. If both tendril attacks hit the same target in a single turn, that target is grappled (escape DC 15). The rime worm can grapple one creature at a time, and it can't use its tendril or devour attacks against a different target while it has a creature grappled.",
                    "attack_bonus": 8,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Devour",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) slashing damage. If the target was grappled by the rime worm, it takes an additional 13 (2d12) cold damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d12"
                },
                {
                    "name": "Black Ice Spray (Recharge 5-6)",
                    "desc": "The rime worm sprays slivers of ice in a line 30 feet long and 5 feet wide. All creatures in the line take 26 (4d12) necrotic damage and are blinded; a successful DC 15 Constitution saving throw prevents the blindness. A blinded creature repeats the saving throw at the end of its turn, ending the effect on itself with a successful save."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Born of Rime",
                    "desc": "A rime worm can breathe air or water with equal ease."
                },
                {
                    "name": "Ringed by Ice and Death",
                    "desc": "A rime worm is surrounded by an aura of cold, necrotic magic. At the start of the rime worm's turn, enemies within 5 feet take 2 (1d4) cold damage plus 2 (1d4) necrotic damage. If two or more enemies take damage from the aura on a single turn, the rime worm's black ice spray recharges immediately."
                }
            ],
            "spell_list": [],
            "page_no": 327,
            "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_adult-rime-worm/"
        },
        {
            "slug": "adult-sea-dragon",
            "desc": "_This aquamarine dragon has a shark’s head that tapers off into a sleek eel-like body. Its large fins double as wings._  \n**Divine Dragons.** Sea dragons are the children of the ocean, and believe they are semi-divine beings, worthy of worship. Given their size and power, they may be right; certainly, they are often companions or steeds to gods of the sea.  \nDespite the solemn duties the sea dragons invoke thanks to their lineage, they are extremely whimsical. While these immense creatures are playful, their games can shatter hulls and drown sailors. The sea dragons course through the waves with tangible joy as they hunt whales and entire schools of tuna.  \n**Shipwreck Art.** Sea dragons love collecting treasure, especially prize the sunken treasure-filled hulls of ships lost to storm, battle, or their own handiwork. While they appreciate all wealth, they prefer hardy items that can stand up to long exposure to sea water. Precious metals and gemstones add a dramatic luster to the dragon’s lair when they catch stray beams of light. Sea dragons take any more perishable treasures and place them on a reef-altar, to dissolve in the sea as a tithe to the sea gods.  \n**Sunken Memorials.** A sea dragon’s lair is littered with meticulously arranged ships consigned to the deeps. These wrecks are often artfully smashed to allow the treasures in the hold to spill out onto the sea floor. It may seem haphazard, but it displays a complex aesthetic that only other sea dragons can truly appreciate. Because they arrange these wrecks so carefully, a dragon notices immediately if its hoard is disturbed.  \n\n## Sea Dragon’s Lair\n\n  \nSea dragons dwell in lairs dwell in lairs beneath the waves: ocean fissures and caves, lightless trenches full of strange rock formations, and sheltered reefs of cultivated coral.  \nWhatever the place, it’s dedicated to the worship of sea gods. Despite the draconic instinct for seclusion and protection when choosing a lair, sea dragons always choose lairs relatively close to humanoid trade routes and abundant supplies of fish.  \nThe sky surrounding a sea dragon’s lair is perpetually stormy, and the seas run high. If a captain is courageous, these high winds and swift-running currents can cut significant time off a voyage.  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action and generates one of the following effects. The dragon can’t use the same effect two rounds in a row:\n* Four vortexes, each 5 feet in diameter and up to 30 feet tall, appear within the lair where the dragon wishes. Creatures occupying the space where a vortex appears or who enter the vortex for the first time on a turn must make a DC 15 Dexterity save or be restrained. As an action, a creature can free itself or another creature from a vortex by succeeding on a DC 15 Strength check. The vortexes last until the dragon uses this lair action again or until the dragon dies.\n* The dragon creates a wall of living coral on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area takes damage as if touching the wall and is pushed 5 feet out of the wall’s space, on whichever side of the wall it wants. Touching the wall releases painful stings that deal 18 (4d8) poison damage, or half that with a successful DC 15 Constitution saving throw. Each 10-foot section of the wall has AC 5, 30 hit points, resistance to fire damage, and immunity to psychic damage. The wall lasts until the dragon uses this lair action again or until the dragon dies.\n* The dragon bends time around its enemies. Four creatures the dragon can see within 120 feet of it must succeed on a DC 15 Wisdom save or be affected by a slow spell. This effect last until initiative count 20 on the following round.\n  \n### Regional Effects\n\n  \nThe region containing a legendary sea dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:\n* Sea life becomes richer within 6 miles of the lair. Schools of fish move into new waters, sharks become common, and whale migration paths shift to pass near the area.\n* Water temperatures drop sharply within 6 miles of the lair. Creatures not accustomed to cold suffer exposure to extreme cold while swimming in this water.\n* Storms and rough water are more common within 6 miles of the lair.\n  \nIf the dragon dies, conditions of the sea surrounding the lair return to normal over the course of 1d10 days.",
            "name": "Adult Sea Dragon",
            "size": "Huge",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 19,
            "armor_desc": "natural armor",
            "hit_points": 225,
            "hit_dice": "18d12+108",
            "speed": {
                "walk": 40,
                "fly": 80,
                "swim": 60
            },
            "strength": 25,
            "dexterity": 10,
            "constitution": 23,
            "intelligence": 17,
            "wisdom": 15,
            "charisma": 19,
            "strength_save": null,
            "dexterity_save": 5,
            "constitution_save": 11,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": 9,
            "perception": 12,
            "skills": {
                "perception": 12,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "cold",
            "condition_immunities": "",
            "senses": "blindsight 60ft, darkvision 120ft, passive Perception 22",
            "languages": "Common, Draconic",
            "challenge_rating": "16",
            "cr": 16.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) cold damage.",
                    "attack_bonus": 12,
                    "damage_dice": "2d10"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.",
                    "attack_bonus": 12,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.",
                    "attack_bonus": 12,
                    "damage_dice": "2d8"
                },
                {
                    "name": "Frightful Presence",
                    "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."
                },
                {
                    "name": "Tidal Breath (Recharge 5-6)",
                    "desc": "The dragon exhales a crushing wave of frigid seawater in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw. On a failure, the target takes 33 (6d10) bludgeoning damage and 33 (6d10) cold damage, and is pushed 30 feet away from the dragon and knocked prone. On a successful save the creature takes half as much damage and isn't pushed or knocked prone."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "name": "Detect",
                    "desc": "The dragon makes a Wisdom (Perception) check."
                },
                {
                    "name": "Tail Attack",
                    "desc": "The dragon makes a tail attack."
                },
                {
                    "name": "Wing Attack (Costs 2 Actions)",
                    "desc": "The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then move up to half its flying speed, or half its swim speed if in the water."
                }
            ],
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The dragon can breathe air and water."
                },
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "If the dragon fails a saving throw, it can choose to succeed instead."
                },
                {
                    "name": "Siege Monster",
                    "desc": "The dragon deals double damage to objects and structures."
                }
            ],
            "spell_list": [],
            "page_no": 135,
            "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_adult-sea-dragon/"
        },
        {
            "slug": "adult-void-dragon",
            "desc": "_A dragon seemingly formed of the night sky has bright white stars for eyes. Lesser stars twinkle in the firmament of the dragon’s body._  \n**Children of the Stars.** Void dragons drift through the empty spaces beyond the boundaries of the mortal world, wanderers between the stars. They are aloof, mingling only with the otherworldly beings that live above and beyond the earth, including the incarnate forms of the stars themselves. When lesser creatures visit void dragons, the dragons themselves barely notice.  \n**Witnesses to the Void.** Void dragons are intensely knowledgeable creatures, but they have seen too much, lingering at the edge of the void itself. Gazing into the yawning nothing outside has taken a toll. The void dragons carry a piece of that nothing with them, and it slowly devours their being. They are all unhinged, and their madness is contagious. It flows out of them to break the minds of lesser beings when the dragons fly into a rage and lash out.  \n**Voracious Scholars.** Despite their removed existence and strange quirks, void dragons still hoard treasure. Gems that glitter like the stars of their home are particularly prized. Their crowning piece, however, is knowledge. Void dragons jealously hoard scraps of forbidden and forgotten lore of any kind and spend most of their time at home poring over these treasures. Woe to any who disturbs this collection, for nothing ignites their latent madness like a violation of their hoard.  \n\n## A Void Dragon’s Lair\n\n  \nThe true lair of a void dragon exists deep in the freezing, airless void between stars. Hidden away in caves on silently drifting asteroids or shimmering atop the ruins of a Star Citadel, the void dragon’s lair rests in the great void of space.  \nWhen a void dragon claims a home elsewhere, it forges a connection to its true lair. It prefers towering mountain peaks, valleys, or ruins at high elevation with a clear view of the sky. It can reach through space from this lair to reach its treasure hoard hidden in the void. That connection has repercussions, of course, and the most powerful void dragons leave their mark on the world around them when they roost. Intrusions from beyond and a thirst for proscribed knowledge are common near their lairs.  \nIf fought in its lair, its Challenge increases by 1, to 15 for an adult (13,000 XP) and 25 for an ancient void dragon (75,000 XP).  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action to generate one of the following effects; the dragon can’t use the same effect two rounds in a row:\n* The dragon negates natural gravity within its lair (an area affected by its gravitic breath is unaffected). Creatures drift 10 feet away from the ground over the course of a round and are restrained. Flying creatures can move at half speed, unless they have the (hover) tag or use magical flight, in which case they move normally. This effect persists until initiative count 20 on the following round.\n* The Void briefly overlaps the dragon’s lair in a 20-foot-radius sphere of blackness punctuated by deep blue streaks and pinpoints of light. The sphere is centered on a point the dragon can see within 120 feet of the dragon. The area spreads around corners, is heavily obscured, and contains no air (creatures must hold their breath). Each creature in the sphere when it appears must make a DC 15 Constitution saving throw, taking 10 (3d6) cold damage on a failed save or half as much on a successful one. Any creature that ends its turn in the sphere takes 10 (3d6) cold damage. The sphere lasts until the dragon uses this lair action again or until the dragon dies.\n* The dragon rips the fabric of space, forcing two creatures it can see within 120 feet of it to suddenly exist in the same place. Space itself repels the creatures to their original positions. Each creature takes 16 (3d10) force damage and is knocked prone, or takes half as much damage and is not knocked prone with a successful DC 15 Strength saving throw.\n  \n### Regional Effects\n\n  \nThe region containing a legendary void dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:\n* Secrets have a way of coming to light within 6 miles of the lair. Clues are inadvertently discovered, slips of the tongue hint at a hidden truth, and creatures become morbidly curious for forbidden knowledge.\n* Light is muted within 6 miles of the lair. Nonmagical illumination, including sunlight, can’t create bright light in this area.\n* Visitations from otherworldly beings occur and disembodied voices whisper in the night within 6 miles of the dragon’s lair. Celestials, fey, and fiends of CR 2 or lower can slip into the world in this area.\n  \nIf the dragon dies, these effects fade over the course of 1d10 days.",
            "name": "Adult Void Dragon",
            "size": "Huge",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 19,
            "armor_desc": "natural armor",
            "hit_points": 229,
            "hit_dice": "17d12+119",
            "speed": {
                "hover": true,
                "walk": 40,
                "fly": 80
            },
            "strength": 24,
            "dexterity": 10,
            "constitution": 25,
            "intelligence": 16,
            "wisdom": 13,
            "charisma": 21,
            "strength_save": null,
            "dexterity_save": 5,
            "constitution_save": 12,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": 10,
            "perception": 11,
            "skills": {
                "arcana": 13,
                "history": 13,
                "perception": 11,
                "persuasion": 10,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "cold",
            "condition_immunities": "charmed, frightened",
            "senses": "blindsight 60ft, darkvision 120ft, passive Perception 21",
            "languages": "Common, Draconic, Void Speech",
            "challenge_rating": "14",
            "cr": 14.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon can use its Aura of Madness. It then makes three attacks: one with its bite and two with its claws."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 7 (2d6) cold damage.",
                    "attack_bonus": 12,
                    "damage_dice": "2d10"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 3 (1d6) cold damage.",
                    "attack_bonus": 12,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.",
                    "attack_bonus": 12,
                    "damage_dice": "2d8"
                },
                {
                    "name": "Aura of Madness",
                    "desc": "As ancient void dragon, with DC 18 Wisdom saving throw."
                },
                {
                    "name": "Breath Weapons (Recharge 5-6)",
                    "desc": "The dragon uses one of the following breath weapons:"
                },
                {
                    "name": "Gravitic Breath",
                    "desc": "The dragon exhales a 60-foot cube of powerful localized gravity, originating from the dragon. Falling damage in the area increases to 1d10 per 10 feet fallen. When a creature starts its turn within the area or enters it for the first time in a turn, including when the dragon creates the field, must make a DC 20 Dexterity saving throw. On a failure the creature is restrained. On a success the creature's speed is halved as long as it remains in the field. A restrained creature repeats the saving throw at the end of its turn. The field persists until the dragon's breath recharges, and it can't use gravitic breath twice consecutively."
                },
                {
                    "name": "Stellar Flare Breath",
                    "desc": "The dragon exhales star fire in a 60- foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 31 (9d6) fire damage and 31 (9d6) radiant damage on a failed save, or half as much damage on a successful one."
                },
                {
                    "name": "Teleport",
                    "desc": "The dragon magically teleports to any open space within 100 feet."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Void Twist",
                    "desc": "When the dragon is hit by a ranged attack it can create a small rift in space to increase its AC by 5 against that attack. If the attack misses because of this increase the dragon can choose a creature within 30 feet to become the new target for that attack. Use the original attack roll to determine if the attack hits the new target."
                }
            ],
            "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "name": "Detect",
                    "desc": "The dragon makes a Wisdom (Perception) check."
                },
                {
                    "name": "Tail Attack",
                    "desc": "The dragon makes a tail attack."
                },
                {
                    "name": "Void Slip (Costs 2 Actions)",
                    "desc": "The dragon twists the fabric of space. Each creature within 15 feet of the dragon must succeed on a DC 18 Dexterity saving throw or take 12 (2d6 + 5) bludgeoning damage and be knocked prone. The dragon can then teleport to an unoccupied space within 40 feet."
                },
                {
                    "name": "Void Cache (Costs 3 Actions)",
                    "desc": "The dragon can magically reach into its treasure hoard and retrieve one item. If it is holding an item, it can use this ability to deposit the item into its hoard."
                }
            ],
            "special_abilities": [
                {
                    "name": "Chill of the Void",
                    "desc": "Cold damage dealt by the void dragon ignores resistance to cold damage, but not cold immunity."
                },
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "If the dragon fails a saving throw, it can choose to succeed instead."
                },
                {
                    "name": "Void Dweller",
                    "desc": "As ancient void dragon."
                }
            ],
            "spell_list": [],
            "page_no": 139,
            "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_adult-void-dragon/"
        },
        {
            "slug": "adult-wind-dragon",
            "desc": "_Howling wind encircles the white- and gray-scaled dragon, filling and pushing its wings without the need for them to beat._  \nWind dragons view anywhere touched by air as their property, and mortals point to them as the epitome of arrogance. Their narcissism is not without reason, for awe-inspiring power supports their claims of rightful control. To the dragons of the shifting gales, strength is the ultimate arbiter. Although wind dragon wyrmlings are the weakest of the newborn dragons, they grow in power rapidly, and few fully-grown dragons are seen as stronger.  \n_**Braggarts and Bullies.**_ Wind dragons number among the greatest bullies and worst tyrants among mortal creatures. The sometimes foolhardy creatures take personal offense at any perceived challenge and great pleasure in humiliating rivals. They claim great swathes of territory but care little for its governance, and they perceive the mortals in that territory as possessions. Vassals receive only dubious protection in exchange for unflinching loyalty. A wind dragon might seek bloody vengeance for the murder of a follower, but it’s unlikely to go to any length to prevent the loss of life in the first place.  \n_**Lords of the Far Horizons.**_ Some believe that the dragons of the winds claim much more than they are capable of controlling or patrolling. Because they so love altitude, they prefer to rule and meet with earth-bound supplicants at the highest point available: the summit of a great mountain or atop a towering monument erected by fearful slaves. But these dragons are also driven by wanderlust, and often travel far from their thrones. They always return eventually, ready to subjugate new generations and to press a tyrannical claw on the neck of anyone who questions their right to rule.  \n_**Perpetual Infighting.**_ These wandering tyrants are even more territorial among their own kind than they are among groundlings. Simple trespass by one wind dragon into the territory of another can lead to a battle to the death. Thus their numbers never grow large, and the weakest among them are frequently culled.  \nWind dragons’ hoards typically consist of only a few truly valuable relics. Other dragons might sleep on a bed of coins, but common things bore wind dragons quickly. While all true dragons desire and display great wealth, wind dragons concentrate their riches in a smaller number of notable trophies or unique historic items—often quite portable.  \n\n## Wind Dragon’s Lair\n\n  \nWind dragons make their lairs in locations where they can overlook and dominate the land they claim as theirs, but remote enough so the inhabitants can’t pester them with requests for protection or justice. They have little to fear from the elements, so a shallow cave high up on an exposed mountain face is ideal. Wind dragons enjoy heights dotted with rock spires and tall, sheer cliffs where the dragon can perch in the howling wind and catch staggering updrafts and downdrafts sweeping through the canyons and tearing across the crags. Non-flying creatures find these locations much less hospitable.  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action to generate one of the following effects; the dragon can’t use the same effect two rounds in a row.\n* Sand and dust swirls up from the floor in a 20-foot radius sphere within 120 feet of the dragon at a point the dragon can see. The sphere spreads around corners. The area inside the sphere is lightly obscured, and each creature in the sphere at the start of its turn must make a successful DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the start of each of its turns, ending the effect on itself with a success.\n* Fragments of ice and stone are torn from the lair’s wall by a blast of wind and flung along a 15-foot cone. Creatures in the cone take 18 (4d8) bludgeoning damage, or half damage with a successful DC 15 Dexterity saving throw.\n* A torrent of wind blasts outward from the dragon in a 60-foot radius, either racing just above the floor or near the ceiling. If near the floor, it affects all creatures standing in the radius; if near the ceiling, it affects all creatures flying in the radius. Affected creatures must make a successful DC 15 Strength saving throw or be knocked prone and stunned until the end of their next turn.",
            "name": "Adult Wind Dragon",
            "size": "Huge",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 19,
            "armor_desc": "natural armor",
            "hit_points": 237,
            "hit_dice": "19d12+114",
            "speed": {
                "walk": 40,
                "fly": 90
            },
            "strength": 24,
            "dexterity": 19,
            "constitution": 22,
            "intelligence": 16,
            "wisdom": 15,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 10,
            "constitution_save": 12,
            "intelligence_save": null,
            "wisdom_save": 8,
            "charisma_save": 10,
            "perception": 14,
            "skills": {
                "acrobatics": 10,
                "intimidation": 10,
                "perception": 14,
                "stealth": 10
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "lightning",
            "condition_immunities": "charmed, exhausted, paralyzed, restrained",
            "senses": "blindsight 10 ft., darkvision 60 ft., passive Perception 24",
            "languages": "Common, Draconic, Primordial",
            "challenge_rating": "17",
            "cr": 17.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The wind dragon can use its Frightful Presence and then makes three attacks: one with its bite, and two with its claws."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage.",
                    "attack_bonus": 13,
                    "damage_dice": "2d10"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.",
                    "attack_bonus": 13,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.",
                    "attack_bonus": 13,
                    "damage_dice": "2d8"
                },
                {
                    "name": "Breath of Gales (Recharge 5-6)",
                    "desc": "The dragon exhales a blast of wind in a 60-foot cone. Each creature in that cone takes 27 (5d10) bludgeoning damage and is pushed 25 feet away from the dragon and knocked prone; a successful DC 20 Strength saving throw halves the damage and prevents being pushed (but not being knocked prone). All flames in the cone are extinguished."
                },
                {
                    "name": "Frightful Presence",
                    "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature repeats the saving throw at the end of its turn, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "name": "Detect",
                    "desc": "The dragon makes a Wisdom (Perception) check."
                },
                {
                    "name": "Tail Attack",
                    "desc": "The dragon makes a tail attack."
                },
                {
                    "name": "Wing Attack (Costs 2 Actions)",
                    "desc": "The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed."
                }
            ],
            "special_abilities": [
                {
                    "name": "Innate Spellcasting",
                    "desc": "the dragon's innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components:\n\nat will: feather fall\n\n3/day: lightning bolt"
                },
                {
                    "name": "Fog Vision",
                    "desc": "The dragon sees normally through light or heavy obscurement caused by fog, mist, clouds, or high wind."
                },
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "If the dragon fails a saving throw, it can choose to succeed instead."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The dragon has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Uncontrollable",
                    "desc": "The dragon's movement is never impeded by difficult terrain, and its speed can't be reduced by spells or magical effects. It can't be restrained (per the condition), and it escapes automatically from any nonmagical restraints (such as chains, entanglement, or grappling) by spending 5 feet of movement. Being underwater imposes no penalty on its movement or attacks."
                },
                {
                    "name": "Whirling Winds",
                    "desc": "Gale-force winds rage around the dragon. Ranged weapon attacks against it are made with disadvantage."
                }
            ],
            "spell_list": [],
            "page_no": 143,
            "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_adult-wind-dragon/"
        },
        {
            "slug": "al-aeshma-genie",
            "desc": "_A savage parody of a djinni, an al-Aeshma’s lower half is composed of scorching winds and desert sand._  \n**Sand Djinnis.** The al-Aeshma are former djinn and share the same powers, albeit in a darker style. Their skin is black as pitch, and their whirlwind form includes much dust and sand. Only radiant or fire damage can slay them entirely—otherwise the desert sand flows to seal their wounds and reattach severed limbs.  \n**Obligation of Wishes.** Granting three wishes to a mortal is a sacred and serious obligation among the genies, referred to as being wishbound. The Lords of Air mandate this as celestial law, and many believe that a djinni cannot refuse to grant a wish. Certainly the consequences of disobedience are dire.  \nThose djinn who decline to grant a wish, for any reason, are stripped of their wish power and handed to efreeti for 1,001 years of torture and debasement. Those that survive are banished to wander the Material Plane.  \n**Unforgiven.** No al-Aeshma has ever been forgiven. Their punishment drives them mad, and makes them anything but contrite. Al-Aeshma are a feral, mocking scourge to all other genies, even efreeti, for they know many secrets and their hearts lust for revenge.",
            "name": "Al-Aeshma Genie",
            "size": "Large",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 172,
            "hit_dice": "15d10+90",
            "speed": {
                "hover": true,
                "walk": 30,
                "fly": 90
            },
            "strength": 21,
            "dexterity": 15,
            "constitution": 22,
            "intelligence": 15,
            "wisdom": 16,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": 9,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "lightning, thunder",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., passive Perception 13",
            "languages": "Auran, Common, Ignan",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The al-Aeshma makes three scimitar attacks."
                },
                {
                    "name": "Scimitar",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage, plus 3 (1d6) necrotic damage.",
                    "attack_bonus": 9,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Dust Devil",
                    "desc": "A 5-foot-radius, 30-foot-tall cylinder of sand magically forms on a point the al-Aeshma can see within 120 feet of it. The dust devil lasts as long as the al-Aeshma maintains concentration (as if a spell). Any creature but the al-Aeshma that enters the dust devil must succeed on a DC 18 Strength saving throw or be restrained by it; any number of creatures may be restrained this way. At the start of a restrained creature's turn, it takes 7 (2d6) slashing damage plus 7 (2d6) necrotic damage. The al-Aeshma can move the dust devil up to 60 feet as an action; restrained creatures move with it. The dust devil ends if the al-Aeshma loses sight of it. A creature can use its action to free a creature restrained by the dust devil, including itself, by making a DC 18 Strength check. If the check succeeds, it moves to the nearest space outside the dust devil."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Air Hatred",
                    "desc": "The al-Aeshma has advantage on attack rolls against airborne opponents."
                },
                {
                    "name": "Bound",
                    "desc": "The al-Aeshma must always be anchored to the earth. Even in gaseous form or sandstorm form, part of it must always touch the ground. The al-Aeshma's maximum altitude while flying is 50 ft. If it is not touching, it loses its immunities and gains vulnerability to lightning and thunder."
                },
                {
                    "name": "Elemental Demise",
                    "desc": "When an al-Aeshma dies, its body disintegrates into a swirling spray of coarse sand, leaving behind equipment it was wearing or carrying."
                },
                {
                    "name": "Ill Wind",
                    "desc": "As a bonus action when in gaseous form, the al-Aeshma can befoul its space with a choking scent. When the al-Aeshma moves through another creature's space in gaseous form, the creature must succeed on a DC 18 Constitution saving throw or be incapacitated until the end of its next turn. Ill Wind lasts until the al-Aeshma leaves gaseous form or chooses to end the ability as a bonus action."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the al-Aeshma's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:\n\nat will: detect evil and good, detect magic, thunderwave\n\n3/day each: destroy food and water (as create food and water, but makes food and drink unpalatable), tongues, wind walk\n\n1/day each: creation, gaseous form, insect plague, invisibility, major image"
                },
                {
                    "name": "Regeneration",
                    "desc": "The al-Aeshma regains 10 hit points at the start of its turn. If it takes fire or radiant damage, this trait doesn't function at the start of its next turn. The al-Aeshma dies only if it starts its turn at 0 hit points and doesn't regenerate."
                }
            ],
            "spell_list": [],
            "page_no": 211,
            "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_al-aeshma-genie/"
        },
        {
            "slug": "ala",
            "desc": "_Alas are born from galls that grow on treant trunks. Within this parasitic pocket, an ala sickens the treant and consumes its life force. When the treant dies, the ala is born in a black whirlwind._  \n**Daughters of the Whirlwind.** Alas have windblown hair and wear smoky black rags, but their true form is that of a whirlwind, which can always be seen by šestaci, those men and women with six digits on each hand. In flight or in battle, an ala takes on a form with the upper body of a hag and a whirling vortex of air in place of hips and legs. When an ala enters a house in human form, the whole building groans in protest, as if it had been struck by a powerful stormwind.  \nAlas live in the hollows of trees that were struck by lightning. They are most active when thunder rocks the forest, and when they travel hail or thunderstorms spawn around them.  \n**Enormous Appetites.**The huge-mouthed alas have voracious appetites. In the wild, they devour wolves, bears, and badgers. They prefer to hunt in settled areas, however, because they favor the taste of innocents above all else. Unsavory tribes of savage humanoids may beg an ala’s favor (or divert its wrath) with gifts of bound captives.  \n**Energized by Storms.** In battle, an ala is constantly on the move, weaving between foes like the wind. It tears at its foes with claws and a poisonous bite, or throws wicked lightning bolts and hailstorms from afar. Woe betides the hero who confronts an ala while a storm rages overhead, because such storms energize the ala and make its lightning stronger. Because alas wield lightning with such mastery, some sages associate them with the god of lightning.",
            "name": "Ala",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 127,
            "hit_dice": "15d8+60",
            "speed": {
                "walk": 30,
                "fly": 40
            },
            "strength": 20,
            "dexterity": 16,
            "constitution": 18,
            "intelligence": 10,
            "wisdom": 16,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 9,
            "skills": {
                "athletics": 8,
                "perception": 9,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "lightning, poison, thunder",
            "condition_immunities": "poisoned",
            "senses": "darkvision 60 ft., passive Perception 19",
            "languages": "Common, Draconic",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The ala makes two claw attacks or one claw and one bite attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage, and the target must succeed on a DC 16 saving throw or take 10 (3d6) poison damage.",
                    "attack_bonus": 8,
                    "damage_dice": "1d10"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d8"
                },
                {
                    "name": "Lightning's Kiss (Recharge 5-6)",
                    "desc": "One target within 50 feet must make a DC 16 Dexterity saving throw. It takes 28 (8d6) lightning damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Flyby",
                    "desc": "The ala doesn't provoke an opportunity attack when it flies out of an enemy's reach."
                },
                {
                    "name": "Poison Flesh",
                    "desc": "The ala's poison infuses its flesh. A creature that makes a successful bite attack against an ala must make a DC 16 Constitution saving throw; if it fails, the creature takes 10 (3d6) poison damage."
                },
                {
                    "name": "Storm's Strength",
                    "desc": "If an electrical storm is raging around an ala and its target, the saving throw against Lightning's Kiss is made with disadvantage."
                }
            ],
            "spell_list": [],
            "page_no": 13,
            "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_ala/"
        }
    ]
}