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

GET /monsters/?format=api&ordering=-intelligence&page=11
HTTP 200 OK
Allow: GET, HEAD, OPTIONS
Content-Type: application/json
Vary: Accept

{
    "count": 3207,
    "next": "https://api.open5e.com/monsters/?format=api&ordering=-intelligence&page=12",
    "previous": "https://api.open5e.com/monsters/?format=api&ordering=-intelligence&page=10",
    "results": [
        {
            "slug": "sodwose",
            "desc": "",
            "name": "Sodwose",
            "size": "Medium",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 127,
            "hit_dice": "15d8+60",
            "speed": {
                "walk": 40,
                "climb": 30
            },
            "strength": 10,
            "dexterity": 21,
            "constitution": 18,
            "intelligence": 15,
            "wisdom": 14,
            "charisma": 9,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "perception": 2
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "bludgeoning, piercing",
            "damage_immunities": "poison",
            "condition_immunities": "blinded, charmed, exhaustion, frightened, poisoned, restrained, unconscious",
            "senses": "blindsight 120' (blind beyond), passive Perception 15",
            "languages": "Common, Sylvan",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Three Grass Whip attacks."
                },
                {
                    "name": "Grass Whip",
                    "desc": "Melee Weapon Attack: +8 to hit, 15 ft., one creature,. 12 (2d6+5) slashing damage and target must make DC 15 Str save or be pulled up to 10 ft. to sodwose."
                },
                {
                    "name": "Entangle (1/Day)",
                    "desc": "Compels all plants and roots within 20' of a point on the ground it can see within 60' of it to grasp and pull at nearby creatures for 1 min. When a creature enters the area for the first time on a turn or starts its turn there creature is restrained by grasses and roots (DC 15 Str negates). A creature including the restrained creature can take an action to free it by making a DC 15 Str check."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Grass Step",
                    "desc": "Teleports along with any equipment it is wearing or carrying up to 30' to an unoccupied spot it sees. The origin and destination spaces must contain grass."
                },
                {
                    "name": "Set Snare",
                    "desc": "Creates a snare in a square area it can see within 30' of it that is 5 ft. on a side and 50%+ grass. 1st creature to moves into that space within next min: DC 15 Str save or be restrained by grasses. A creature including restrained creature can use action to free restrained creature via DC 15 Str check. It can have at most 3 snares set at a time. If it sets a 4th oldest ceases to function."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Grassland Camouflage",
                    "desc": "Advantage: Dex (Stealth) to hide in grassland."
                },
                {
                    "name": "Scarecrow",
                    "desc": "Any creature that starts its turn within 10 ft. of sodwose: frightened until the end of its next turn (DC 15 Wis negates and is immune to sodwose's Scarecrow for the next 24 hrs)."
                }
            ],
            "spell_list": [],
            "page_no": 350,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_sodwose/"
        },
        {
            "slug": "wilderness-crone",
            "desc": "",
            "name": "Wilderness Crone",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 105,
            "hit_dice": "14d8+42",
            "speed": {
                "walk": 30
            },
            "strength": 16,
            "dexterity": 10,
            "constitution": 17,
            "intelligence": 15,
            "wisdom": 18,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "perception": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "piercing",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60', passive Perception 14",
            "languages": "Common, Sylvan",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Three Staff attacks."
                },
                {
                    "name": "Wild Staff",
                    "desc": "Melee Weapon Attack: +6 to hit, 5 ft., one target, 10 (2d6+3) bludgeoning damage + 4 (1d8) force."
                },
                {
                    "name": "Needle Breath (Recharge 5-6)",
                    "desc": "Exhales pine needles in a 30' cone. Each creature in the area: 28 (8d6) piercing damage (DC 15 Dex half)."
                },
                {
                    "name": "Spellcasting",
                    "desc": "Wis (DC 15). Prepared: At will: minor illusion tree stride3/day ea: goodberry hold person locate animals or plants1/day ea: commune with nature remove curse"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Transmigratory Strike",
                    "desc": "When she kills a Humanoid can immediately restore it to life as a Beast with CR no higher the Humanoid's CR or level. Otherwise works as reincarnate spell."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Beast Passivism",
                    "desc": "No beast with Int 3 or less can willingly attack the crone. They can be forced to do so through magical means."
                },
                {
                    "name": "Speak with Beasts and Plants",
                    "desc": "Can communicate with Beasts and Plants as if they shared a language."
                }
            ],
            "spell_list": [],
            "page_no": 392,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_wilderness-crone/"
        },
        {
            "slug": "ashen-custodian",
            "desc": "A fire-haired woman with ashen skin gently touches a dying tree, igniting it and the surrounding undergrowth._  \n**Wardens of Wildfire.** This beautiful fey with fiery hair and ashen skin wears a cloak of soot as she treads the forests of the world. The ashen custodian cleanses forests with flames, allowing them to grow anew and maintaining the natural cycle of death and rebirth. Though ashen custodians primarily live solitary lives, Open Game License",
            "name": "Ashen Custodian",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 15,
            "armor_desc": null,
            "hit_points": 99,
            "hit_dice": "18d8+18",
            "speed": {
                "walk": 30
            },
            "strength": 10,
            "dexterity": 21,
            "constitution": 12,
            "intelligence": 14,
            "wisdom": 15,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 4,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "nature": 5,
                "perception": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "fire",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 15",
            "languages": "Elvish, Sylvan",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The ashen custodian makes two cleansing strike attacks."
                },
                {
                    "name": "Cleansing Strike",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage plus 9 (2d8) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.",
                    "attack_bonus": 8,
                    "damage_dice": "1d8+5"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Fire Controller",
                    "desc": "As a bonus action, the ashen custodian can create or extinguish a nonmagical fire in a 5-foot cube within 30 feet of her, or she can expand an existing fire within 30 feet of her by 5 feet in one direction. If she creates or expands a fire, the target location must have suitable fuel for the fire, such as paper or wood. If the ashen custodian targets a fire elemental with this trait, the fire elemental has advantage (expanded) or disadvantage (extinguished) on attack rolls until the end of its next turn."
                },
                {
                    "name": "Forest Cleanser",
                    "desc": "When the ashen custodian hits a plant or plant creature with her Cleansing Strike, the target takes an extra 2d8 fire damage."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The ashen custodian has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Warming Presence",
                    "desc": "When a hostile creature starts its turn within 10 feet of the ashen custodian, the creature must succeed on a DC 15 Constitution saving throw or take 3 (1d6) fire damage. When a friendly creature within 10 feet of the ashen custodian regains hp, the creature regains an extra 1d6 hp."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The ashen custodian's innate spellcasting ability is Charisma (spell save DC 15). The ashen custodian can innately cast the following spells, requiring no material components:\nAt will: druidcraft, produce flame\n3/day each: burning hands, cure wounds, flame blade, fog cloud\n1/day each: conjure elemental (fire elemental only), wall of fire"
                }
            ],
            "spell_list": [],
            "page_no": 29,
            "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_ashen-custodian/"
        },
        {
            "slug": "astral-devourer",
            "desc": "A swarm of strange, faceless gray snakes flies through the air—wingless, as if through water. Their mouths are rasping irises of gnashing fangs, and the sides of each snake are lined with milky, unblinking eyes._  \nWhen enough serpents on the Astral Plane gather, they form a collective creature called an astral devourer. The astral devourer has a hive mind made up of all the minds of its component creatures and possesses a great cunning that makes it more adept at hunting.  \n**All for the Whole.** The individual astral serpents that make up the astral devourer have no thoughts or wills of their own, and the collective freely uses the individuals as weapons. The astral devourer often flings serpents at hard-to-reach prey to consume it. The flung serpents return to the astral devourer, bringing the consumed life force back to the collective. When food is particularly scarce or the devourer is in danger, it can split into subgroups of the main collective, feeding the individuals while keeping the whole safely dispersed.  \n**Planar Hunters.** Hunger constantly drives astral devourers. They love the taste of sentient planar travelers, and they roam the multiverse, favoring desolate landscapes. Reports indicate they’re adept at finding portals between worlds and relentlessly hunt prey through these portals.",
            "name": "Astral Devourer",
            "size": "Medium",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 90,
            "hit_dice": "12d8+36",
            "speed": {
                "fly": 30,
                "hover": true,
                "walk": 30
            },
            "strength": 13,
            "dexterity": 16,
            "constitution": 17,
            "intelligence": 14,
            "wisdom": 16,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": null,
            "intelligence_save": 5,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "perception": 6,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, slashing",
            "damage_immunities": "poison, psychic",
            "condition_immunities": "grappled, paralyzed, petrified, poisoned, prone, restrained, stunned",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "Deep Speech, Void Speech",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The astral devourer makes two melee attacks."
                },
                {
                    "name": "Hungering Serpents",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 0 ft., one target in the swarm's space. Hit: 8 (2d8) piercing damage, or 4 (1d8) piercing damage if the swarm has half of its hit points or fewer, plus 14 (4d6) poison damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d8"
                },
                {
                    "name": "Serpent Spray (Recharge 6)",
                    "desc": "The astral devourer flings biting astral serpents outward. Each creature within 20 feet of the astral devourer must make a DC 16 Dexterity saving throw, taking 14 (4d6) piercing damage and 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. The astral devourer regains hp equal to the single highest amount of piercing damage dealt by this spray."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Divide",
                    "desc": "When an astral devourer that is Small or larger takes bludgeoning, piercing, or slashing damage, it can split into two new astral devourers if it has at least 10 hp. Each new devourer has hp equal to half the original creature, rounded down. New astral devourers are one size smaller than the original. While within 1 mile of each other, the new astral devourers share one collective mind."
                },
                {
                    "name": "Recombine",
                    "desc": "When one or more astral devourers that are Small or smaller and share a collective mind are within 5 feet of each other, they can combine into a new astral devourer. The new astral devourer is one size larger than the largest original creature, and it has hp equal to the combined total of the original creatures. The new astral devourer's hp can't exceed the normal hp maximum of a Medium astral devourer."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Collective Mind",
                    "desc": "The astral devourer's individual serpents are connected via a hive mind. It can telepathically communicate with any of its individual serpents within 1 mile of it, and it can't be surprised."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The astral devourer has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Swarm",
                    "desc": "The astral devourer can occupy another creature's space and vice versa, and the devourer can move through any opening large enough for a Tiny serpent. Except via Serpent Spray and Recombine, the astral devourer can't regain hp or gain temporary hp."
                }
            ],
            "spell_list": [],
            "page_no": 30,
            "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_astral-devourer/"
        },
        {
            "slug": "bone-colossus",
            "desc": "Necromancers, both living and dead, sometimes come together to make massive undead creatures known collectively as “necrotech”. In nations ruled by undead, these massive creations often act as siege weapons or powerful modes of transportation._  \n**Bone Colossuses.** In a tome of deranged ramblings, the writer theorized how “posthumes”— the tiny skeletal creatures used to make up the bone collectives—might be gathered in even greater numbers to form bigger, stronger creatures. Thus was born the Open Game License",
            "name": "Bone Colossus",
            "size": "Gargantuan",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 181,
            "hit_dice": "11d20+66",
            "speed": {
                "walk": 30
            },
            "strength": 24,
            "dexterity": 11,
            "constitution": 22,
            "intelligence": 14,
            "wisdom": 16,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 11,
            "intelligence_save": null,
            "wisdom_save": 8,
            "charisma_save": null,
            "perception": 8,
            "skills": {
                "intimidation": 13,
                "perception": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned",
            "senses": "darkvision 120 ft., passive Perception 18",
            "languages": "Common, Darakhul",
            "challenge_rating": "13",
            "cr": 13.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The bone colossus makes two attacks."
                },
                {
                    "name": "Thunderous Slam (Colossus Form Only)",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage plus 10 (3d6) thunder damage, and the target must succeed on a DC 18 Strength saving throw or be knocked prone.",
                    "attack_bonus": 12,
                    "damage_dice": "4d10+7"
                },
                {
                    "name": "Razor Teeth (Swarm Form Only)",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 0 ft., one target in the swarm's space. Hit: 21 (6d6) piercing damage, or 10 (3d6) piercing damage if the swarm has half its hp or fewer.",
                    "attack_bonus": 12,
                    "damage_dice": "6d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Collective Mind",
                    "desc": "The bone colossus' individual posthumes are connected via a hive mind. It can telepathically communicate with any of its individual posthumes within 50 miles of it, and it can't be surprised. If the bone colossus is reduced to half its hp or fewer, its Intelligence score is reduced to 1."
                },
                {
                    "name": "Siege Monster",
                    "desc": "The bone colossus deals double damage to objects and structures."
                },
                {
                    "name": "Swarm Form",
                    "desc": "A bone colossus can use its action to split into four individual swarms of tiny bone posthumes. Each swarm has an hp total equal to the bone colossus' hp divided by 4 (rounded down), and all are affected by any conditions, spells, and other magical effects that affected the bone colossus. The swarms act on the same initiative count as the bone colossus did and occupy any unoccupied space that previously contained the bone colossus. A bone swarm can occupy another creature's space and vice versa, and the swarm can move through a space as narrow as 1 foot wide without squeezing. A swarm can't regain hp or gain temporary hp.\n\nAs an action, the swarms can reform into a single bone colossus as long as all surviving swarms are within 5 feet of each other. The reformed bone colossus' hp total is equal to the combined remaining hp of the swarms, and the bone colossus is affected by any conditions, spells, and other magical effects currently affecting any of the swarms. It occupies any unoccupied space that previously contained at least one of the swarms that formed it."
                },
                {
                    "name": "Turn Resistance",
                    "desc": "The bone colossus has advantage on saving throws against any effect that turns undead."
                }
            ],
            "spell_list": [],
            "page_no": 267,
            "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_bone-colossus/"
        },
        {
            "slug": "cadaver-sprite",
            "desc": "The ground seems to crawl with tiny skeletal humanoids. Red pinpricks of baleful light emanate from empty eye sockets. The creatures have bony wings and tiny, vicious-looking teeth._  \n**Punished Fey.** Cadaver sprites are the skeletal remains of sprites that have failed the fey courts. Some of them befriended non-fey and left the forest, others were simply too lazy to complete their duties, and many more were punished for dozens of other reasons. Whatever the case, the fey lords and ladies corrupt the bodies of the sprites so they can accomplish in death what they failed to do in life. As part of this corruption, the sprites’ wings are reduced to bones, which removes their freedom to fly and forces them to stick to bushes and foliage. They typically band together and assault their opponents in large groups.  \n**Retain Elements of Individuality.** Unlike many forms of simple undead, cadaver sprites retain memories of their lives. These memories serve as a constant reminder of their failures. Those who associated with them in life consider them cursed or no longer recognize them. This inability to connect with those they once knew, combined with the compulsion to protect the forest and continue their previous duties, drives many cadaver sprites to madness.  \n**Deathspeakers.** For reasons known only to the sprites and the fey lords and ladies that created them, cadaver sprites are often found in areas occupied by Open Game License",
            "name": "Cadaver Sprite",
            "size": "Tiny",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 14,
            "armor_desc": null,
            "hit_points": 20,
            "hit_dice": "8d4",
            "speed": {
                "walk": 20
            },
            "strength": 5,
            "dexterity": 18,
            "constitution": 10,
            "intelligence": 14,
            "wisdom": 13,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3,
                "stealth": 8
            },
            "damage_vulnerabilities": "bludgeoning",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "exhaustion, poisoned",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "—",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Shortbow",
                    "desc": "Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 7 (1d6 + 4) piercing damage. The target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.",
                    "attack_bonus": 6,
                    "damage_dice": "1d6+4"
                },
                {
                    "name": "Corrupting Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 2 (1d4) necrotic damage, and the target must make a DC 12 Constitution saving throw or take 2 (1d4) necrotic damage at the start of its next turn.",
                    "attack_bonus": 6,
                    "damage_dice": "1d4+4"
                },
                {
                    "name": "Invisibility",
                    "desc": "The cadaver sprite magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 55,
            "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_cadaver-sprite/"
        },
        {
            "slug": "crinaea",
            "desc": "A beautiful figure made of water and plants steps from the lake and smiles._  \nCrinaea are nymph-like water fey that inhabit small bodies of water such as wells and fountains.  \n**Water-bound Fey.** Similar to dryads, crinaea are bound to a body of water which becomes their home and focal point. Unlike dryads, crinaea can choose to be bound to a water source and can change which water source they call home. A crinaea must submerge itself in its bound water source every day or suffer. As long as the water source stays pure and the crinaea never travels more than a mile from it, the crinaea can live indefinitely. If its home water source is ever dried up or destroyed, the crinaea quickly fades until it finds a new home or dies.  \n**Friendly but Poisonous.** One of the most gregarious fey, the crinaea enjoys long conversations with intelligent creatures. The crinaea is often well-versed in the goings-on around its home and happily shares such information with friendly creatures. It offers its pure water to those in need and those who are polite, but woe be unto those who anger the fey after having tasted its water, as the crinaea can poison any water taken from its home.",
            "name": "Crinaea",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 13,
            "armor_desc": null,
            "hit_points": 44,
            "hit_dice": "8d8+8",
            "speed": {
                "swim": 60,
                "walk": 30
            },
            "strength": 11,
            "dexterity": 16,
            "constitution": 12,
            "intelligence": 14,
            "wisdom": 12,
            "charisma": 17,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "fire",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Common, Sylvan",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Dagger",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) cold damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d4+3"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Crinaea's Curse",
                    "desc": "The crinaea can sense water within 300 feet of it that was drawn from its bonded source within the last 24 hours. As a bonus action, the crinaea can poison up to 1 gallon of water within 300 feet of it that was drawn from its bonded source. This can even affect water that has been used to make another nonmagical substance, such as soup or tea, or water that was consumed within the last 30 minutes. The poison can affect a target through contact or ingestion. A creature subjected to this poison must make a DC 13 Constitution saving throw. On a failure, a creature takes 18 (4d8) poison damage and is poisoned for 1 hour. On a success, a creature takes half the damage and isn't poisoned."
                },
                {
                    "name": "Water-bound Form",
                    "desc": "The crinaea is bound to its water source. If the crinaea is separated from its water source for more than 24 hours, the crinaea gains 1 level of exhaustion. It gains an additional level of exhaustion for each day until it bonds with another water source or it dies. The crinaea can bond with a new water source and remove its levels of exhaustion by finishing a long rest while submerged in the new water source."
                },
                {
                    "name": "Watery Form",
                    "desc": "While fully immersed in water, the crinaea is invisible and it can move through a space as narrow as 1 inch wide without squeezing."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The crinaea's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:\nAt will: poison spray\n3/day each: create or destroy water (create water only), purify food and drink (water only)\n1/day each: disguise self, fog cloud, protection from poison"
                }
            ],
            "spell_list": [],
            "page_no": 74,
            "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_crinaea/"
        },
        {
            "slug": "darakhul-captain",
            "desc": "Leaders of law enforcement units in undead cities, darakhul captains are stoic and steely darakhul hand-selected by the city’s leadership for the role.  \n_**Patrol Teams.**_ When on patrol, darakhul captains ride Open Game License",
            "name": "Darakhul Captain",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 16,
            "armor_desc": "breastplate",
            "hit_points": 165,
            "hit_dice": "22d8+66",
            "speed": {
                "walk": 30
            },
            "strength": 18,
            "dexterity": 16,
            "constitution": 17,
            "intelligence": 14,
            "wisdom": 14,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "insight": 6,
                "intimidation": 8,
                "perception": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, exhaustion, poisoned",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "Common, Darakhul, Undercommon",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The darakhul captain makes three attacks: one with its bite, one with its claw, and one with its longsword. Alternatively, it can make four attacks with its longsword."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 7 (2d6) necrotic damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or contract darakhul fever.",
                    "attack_bonus": 8,
                    "damage_dice": "2d8+4"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 7 (2d6) necrotic damage. If the target is a creature other than an undead, it must succeed on a DC 15 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. If a humanoid is paralyzed for more than 2 rounds, it contracts darakhul fever.",
                    "attack_bonus": 8,
                    "damage_dice": "2d6+4"
                },
                {
                    "name": "Longsword",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 7 (2d6) necrotic damage.",
                    "attack_bonus": 8,
                    "damage_dice": "1d8+4"
                },
                {
                    "name": "Heavy Crossbow",
                    "desc": "Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 7 (2d6) necrotic damage.",
                    "attack_bonus": 7,
                    "damage_dice": "1d10+3"
                },
                {
                    "name": "Imperial Conscription (Recharge 6)",
                    "desc": "The darakhul captain targets one incapacitated creature it can see within 30 feet. The target must make a DC 15 Wisdom saving throw, taking 27 (5d10) necrotic damage on a failed save, or half as much damage on a successful one. The target's hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. If the victim has darakhul fever, this reduction can't be removed until the victim recovers from the disease. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises as a ghast 1d4 hours later under the darakhul captain's control, unless the humanoid is restored to life"
                },
                {
                    "name": "Leadership (Recharges after a Short or Long Rest)",
                    "desc": "For 1 minute, the darakhul captain can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the captain. A creature can benefit from only one Leadership die at a time. This effect ends if the captain is incapacitated."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Master of Disguise",
                    "desc": "A darakhul in a prepared disguise has advantage on Charisma (Deception) checks made to pass as a living creature. While using this ability, it loses its Stench."
                },
                {
                    "name": "Necrotic Weapons",
                    "desc": "The darakhul captain's weapon attacks are magical. When the captain hits with any weapon, the weapon deals an extra 2d6 necrotic damage (included in the attack)."
                },
                {
                    "name": "Stench",
                    "desc": "Any creature that starts its turn within 5 feet of the darakhul must succeed on a DC 15 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the darakhul's Stench for 24 hours."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "While in sunlight, the darakhul has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
                },
                {
                    "name": "Turning Defiance",
                    "desc": "The darakhul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead."
                }
            ],
            "spell_list": [],
            "page_no": 166,
            "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_darakhul-captain/"
        },
        {
            "slug": "darakhul-spy",
            "desc": "The eyes and ears of undead armies, darakhul spies originate from all nations and backgrounds.  \n**Masters of Disguise.** Darakhul spies are rarely without a slew of disguises, including wigs, colored pastes, cosmetics, and clothing appropriate for various nationalities and economic levels. Some of the best spies have spent decades hiding in plain sight in courts, taverns, and slums across the world.  \n**Complex Network.** Each spy has one superior to whom it reports, and each superior spy has a separate superior spy to whom it reports. Only the highest leaders have knowledge of the intricacies of the spy network, and even they aren’t fully aware of the true identities of their furthest-reaching agents.  \n_**Hungry Dead Nature.**_ The darakhul doesn’t require air or sleep.",
            "name": "Darakhul Spy",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 16,
            "armor_desc": "studded leather",
            "hit_points": 91,
            "hit_dice": "14d8+28",
            "speed": {
                "walk": 30
            },
            "strength": 16,
            "dexterity": 18,
            "constitution": 14,
            "intelligence": 14,
            "wisdom": 12,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "deception": 5,
                "perception": 4,
                "stealth": 7,
                "survival": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, exhaustion, poisoned",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "Common, Darakhul",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The darakhul makes three attacks: one with its bite, one with its claw, and one with its shortsword."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and, if the target creature is humanoid, it must succeed on a DC 13 Constitution saving throw or contract darakhul fever.",
                    "attack_bonus": 7,
                    "damage_dice": "2d8+4"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. If the target is a creature other than an undead, it must make a successful 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. If a humanoid creature is paralyzed for more than 2 rounds, it contracts darakhul fever.",
                    "attack_bonus": 7,
                    "damage_dice": "2d6+4"
                },
                {
                    "name": "Shortsword",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "1d6+4"
                },
                {
                    "name": "Light Crossbow",
                    "desc": "Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "1d8+4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Evasion",
                    "desc": "If the darakhul spy is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails."
                },
                {
                    "name": "Master of Disguise",
                    "desc": "A darakhul in a prepared disguise has advantage on Charisma (Deception) checks made to pass as a living creature. While using this ability, it loses its Stench."
                },
                {
                    "name": "Sneak Attack (1/Turn)",
                    "desc": "The darakhul spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the darakhul spy that isn't incapacitated and the darakhul doesn't have disadvantage on the attack roll."
                },
                {
                    "name": "Stench",
                    "desc": "Any creature that starts its turn within 5 feet of the darakhul must make a successful DC 13 Constitution saving throw or be poisoned until the start of its next turn. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the darakhul's Stench for the next 24 hours. A darakhul using this ability can't also benefit from Master of Disguise."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "While in sunlight, the darakhul has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
                },
                {
                    "name": "Turning Defiance",
                    "desc": "The darakhul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead."
                }
            ],
            "spell_list": [],
            "page_no": 168,
            "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_darakhul-spy/"
        },
        {
            "slug": "dread-walker-excavator",
            "desc": "These glyph-covered metal spiders slowly crawl over the cracked temples of beings beyond the minds of mortals._  \nDread walker excavators are spider-shaped constructs developed to protect and excavate ancient, magical ruins. Excavators are found deep underwater or in wastelands, crawling over monuments built hundreds of years ago.  \n**Alien Minds.** The minds of the excavators are completely mysterious, their instructions indecipherable. Excavators are able to communicate with one another, and supposedly with their masters, but the transmission path of this communication is unknown.  \n**Dread Eye.** The excavator’s central eye shines complicated diagrams atop the stonework of ancient ruins, imprinting alien glyphs atop those carved hundreds of years previously. Some believe the excavators contain vast knowledge of ancient magic and lost civilizations, and sages greatly desire destroyed excavators, hoping to extract this knowledge from their remains. None have yet been successful, and many have been driven mad by the attempt.  \n**Construct Nature.** A dread walker excavator doesn’t require air, food, drink, or sleep.",
            "name": "Dread Walker Excavator",
            "size": "Large",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 75,
            "hit_dice": "10d10+20",
            "speed": {
                "climb": 30,
                "walk": 30,
                "swim": 30
            },
            "strength": 18,
            "dexterity": 19,
            "constitution": 14,
            "intelligence": 14,
            "wisdom": 16,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "perception": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison, psychic",
            "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 60 ft., tremorsense 60 ft., passive Perception 16",
            "languages": "—",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The excavator makes two foreleg attacks."
                },
                {
                    "name": "Foreleg",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d8+4"
                },
                {
                    "name": "Excavation Beam",
                    "desc": "Ranged Weapon Attack: +7 to hit, range 30/60 ft., one target. Hit: 17 (5d6) force damage.",
                    "attack_bonus": 7,
                    "damage_dice": "5d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Arcane Instability",
                    "desc": "When the excavator is reduced to half its maximum hp or fewer, unstable arcane energy begins to pour from its metal body. A creature that touches the unstable excavator or hits it with a melee attack while within 5 feet of it takes 3 (1d6) force damage."
                },
                {
                    "name": "Spider Climb",
                    "desc": "The excavator can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
                }
            ],
            "spell_list": [],
            "page_no": 129,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_dread-walker-excavator/"
        },
        {
            "slug": "falsifier-fog",
            "desc": "Falsifier fogs are foul urban mists that seek to distort the memory and manipulate the reality of victims using illusion and enchantment._  \n**Delusory Misery.** Falsifier fogs feed on the continued anxiety and depression they foment in populated towns and cities, using their unique abilities to infect large groups at a time. They do not look to kill victims, instead hoping to feed on distress for as long as possible.  \n**Relishing Manipulators.** Falsifier fogs are the souls of abusers and cult leaders who died collaborating with or benefitting from the manipulations of dark forces. Sometimes falsifier fogs form mutually beneficial relationships, willingly cooperating with evil spellcasters to spread misery. Open Game License",
            "name": "Falsifier Fog",
            "size": "Huge",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 13,
            "armor_desc": null,
            "hit_points": 52,
            "hit_dice": "8d12",
            "speed": {
                "hover": true,
                "walk": 0,
                "fly": 60
            },
            "strength": 1,
            "dexterity": 17,
            "constitution": 10,
            "intelligence": 14,
            "wisdom": 16,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold, fire, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious",
            "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 13",
            "languages": "understands Common but can’t speak",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The falsifier fog makes two chill attacks."
                },
                {
                    "name": "Chill",
                    "desc": "Melee Spell Attack: +5 to hit, reach 5 ft., one target in the fog's space. Hit: 10 (3d6) cold damage.",
                    "attack_bonus": 5,
                    "damage_dice": "3d6"
                },
                {
                    "name": "Reaching Phantasms (Recharge 5-6)",
                    "desc": "The phantasmal images within the falsifier fog reach outward. Each creature within 10 feet of the fog must make a DC 13 Wisdom saving throw, taking 18 (4d8) psychic damage on a failed save, or half as much damage on a successful one. Creatures in the fog's space have disadvantage on the saving throw."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Enveloping Fog",
                    "desc": "The falsifier fog can occupy another creature's space and vice versa, and the falsifier fog can move through any opening as narrow as 1 inch wide without squeezing. The fog's space is lightly obscured, and a creature in the fog's space has threequarters cover against attacks and other effects outside the fog."
                },
                {
                    "name": "False Appearance",
                    "desc": "While the falsifier fog hovers motionlessly, it is indistinguishable from ordinary fog."
                },
                {
                    "name": "Horrific Illusions",
                    "desc": "A creature that starts its turn in the falsifier fog's space must succeed on a DC 13 Wisdom saving throw or be frightened until the start of its next turn, as it sees visions of its worst fears within the fog. While frightened, a creature's speed is reduced to 0. If a creature fails the saving throw by 5 or more, it is afflicted with short-term madness."
                },
                {
                    "name": "Limited Telepathy",
                    "desc": "The falsifier fog can communicate telepathically with any creature in its space."
                }
            ],
            "spell_list": [],
            "page_no": 140,
            "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_falsifier-fog/"
        },
        {
            "slug": "far-dorocha",
            "desc": "The fey lady’s attendant stands by, waiting on her from the shadows. The lady voices her desire, and the attendant leaps into action, calling a phantasmal charger made of midnight and shadow._  \n**Fey Stewards.** The far dorocha manage the servants of the fey courts and, when tasked, carry out the more sinister biddings of their masters. Fey lords and ladies prize the far dorocha for their attention to detail and composed mien.  \n**Abductor of Mortals.** Sometimes called the “dark man” or “fear dorcha,” these malicious fey are described in grim folk tales. Parents scare their children into obedience by telling bedtime stories of villains who ride black horses in the night and steal the ill-behaved away to lands of perpetual darkness. Woe betide the children who wake up to find they are the ones alone.",
            "name": "Far Dorocha",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 14,
            "armor_desc": "natural armor), 18 while in dim light or darkness",
            "hit_points": 82,
            "hit_dice": "15d8+15",
            "speed": {
                "walk": 30
            },
            "strength": 10,
            "dexterity": 18,
            "constitution": 13,
            "intelligence": 14,
            "wisdom": 10,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "deception": 7,
                "perception": 3,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "charmed, frightened",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Common, Elvish, Sylvan, Umbral",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The far dorocha makes two dirk attacks."
                },
                {
                    "name": "Dirk",
                    "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 plus 14 (4d6) poison damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                    "attack_bonus": 7,
                    "damage_dice": "1d6+4"
                },
                {
                    "name": "Dark Invitation",
                    "desc": "One humanoid within 30 feet of the far dorocha and that can hear it must succeed on a DC 15 Charisma saving throw or be magically charmed for 1 day. The charmed target believes it has been invited to meet with the far dorocha's master and accompanies the far dorocha. Although the target isn't under the far dorocha's control, it takes the far dorocha's requests or actions in the most favorable way it can. Each time the far dorocha or its companions do anything harmful to the target, the target can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect ends if the far dorocha is destroyed, is on a different plane of existence than the target, or uses its bonus action to end the effect. If the target successfully saves against the effect, or if the effect ends for it, the target is immune to the far dorocha's Dark Invitation for the next 24 hours.\n\nThe far dorocha can have only one target charmed at a time. If it charms another, the effect on the previous target ends."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Shadow Traveler (3/Day)",
                    "desc": "As a bonus action while in shadows, dim light, or darkness, the far dorocha disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this trait."
                },
                {
                    "name": "Traveler in Darkness",
                    "desc": "The far dorocha has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items."
                },
                {
                    "name": "Under the Cloak of Night",
                    "desc": "While in dim light or darkness, the far dorocha's AC includes its Charisma modifier, and it has advantage on saving throws."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The far dorocha's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components.\nAt will: disguise self, thaumaturgy\n3/day each: command, phantom steed\n1/day each: compulsion, darkness"
                }
            ],
            "spell_list": [],
            "page_no": 142,
            "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_far-dorocha/"
        },
        {
            "slug": "haleshi",
            "desc": "A tall, gangly humanoid creature with pale-green skin and the head of a mackerel strides out of the water. It wears a loose-fitting tunic and carries a clamshell in its long, spindly hands._  \n**Diplomatic Fey.** Haleshi are fey that act as intermediaries between fey who live on the land and those who live in oceans and rivers, settling disputes that arise between the two groups. Haleshi are impartial in their rulings and prefer to make decisions based on evidence rather than rumor and speculation. The job of an haleshi is a difficult one due to the chaotic and unpredictable nature of many fey, but they usually receive the backing of the fey lords, particularly the River King, whose court they frequent, and the Bear King, who admires their stoic adherence to duty in the face of adversity.  \n**Clam Riders.** Haleshi have a mystical connection with ordinary clams and similar mollusks and are able to use mollusks to magically transport themselves from one body of water to another.  \n**Food-Lovers.** While haleshi have little to do with humanoids in their role as fey diplomats and judges, they have a predilection for human and elven cuisine, particularly desserts such as apple pies and strawberry tartlets. Some fey try to bribe haleshi with human or elven sweets, only to find that the fey are all but incorruptible.",
            "name": "Haleshi",
            "size": "Large",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "lawful neutral",
            "armor_class": 17,
            "armor_desc": null,
            "hit_points": 123,
            "hit_dice": "13d10+52",
            "speed": {
                "swim": 40,
                "walk": 30
            },
            "strength": 16,
            "dexterity": 16,
            "constitution": 18,
            "intelligence": 14,
            "wisdom": 17,
            "charisma": 19,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 7,
            "perception": 6,
            "skills": {
                "insight": 9,
                "nature": 5,
                "perception": 6,
                "persuasion": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold",
            "damage_immunities": "",
            "condition_immunities": "charmed",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "Aquan, Common, Elvish, Sylvan",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The haleshi makes two attacks with its stupefying touch."
                },
                {
                    "name": "Stupefying Touch",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 3) psychic damage, and the target must succeed on a DC 15 Intelligence saving throw or be incapacitated until the end of its next turn.",
                    "attack_bonus": 6,
                    "damage_dice": "3d8+3"
                },
                {
                    "name": "Clamport (3/Day)",
                    "desc": "The haleshi touches a clam within 5 feet of it, which enlarges and swallows the haleshi and up to three willing Medium or smaller creatures within 15 feet of the haleshi. The clam then teleports to a body of water the haleshi has visited that is large enough to hold the clam's passengers and releases them. After releasing the passengers, the clam returns to normal."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Water Shield (Recharge 5-6)",
                    "desc": "The haleshi adds 3 to its AC against one attack that would hit it. To do so, the haleshi must be within 5 feet of a gallon or more of water. Alternatively, if the haleshi would take fire damage from an attack or spell, it can negate that damage if it is within 5 feet of a gallon or more of water."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The haleshi can breathe air and water."
                },
                {
                    "name": "Charming Defense",
                    "desc": "While the haleshi is wearing no armor and wielding no shield, its AC includes its Charisma modifier (included in the Armor Class)."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The haleshi's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:\n3/day each: charm person, invisibility (self only)\n1/day each: major image, water walk, zone of truth"
                }
            ],
            "spell_list": [],
            "page_no": 191,
            "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_haleshi/"
        },
        {
            "slug": "helashruu",
            "desc": "An enormous looking glass floats forward, its enormous, warped frame composed of writhing purple tendrils, and its surface covered in dozens of hideous, swirling eyes. Several razor-sharp whips whirl through the air around it._  \n**Mirrors from Beyond.** The helashruu are bizarre and terrifying aberrations that travel the planes, spreading chaos and destruction. Resembling towering mirrors covered in tentacles and eyes, helashruu defy rational explanation. When they deem it necessary to communicate with other creatures, it is usually through a jumbled mishmash of thoughts with their telepathy, though making sense of what they say is often next to impossible.  \n**Trapping Gone Astray.** Sages versed in planar lore believe the helashruu were created when a mirror of life trapping swallowed a powerful, deity of chaos and shattered under the strain of the energies it tried to contain. The pieces then scattered across the planes before forming into the first helashruu. The helashruu sometimes trap creatures within themselves, giving credence to this belief. Some sages hypothesize that if all the helashruu were to gather together in one place, they would reform the original mirror, and the evil entity would be released from its confinement. Thankfully, these creatures are extremely rare and hold nothing but contempt for others of their own kind.",
            "name": "Helashruu",
            "size": "Huge",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 184,
            "hit_dice": "16d12+80",
            "speed": {
                "fly": 50,
                "walk": 0,
                "hover": true
            },
            "strength": 20,
            "dexterity": 15,
            "constitution": 20,
            "intelligence": 14,
            "wisdom": 17,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 8,
            "charisma_save": null,
            "perception": 13,
            "skills": {
                "perception": 13
            },
            "damage_vulnerabilities": "bludgeoning, thunder",
            "damage_resistances": "acid, cold, fire, lightning, piercing, psychic",
            "damage_immunities": "slashing",
            "condition_immunities": "charmed, paralyzed, petrified, prone",
            "senses": "truesight 90 ft., passive Perception 23",
            "languages": "Void Speech, telepathy 120 ft.",
            "challenge_rating": "13",
            "cr": 13.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The helashruu uses Trap Life if it can. It then makes four shard whip attacks."
                },
                {
                    "name": "Shard Whip",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 15 (3d6 + 5) slashing damage.",
                    "attack_bonus": 10,
                    "damage_dice": "3d6+5"
                },
                {
                    "name": "Reflect Energy (Recharge 5-6)",
                    "desc": "The helashruu releases stored energy in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 35 (10d6) damage of the most recent type dealt to the helashruu on a failed save, or half as much damage on a successful one. If the helashruu hasn't taken damage within the past 1 minute, the damage type is force."
                },
                {
                    "name": "Trap Life (Recharge 6)",
                    "desc": "One creature of the helashruu's choice that is within 30 feet of the helashruu and that can see it must succeed on a DC 18 Wisdom saving throw or be trapped inside the helashruu's mirror. While trapped, the target is blinded and restrained, it has total cover against attacks and other effects outside the helashruu, and it takes 21 (6d6) force damage at the start of each of the helashruu's turns. The helashruu can have only one creature trapped at a time. A fragmented caricature of the trapped creature appears on the helashruu's surface while a creature is trapped inside it.\n\nIf the helashruu takes 30 or more bludgeoning or thunder damage on a single turn, the helashruu must succeed on a DC 15 Constitution saving throw or release the creature, which falls prone in a space within 10 feet of the helashruu. If the helashruu dies, a trapped creature is immediately released into a space within 10 feet of the helashruu."
                },
                {
                    "name": "Teleport",
                    "desc": "The helashruu magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."
                },
                {
                    "name": "Dimensional Hop (3/Day)",
                    "desc": "The helashruu can transport itself to a different plane of existence. This works like the plane shift spell, except the helashruu can affect only itself and can't use this action to banish an unwilling creature to another plane."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Innate Spellcasting (1/Day)",
                    "desc": "The helashruu can innately cast gate, requiring no material components. Its innate spellcasting ability is Charisma."
                }
            ],
            "spell_list": [],
            "page_no": 197,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_helashruu/"
        },
        {
            "slug": "imperial-dragon-wyrmling",
            "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": "Imperial Dragon Wyrmling",
            "size": "Medium",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 60,
            "hit_dice": "8d8+24",
            "speed": {
                "walk": 30,
                "fly": 60,
                "swim": 30
            },
            "strength": 19,
            "dexterity": 12,
            "constitution": 17,
            "intelligence": 14,
            "wisdom": 12,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": 3,
            "constitution_save": 5,
            "intelligence_save": null,
            "wisdom_save": 3,
            "charisma_save": 4,
            "perception": 5,
            "skills": {
                "insight": 3,
                "perception": 5,
                "stealth": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "lightning, thunder",
            "condition_immunities": "",
            "senses": "blindsight 10 ft., darkvision 60 ft., passive Perception 15",
            "languages": "Draconic",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d10+4"
                },
                {
                    "name": "Lightning Breath (Recharge 5-6)",
                    "desc": "The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 22 (4d10) 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 (1/Day)",
                    "desc": "The dragon can innately cast fog cloud, requiring no material components. Its innate spellcasting ability is Charisma."
                }
            ],
            "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_imperial-dragon-wyrmling/"
        },
        {
            "slug": "mead-archon",
            "desc": "An amber-skinned angelic figure clad in leather armor spreads its white wings as it takes a long pull from an enormous drinking horn._  \nMead archons are the emissaries of deities who enjoy battle and strong drink.  \n**Fight Hard, Party Harder.** Mead archons are good-natured, bombastic warriors who inspire others in battle with their bravery and feats of strength. In times of desperation, a god sends these archons to bolster the ranks of mortal soldiers who serve the deity’s cause. If the day is won, mead archons relish staying on the Material Plane to celebrate, drinking ale, bellowing songs, and sharing stories of victory.  \n**Divine Trainers.** When a mortal champion of a deity is part of an athletic competition or important battle, a mead archon is often sent to help prepare the mortal for the event. Mead archons are tough but encouraging trainers who enjoy celebrating wins and drinking away losses.  \n**Immortal Nature.** The mead archon doesn’t require food, drink, or sleep.",
            "name": "Mead Archon",
            "size": "Medium",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "chaotic good",
            "armor_class": 14,
            "armor_desc": "leather armor",
            "hit_points": 82,
            "hit_dice": "11d8+33",
            "speed": {
                "walk": 30,
                "fly": 60
            },
            "strength": 20,
            "dexterity": 16,
            "constitution": 17,
            "intelligence": 14,
            "wisdom": 18,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 5,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": 7,
            "perception": null,
            "skills": {
                "athletics": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "poison, radiant; bludgeoning, piercing, and slashing damage from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "charmed, exhaustion, frightened, poisoned",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "all, telepathy 60 ft.",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The mead archon makes two melee attacks. Alternatively, it can use its Radiant Bolt twice. It can use its Drunken Touch in place of one melee attack."
                },
                {
                    "name": "Maul",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d6+5"
                },
                {
                    "name": "Radiant Bolt",
                    "desc": "Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 10 (3d6) radiant damage.",
                    "attack_bonus": 7,
                    "damage_dice": "3d6"
                },
                {
                    "name": "Drunken Touch",
                    "desc": "The mead archon touches a creature within 5 feet of it. The creature must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. If a creature poisoned this way takes damage, it can repeat the saving throw, ending the condition on a success."
                },
                {
                    "name": "Create Potion of Healing (1/Day)",
                    "desc": "The mead archon touches a container containing 1 pint of alcohol and turns it into a potion of healing. If the potion is not consumed within 24 hours, it reverts back to its original form."
                },
                {
                    "name": "Divine Guzzle (Recharge 4-6)",
                    "desc": "The mead archon drinks a pint of alcohol and chooses one of the following effects: \n* The archon belches fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. \n* The archon has advantage on attack rolls and saving throws until the end of its next turn. \n* The archon regains 10 hit points."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Magic Resistance",
                    "desc": "The mead archon has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The mead archon's weapon attacks are magical."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The mead archon's spellcasting ability is Charisma (spell save DC 15). The archon can innately cast the following spells, requiring only verbal components:\n1/day each: aid, enhance ability, lesser restoration, protection from poison, zone of truth"
                }
            ],
            "spell_list": [],
            "page_no": 18,
            "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_mead-archon/"
        },
        {
            "slug": "moonkite",
            "desc": "This fantastic creature is almost uniformly circular in shape, its bizarre form composed of six pairs of bright silver hawk wings flapping in perfect unison. Despite its odd appearance, the creature moves gracefully through the air._  \n**Ordered Forms.** The circular bodies of these bizarre, spherical celestials are surrounded by six identical wings of burnished silver. Many angels like devas and planetars see moonkites as the perfect unity of form and function, and often extol their virtues to mortals when trying to convince them of the grandeur of the heavens. Moonkites themselves rarely communicate, but when they do, their wings vibrate in time with their words.  \n**Heavenly Steeds.** Though most celestials do not ride mounts nor use creatures like pegasi and unicorns as steeds, moonkites sometimes serve as mounts for powerful celestial generals and heroes, especially those that do not possess a humanoid form. The moonkite can outfly most other creatures, and it is particularly hardy against the powers of demons and devils, making it a valuable mount to many celestials. Celestials riding a moonkite never treat it as a lesser creature, instead often confiding in the moonkite or asking for its opinion.  \n**Gifts from Above.** When the world is in dire peril from a powerful chaotic or evil threat, moonkites have been known to assist good-aligned heroes as steeds. Any mortal that gains a moonkite as an ally must uphold the tenets of truth, heroism, and generosity, lest it lose the celestial’s assistance.  \n**Immortal Nature.** The moonkite doesn’t require food, drink, or sleep.",
            "name": "Moonkite",
            "size": "Large",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "lawful good",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 93,
            "hit_dice": "11d10+33",
            "speed": {
                "fly": 120,
                "hover": true,
                "walk": 0
            },
            "strength": 15,
            "dexterity": 18,
            "constitution": 16,
            "intelligence": 14,
            "wisdom": 16,
            "charisma": 19,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": 7,
            "perception": 6,
            "skills": {
                "insight": 6,
                "perception": 6,
                "religion": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "fire, radiant; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "blinded, exhaustion, frightened, poisoned, prone",
            "senses": "blindsight 120 ft. (blind beyond this radius), passive Perception 16",
            "languages": "Celestial, telepathy 120 ft.",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The moonkite makes four wing buffet attacks. Alternatively, it can use Radiant Arrow twice."
                },
                {
                    "name": "Radiant Arrow",
                    "desc": "Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 14 (4d6) radiant damage.",
                    "attack_bonus": 7,
                    "damage_dice": "4d6"
                },
                {
                    "name": "Wing Buffet",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. If the moonkite scores a critical hit, the target must succeed on a DC 15 Constitution saving throw or be blinded 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": "Planar Traveler",
                    "desc": "The moonkite can transport itself to a different plane of existence. This works like the plane shift spell, except the moonkite can affect only itself and a willing rider, and can't banish an unwilling creature to another plane."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Celestial Freedom",
                    "desc": "The moonkite ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled. In addition, it has advantage on saving throws against spells and effects that would banish it from its current plane or that would bind it to a particular location or creature. The moonkite can grant this trait to anyone riding it."
                },
                {
                    "name": "Flyby",
                    "desc": "The moonkite doesn't provoke opportunity attacks when it flies out of an enemy's reach."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The moonkite has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The moonkite's weapon attacks are magical and silvered."
                }
            ],
            "spell_list": [],
            "page_no": 260,
            "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_moonkite/"
        },
        {
            "slug": "mountain-dryad",
            "desc": "An enormous woman covered in rocky formations accented with crystals emerges from the mountainside._  \nOften mistaken for giants, mountain dryads are huge fey who are tied to primal mountains.  \n**Like the Mountain.** Mountain dryads are sturdier than their smaller, frailer sisters. Their beauty is more rugged, with hair the color of lichen and skin the shade of their mountain’s stone.  \n**Despise Mining.** Mountain dryads tend to spend long stretches of time sleeping deep within their mountains, and they do not take kindly to the scarring of their homes. The dryads have a particular dislike for dwarves, kobolds, and others who make their living mining mountains.",
            "name": "Mountain Dryad",
            "size": "Huge",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 172,
            "hit_dice": "15d12+75",
            "speed": {
                "walk": 40,
                "burrow": 30
            },
            "strength": 29,
            "dexterity": 12,
            "constitution": 20,
            "intelligence": 14,
            "wisdom": 18,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 9,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 8,
            "perception": 8,
            "skills": {
                "athletics": 13,
                "intimidation": 8,
                "perception": 8,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "lightning",
            "damage_immunities": "cold, poison",
            "condition_immunities": "charmed, exhaustion, paralyzed, petrified, poisoned, unconscious",
            "senses": "darkvision 60 ft., tremorsense 60 ft; passive Perception 18",
            "languages": "Sylvan, Terran",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The mountain dryad makes two slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) bludgeoning damage.",
                    "attack_bonus": 13,
                    "damage_dice": "4d8+9"
                },
                {
                    "name": "Rock",
                    "desc": "Ranged Weapon Attack: +13 to hit, range 60/240 ft., one target. Hit: 31 (4d10 + 9) bludgeoning damage.",
                    "attack_bonus": 13,
                    "damage_dice": "4d10+9"
                },
                {
                    "name": "Mountain's Awe (1/Day)",
                    "desc": "The mountain dryad emits a magical aura that radiates out from it for 1 minute. Each creature that starts its turn within 30 feet of the dryad must succeed on a DC 16 Charisma saving throw or be charmed for 1 minute. A charmed creature is incapacitated and, if it is more than 5 feet away from the mountain dryad, it must move on its turn toward the dryad by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the dryad, it can repeat the saving throw. While charmed within 5 feet of the dryad, a Medium or smaller creature must climb the dryad, no check required. After climbing 20 feet, the charmed creature throws itself off the mountain dryad, taking falling damage and landing prone in an unoccupied space within 5 feet of the mountain dryad. A charmed 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": "Earth Glide",
                    "desc": "The mountain dryad can burrow through nonmagical, unworked earth and stone. While doing so, the dryad doesn't disturb the material it moves through."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The mountain dryad has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Mountain's Aspect",
                    "desc": "Each day at sunrise, the mountain dryad chooses one of the following: \n* Hardened Face. The mountain dryad chooses one of bludgeoning, piercing, or slashing damage types. The mountain dryad has resistance to the chosen damage type until the next sunrise. \n* Vaunted Peaks. The mountain dryad has advantage on Wisdom (Perception) checks until the next sunrise. \n* Rockslider. As a bonus action once before the next sunrise, the mountain dryad can make the ground within 30 feet of it difficult terrain. This difficult terrain doesn't cost the dryad extra movement."
                },
                {
                    "name": "Siege Monster",
                    "desc": "The mountain dryad deals double damage to objects and structures."
                }
            ],
            "spell_list": [],
            "page_no": 261,
            "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_mountain-dryad/"
        },
        {
            "slug": "mydnari",
            "desc": "This tall, lanky humanoid is sightless, its eyes nothing more than useless spots in its otherwise human face. The creature is encased in a sheath of thick orange jelly, almost as if it had been dipped in a giant pot of honey. The jelly wobbles and slides over the creature’s body as if alive._  \n**Sightless Alchemists.** The mydnari are an eyeless, evil subterranean race that lives alongside oozes. They delight in capturing other creatures and using the creatures for experimentation or as food for their colonies of oozes and slimes. They constantly experiment with new serums, tonics, and concoctions, striving to always improve themselves and their connection with their oozes.  \n**Bound in Jelly.** Each mydnari enters into a symbiotic relationship with a mutated strain of Open Game License",
            "name": "Mydnari",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 13,
            "armor_desc": null,
            "hit_points": 22,
            "hit_dice": "4d8+4",
            "speed": {
                "walk": 30
            },
            "strength": 12,
            "dexterity": 16,
            "constitution": 13,
            "intelligence": 14,
            "wisdom": 16,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "deception": 4,
                "intimidation": 4,
                "perception": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "acid",
            "condition_immunities": "paralyzed",
            "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 15",
            "languages": "Deep Speech, Undercommon",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "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": "Acid Glob",
                    "desc": "Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) acid damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                    "attack_bonus": 5,
                    "damage_dice": "1d4+3"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Bound in Jelly",
                    "desc": "The mydnari and its jelly are wholly reliant on each other. If the mydnari's jelly is somehow separated from its master, the jelly dies within 1 minute. If the mydnari is separated from its jelly, it loses its blindsight, Acid Glob action, and Jelly Symbiosis trait."
                },
                {
                    "name": "Jelly Symbiosis",
                    "desc": "A creature that touches the mydnari or hits it with a melee attack while within 5 feet of it takes 2 (1d4) acid damage."
                },
                {
                    "name": "Ooze Empathy",
                    "desc": "A mydnari can use its Animal Handling skill on ooze-type creatures with an Intelligence score of 5 or lower. An ooze never attacks a mydnari unless provoked."
                }
            ],
            "spell_list": [],
            "page_no": 264,
            "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_mydnari/"
        },
        {
            "slug": "spawn-of-alquam",
            "desc": "This large creature exudes darkness and contempt. It has feathery wings, backswept horns set behind its wide eyes, a narrow, vicious-looking beak, and talon-like claws. Its body is thin and sinewy, and its skin is a sickly green._  \n**Demonic Servants.** These demons lurk in darkness, serving and protecting Alquam, the Demon Lord of Night. Alquam is known to send them to aid his cults, and he sometimes utilizes them to assassinate individuals who threaten his followers. Because the spawn are created by Alquam, many of his cults worship them as physical representations of the Demon Lord himself. The cults believe that offerings to the spawn are conveyed directly to their master in his planar abode.  \n**Kinship with Shadow.** When the spawn of Alquam venture to the Material Plane, they take care to move only in places that are cloaked in darkness. While direct light does not harm them, they find it uncomfortable and often flee from it.  \n**Lords of Birds.** Birds instinctively follow the mental commands of the spawn of Alquam, and sudden changes in bird behavior that can signal a spawn is nearby. Swarms of birds attack targets the spawn designates, act as the spawn’s messengers, and enact the spawn’s or Alquam’s will in whatever way either demon dictates.",
            "name": "Spawn of Alquam",
            "size": "Large",
            "type": "Fiend",
            "subtype": "demon",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 114,
            "hit_dice": "12d10+48",
            "speed": {
                "fly": 60,
                "walk": 20
            },
            "strength": 12,
            "dexterity": 17,
            "constitution": 19,
            "intelligence": 14,
            "wisdom": 16,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "deception": 4,
                "perception": 6,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, fire, lightning",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, frightened, poisoned",
            "senses": "darkvision 90 ft., passive Perception 16",
            "languages": "Abyssal, telepathy 60 ft.",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The spawn of Alquam makes three attacks: two with its talons and one with its bite. It can use Gloomspittle in place of its bite attack."
                },
                {
                    "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": "Talon",
                    "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": "Gloomspittle",
                    "desc": "Ranged Weapon Attack: +6 to hit, range 30 ft., one creature. Hit: 10 (2d6 + 3) necrotic damage, and the target must succeed on a DC 15 Dexterity saving throw or be blinded until the end of its next turn.",
                    "attack_bonus": 6,
                    "damage_dice": "2d6+3"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Ambusher",
                    "desc": "In the first round of combat, the spawn of Alquam has advantage on attack rolls against any creature it has surprised."
                },
                {
                    "name": "Keen Sight",
                    "desc": "The spawn of Alquam has advantage on Wisdom (Perception) checks that rely on sight."
                },
                {
                    "name": "Shadow Stealth",
                    "desc": "While in dim light or darkness, the spawn of Alquam can take the Hide action as a bonus action."
                },
                {
                    "name": "Sneak Attack (1/Turn)",
                    "desc": "The spawn of Alquam deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spawn that isn't incapacitated and the spawn doesn't have disadvantage on the attack roll."
                },
                {
                    "name": "Speak with Birds",
                    "desc": "The spawn of Alquam can communicate with birds as if they shared a language."
                }
            ],
            "spell_list": [],
            "page_no": 95,
            "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_spawn-of-alquam/"
        },
        {
            "slug": "tree-skinner",
            "desc": "A feminine creature made of decaying, thorny plant life gives a wicked laugh as she touches a tree and disappears. Moments later, the tree emits the same laugh as it swings its branches._  \n**Formed by Hags.** Open Game License",
            "name": "Tree Skinner",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 13,
            "armor_desc": null,
            "hit_points": 38,
            "hit_dice": "7d8+7",
            "speed": {
                "walk": 30
            },
            "strength": 10,
            "dexterity": 16,
            "constitution": 13,
            "intelligence": 14,
            "wisdom": 15,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "perception": 4,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "",
            "condition_immunities": "charmed",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "Abyssal, Elvish, Infernal, Sylvan",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. The target must succeed on a DC 13 Constitution saving throw or take 7 (2d6) poison damage and become poisoned until the end of its next turn.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6+3"
                },
                {
                    "name": "Vine Whip (Tree Form Only)",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 20 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and if the target is a Large or smaller creature, it is grappled (escape DC 13). The skinner can grapple up to two creatures at one time.",
                    "attack_bonus": 5,
                    "damage_dice": "2d6+3"
                },
                {
                    "name": "Squeeze (Tree Form Only)",
                    "desc": "The tree skinner makes one vine whip attack against a creature it is grappling. If the attack hits, the target is also unable to breathe or cast spells with verbal components until this grapple ends."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "False Appearance (Tree Form Only)",
                    "desc": "While the skinner remains motionless, it is indistinguishable from a normal tree."
                },
                {
                    "name": "Inhabit Tree",
                    "desc": "As a bonus action, the skinner touches a Medium or larger tree that is not a creature and disappears inside it. While inside the tree, the skinner has tremorsense with a radius of 30 feet, has an AC of 15, has a speed of 0, and has vulnerability to fire damage. When the skinner is reduced to 15 hp, the tree dies and the skinner appears within 5 feet of the dead tree or in the nearest unoccupied space. The skinner can exit the tree as a bonus action, appearing within 5 feet of the tree in the nearest unoccupied space, and the tree reverts to being an object. The skinner can inhabit a tree for only 3 days at most before the tree dies, requiring the skinner to seek another vessel."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The skinner has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 351,
            "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_tree-skinner/"
        },
        {
            "slug": "uridimmu",
            "desc": "This tall, muscular humanoid has bronze skin and the wings of a hawk. Its head is that of a majestic hunting hound with the teeth and reddish-gold mane of a lion, and it holds a flaming mace in its hands._  \n**Bastard Sons of Chaos.** The first uridimmus were the illegitimate offspring of a demon lord and an unknown entity of chaos and were soundly defeated by a powerful deity of law. After their defeat, the uridimmus chose to serve the god as guardians of the heavenly realm. The tainted origin of uridimmus manifests in the chaotic mass of fire, lightning, and radiance that clings to the heads of their maces.  \n**Tainted Servants of Law.** Uridimmus are tireless guardians, and most are tasked with guarding the portals into the lawful planes. Some also serve the deities directly as bodyguards or lead groups of lesser celestials in battle. While uridimmus are unwavering and steadfast guardians, they are also completely merciless in combat and not above making examples out of trespassers. This tendency sometimes causes friction between the urdimmu and other angels, like Open Game License",
            "name": "Uridimmu",
            "size": "Large",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "lawful good",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 150,
            "hit_dice": "12d10+84",
            "speed": {
                "walk": 30,
                "fly": 90
            },
            "strength": 22,
            "dexterity": 17,
            "constitution": 24,
            "intelligence": 14,
            "wisdom": 18,
            "charisma": 21,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 12,
            "intelligence_save": null,
            "wisdom_save": 9,
            "charisma_save": 10,
            "perception": 9,
            "skills": {
                "insight": 14,
                "perception": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "fire, lightning, radiant; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "charmed, exhaustion, frightened",
            "senses": "truesight 90 ft., passive Perception 19",
            "languages": "all, telepathy 60 ft.",
            "challenge_rating": "14",
            "cr": 14.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The uridimmu makes three attacks: one with its bite and two with its mace."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage.",
                    "attack_bonus": 11,
                    "damage_dice": "3d8+6"
                },
                {
                    "name": "Mace",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage plus 18 (4d8) fire, lightning, or radiant damage.",
                    "attack_bonus": 11,
                    "damage_dice": "2d6+6"
                },
                {
                    "name": "Heavenly Roar (Recharge 5-6)",
                    "desc": "The uridimmu can unleash a powerful roar imbued with divine power in a 30-foot cone. A target caught within this cone must make a DC 18 Constitution saving throw, taking 45 (10d8) thunder damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the target is also frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Fiends have disadvantage on this saving throw."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Chaos Mace",
                    "desc": "The uridimmu's attacks with its mace are magical. When the uridimmu hits with its mace, the mace deals an extra 4d8 fire, lightning, or radiant damage (included in the attack). The uridimmu chooses the type of damage when making the attack."
                },
                {
                    "name": "Heroic Aura",
                    "desc": "Each friendly creature within 20 feet of the uridimmu can't be charmed or frightened. In addition, when a friendly creature within 20 feet of the uridimmu makes an attack roll or a saving throw, it can roll a d4 and add the result to the attack roll or saving throw. The uridimmu's aura doesn't work in the area of an antimagic field spell or while in a temple, shrine, or other structure dedicated to a chaotic deity."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The uridimmu has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The uridimmu's spellcasting ability is Charisma (spell save DC 18). The uridimmu can innately cast the following spells, requiring no material components:\nAt will: detect evil and good, light, protection from evil and good\n3/day each: dispel magic, glyph of warding, lightning bolt\n1/day each: flame strike, heal, wall of fire"
                }
            ],
            "spell_list": [],
            "page_no": 19,
            "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_uridimmu/"
        },
        {
            "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": "adult_black_dragon_bf",
            "desc": "",
            "name": "Adult Black Dragon",
            "size": "huge",
            "type": "Dragon",
            "subtype": "",
            "group": "Dragons",
            "alignment": "",
            "armor_class": 19,
            "armor_desc": "natural armor",
            "hit_points": 238,
            "hit_dice": "",
            "speed": {
                "walk": 40,
                "fly": 80,
                "swim": 40
            },
            "strength": 24,
            "dexterity": 24,
            "constitution": 30,
            "intelligence": 14,
            "wisdom": 24,
            "charisma": 26,
            "strength_save": 7,
            "dexterity_save": 7,
            "constitution_save": 10,
            "intelligence_save": 2,
            "wisdom_save": 7,
            "charisma_save": 8,
            "perception": 22,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "acid,poisoned",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., keensense 60 ft.",
            "languages": "Common,Draconic",
            "challenge_rating": "14",
            "cr": 14.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "_Melee Weapon Attack:_ +12 to hit, reach 10 ft., one target. _Hit:_ 18 (2d10+7) piercing damage plus 4 (1d8) acid damage."
                },
                {
                    "name": "Claw",
                    "desc": "_Melee Weapon Attack:_ +12 to hit, reach 5 ft., one target. _Hit:_ 14 (2d6+7) slashing damage."
                },
                {
                    "name": "Tail",
                    "desc": "_Melee Weapon Attack:_ +12 to hit, reach 15 ft., one target. _Hit:_ 16 (2d8+7) bludgeoning damage."
                },
                {
                    "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 16 WIS save or be frightened for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. If a creature's save is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."
                },
                {
                    "name": "Acid Breath (Recharge 5-6)",
                    "desc": "The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 DEX save, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": "The dragon 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 dragon regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "name": "Detect",
                    "desc": "The dragon automatically detects every creature and trap within 30 feet of it, pinpointing the current location of each."
                },
                {
                    "name": "Tail Attack",
                    "desc": "The dragon makes a Tail attack."
                },
                {
                    "name": "Elemental Roar (Costs 2 Actions)",
                    "desc": "The dragon roars at up to two creatures of its choice within 120 feet of it. Each target must succeed on a DC 16 CHA save or be vulnerable to acid damage until the end of its next turn. A target resistant to acid damage isn't resistant to it for the duration. A target immune to acid damage is still immune to it, even if the target fails the save."
                },
                {
                    "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 20 DEX save or take 14 (2d6+7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed without provoking opportunity attacks."
                }
            ],
            "special_abilities": [
                {
                    "name": "Acidic Vapors",
                    "desc": "After the black dragon uses its Acid Breath, acid clings to its mouth, throat, and nostrils for a time, evaporating as the dragon breathes. While the dragon's Acid Breath is unavailable, acidic vapors surround it, and each creature that starts its turn within 20 feet of the dragon must succeed on a DC 18 CON save or be poisoned until the start of its next turn."
                },
                {
                    "name": "Amphibious",
                    "desc": "The dragon can breathe air and water."
                },
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "If the dragon fails a save, it can choose to succeed instead."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_adult-black-dragon/"
        },
        {
            "slug": "adult_brass_dragon_bf",
            "desc": "",
            "name": "Adult Brass Dragon",
            "size": "huge",
            "type": "Dragon",
            "subtype": "",
            "group": "Dragons",
            "alignment": "",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 225,
            "hit_dice": "",
            "speed": {
                "walk": 40,
                "burrow": 30,
                "fly": 80
            },
            "strength": 22,
            "dexterity": 20,
            "constitution": 30,
            "intelligence": 14,
            "wisdom": 22,
            "charisma": 26,
            "strength_save": 6,
            "dexterity_save": 5,
            "constitution_save": 10,
            "intelligence_save": 2,
            "wisdom_save": 6,
            "charisma_save": 8,
            "perception": 21,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "fire",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., keensense 60 ft.",
            "languages": "Common,Draconic",
            "challenge_rating": "13",
            "cr": 13.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks. It can replace its Bite attack with a use of Sleep Breath, if available."
                },
                {
                    "name": "Bite",
                    "desc": "_Melee Weapon Attack:_ +11 to hit, reach 10 ft., one target. _Hit:_ 17 (2d10+6) piercing damage."
                },
                {
                    "name": "Claw",
                    "desc": "_Melee Weapon Attack:_ +11 to hit, reach 5 ft., one target. _Hit:_ 13 (2d6+6) slashing damage."
                },
                {
                    "name": "Tail",
                    "desc": "_Melee Weapon Attack:_ +11 to hit, reach 15 ft., one target. _Hit:_ 15 (2d8+6) bludgeoning damage."
                },
                {
                    "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 16 WIS save or be frightened for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. If a creature's save 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 90-foot line that is 5 feet wide. Each creature in that line must make a DC 18 DEX save, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one."
                },
                {
                    "name": "Sleep Breath (Recharge 6)",
                    "desc": "The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 CON save or fall unconscious for 5 minutes. This effect ends for a creature if the creature takes damage or another creature uses an action to wake it."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Change Shape",
                    "desc": "The dragon magically transforms into a Beast or Humanoid that has a challenge rating no higher than its own, or back into its true form, which is Dragon. Any equipment it is wearing or carrying transforms with it or is borne by the new form (the dragon's choice). It reverts to its true form if it dies. In a new form, the dragon retains its Legendary Resistance trait and its HP, ability to speak, proficiencies, and INT, WIS, and CHA scores, as well as this bonus action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form."
                }
            ],
            "reactions": [],
            "legendary_desc": "The dragon 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 dragon regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "name": "Detect",
                    "desc": "The dragon automatically detects every creature and trap within 30 feet of it, pinpointing the current location of each."
                },
                {
                    "name": "Tail Attack",
                    "desc": "The dragon makes a Tail attack."
                },
                {
                    "name": "Elemental Roar (Costs 2 Actions)",
                    "desc": "The dragon roars at up to two creatures of its choice within 120 feet of it. Each target must succeed on a DC 16 CHA save or be vulnerable to fire damage until the end of its next turn. A target resistant to fire damage isn't resistant to it for the duration. A target immune to fire damage is still immune to it, even if the target fails the save."
                },
                {
                    "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 19 DEX save or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed without provoking opportunity attacks."
                }
            ],
            "special_abilities": [
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "If the dragon fails a save, it can choose to succeed instead."
                },
                {
                    "name": "Suffocating Heat",
                    "desc": "As the **young brass dragon**, except it affects creatures within 20 feet of the dragon, and the save DC is 18."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_adult-brass-dragon/"
        },
        {
            "slug": "bandit_captain_bf",
            "desc": "",
            "name": "Bandit Captain",
            "size": "medium",
            "type": "Humanoid",
            "subtype": "Any Lineage",
            "group": "NPCs",
            "alignment": "",
            "armor_class": 16,
            "armor_desc": "studded leather",
            "hit_points": 51,
            "hit_dice": "",
            "speed": {
                "walk": 30
            },
            "strength": 14,
            "dexterity": 18,
            "constitution": 14,
            "intelligence": 14,
            "wisdom": 10,
            "charisma": 14,
            "strength_save": 2,
            "dexterity_save": 4,
            "constitution_save": 2,
            "intelligence_save": 2,
            "wisdom_save": 0,
            "charisma_save": 2,
            "perception": 10,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "-",
            "languages": "any two languages",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The bandit captain makes one Dagger attack and two Scimitar attacks, or it makes three Dagger attacks."
                },
                {
                    "name": "Dagger",
                    "desc": "_Melee or Ranged Weapon Attack:_ +6 to hit, reach 5 ft. or range 20/60 ft., one target. _Hit:_ 6 (1d4+4) piercing damage."
                },
                {
                    "name": "Scimitar",
                    "desc": "_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 7 (1d6+4) slashing damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Reposition Forces (Recharge 5-6)",
                    "desc": "Each friendly bandit and thug under the bandit captain's command moves up to half its speed in a direction of the captain's choice. This movement doesn't provoke opportunity attacks."
                },
                {
                    "name": "Steal Item",
                    "desc": "The bandit captain steals an object from one creature it can see within 5 feet of it. The target must succeed on a DC 14 DEX save or lose one object it is wearing or carrying of the bandit captain's choice. The object must weigh no more than 10 pounds, can't be a weapon, and can't be wrapped around or firmly attached to the target, such as a shirt or armor."
                }
            ],
            "reactions": [
                {
                    "name": "Parry",
                    "desc": "The bandit captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon."
                }
            ],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Opportunist",
                    "desc": "The bandit captain has advantage on opportunity attacks."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_bandit-captain/"
        },
        {
            "slug": "bard_bf",
            "desc": "",
            "name": "Bard",
            "size": "medium",
            "type": "Humanoid",
            "subtype": "Any Lineage",
            "group": "NPCs",
            "alignment": "",
            "armor_class": 15,
            "armor_desc": "studded leather",
            "hit_points": 114,
            "hit_dice": "",
            "speed": {
                "walk": 30
            },
            "strength": 10,
            "dexterity": 22,
            "constitution": 12,
            "intelligence": 14,
            "wisdom": 12,
            "charisma": 24,
            "strength_save": 0,
            "dexterity_save": 6,
            "constitution_save": 1,
            "intelligence_save": 2,
            "wisdom_save": 1,
            "charisma_save": 7,
            "perception": 14,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "Artistic Expression",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "-",
            "languages": "Common plus any two languages",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The bard makes two Rapier or Hand Crossbow attacks. It can replace one attack with a use of Spellcasting."
                },
                {
                    "name": "Rapier",
                    "desc": "_Melee Weapon Attack:_ +6 to hit, reach 5. ft., one target. _Hit:_ 7 (1d8+3) piercing damage plus 13 (3d8) damage of the type determined by Artistic Expression."
                },
                {
                    "name": "Hand Crossbow",
                    "desc": "_Ranged Weapon Attack:_+6 to hit, range 30/120 ft., one target. _Hit:_ 6 (1d6+3) piercing damage plus 13 (3d8) damage of the type determined by Artistic Expression."
                },
                {
                    "name": "Dissonant Outburst (Recharge 4-6)",
                    "desc": "Each creature within 30 feet of the bard and that can see or hear it must make a DC 15 WIS save. On a failure, a creature takes 14 (4d6) thunder damage and 7 (2d6) psychic damage and has disadvantage on attack rolls and ability checks until the end of its next turn. On a success, a creature takes half the damage and doesn't have disadvantage on attack rolls and ability checks."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The bard casts one of the following spells, using CHA as the spellcasting ability (spell save DC 15).<br>At will: dancing lights, mage hand, message<br>3/day each: _faerie fire_, _hold_, _suggestion_<br>1/day each: _confusion_, _greater invisibility_"
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Artistic Expression",
                    "desc": "The bard has one primary form of artistic expression, such as song, poetry, dance, fashion, paint, or similar. It is resistant to one type of damage associated with that artistic expression. For example, a bard expressing art through song or oration is resistant to thunder damage, a bard expressing art through paint is resistant to acid or poison damage (the bard's choice), and a bard expressing art through witty discourse or clever quips is resistant to psychic damage. This trait can't make the bard resistant to force, necrotic, or radiant damage."
                },
                {
                    "name": "Expressive Weapons",
                    "desc": "When the bard hits with any weapon, the weapon deals an extra 3d8 damage of the type determined by Artistic Expression."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_bard/"
        },
        {
            "slug": "copper_dragon_wyrmling_bf",
            "desc": "",
            "name": "Copper Dragon Wyrmling",
            "size": "medium",
            "type": "Dragon",
            "subtype": "",
            "group": "Dragons",
            "alignment": "",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 36,
            "hit_dice": "",
            "speed": {
                "walk": 30,
                "climb": 30,
                "fly": 60
            },
            "strength": 14,
            "dexterity": 16,
            "constitution": 16,
            "intelligence": 14,
            "wisdom": 14,
            "charisma": 16,
            "strength_save": 2,
            "dexterity_save": 3,
            "constitution_save": 3,
            "intelligence_save": 2,
            "wisdom_save": 2,
            "charisma_save": 3,
            "perception": 14,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "acid",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., keensense 10 ft.",
            "languages": "Draconic",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon makes one Bite attack and one Claw attack."
                },
                {
                    "name": "Bite",
                    "desc": "_Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 7 (1d10+2) piercing damage."
                },
                {
                    "name": "Claw",
                    "desc": "_Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 5 (1d6+2) slashing damage."
                },
                {
                    "name": "Acid Breath (Recharge 5-6)",
                    "desc": "The dragon exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 11 DEX save, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one."
                },
                {
                    "name": "Slowing Breath (Recharge 6)",
                    "desc": "The dragon exhales slowing gas in a 15-foot cone. Each creature in that area must make a DC 11 CON save. On a failure, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, not both. These effects last for 1 minute. The creature can repeat the save at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Pounce",
                    "desc": "If the dragon moves at least 15 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a DC 12 STR save or be knocked prone. If the target is prone, the dragon can make one Claw attack against it as a bonus action."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_copper-dragon-wyrmling/"
        },
        {
            "slug": "djinni_bf",
            "desc": "",
            "name": "Djinni",
            "size": "large",
            "type": "Elemental",
            "subtype": "Outsider",
            "group": "Genies",
            "alignment": "",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 216,
            "hit_dice": "",
            "speed": {
                "walk": 30,
                "fly": 90
            },
            "strength": 20,
            "dexterity": 22,
            "constitution": 22,
            "intelligence": 14,
            "wisdom": 24,
            "charisma": 28,
            "strength_save": 5,
            "dexterity_save": 6,
            "constitution_save": 6,
            "intelligence_save": 2,
            "wisdom_save": 7,
            "charisma_save": 9,
            "perception": 17,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "lightning,thunder",
            "condition_immunities": "",
            "senses": "darkvision 120 ft.",
            "languages": "Auran,Common",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The djinni makes three Scimitar or Storm Bolt attacks."
                },
                {
                    "name": "Scimitar",
                    "desc": "_Melee Weapon Attack:_ +9 to hit, reach 5 ft., one target. _Hit:_ 12 (2d6+5) slashing damage plus 14 (4d6) lightning damage or thunder damage (the djinni's choice)."
                },
                {
                    "name": "Storm Bolt",
                    "desc": "_Ranged Spell Attack:_ +9 to hit, range 120 ft., one target. _Hit:_ 18 (3d8+5) lightning damage plus 7 (2d6) thunder damage."
                },
                {
                    "name": "Create Air Elemental (1/Day)",
                    "desc": "The djinni magically creates one air-based Elemental of CR 5 or lower in an unoccupied space the djinni can see within 30 feet of it. The elemental acts as an ally of the djinni, obeying its spoken commands. The elemental remains for 1 hour, until the djinni dies, or until the djinni dismisses it as a bonus action."
                },
                {
                    "name": "Travel the Planes (1/Day)",
                    "desc": "The djinni transports itself to a different plane of existence. This works like the plane shift spell, except it can affect only itself and can't use this action to banish an unwilling creature."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Create Whirlwind",
                    "desc": "The djinni creates whirlwinds of air around up to two creatures it can see within 60 feet of it. Each target must succeed on a DC 17 STR check or be restrained by a whirlwind. A creature, including the target, can take its action to free the restrained target by succeeding on a DC 17 STR check.<br>While at least one creature is restrained by one of these whirlwinds, the djinni can use this bonus action to move the whirlwind up to 30 feet, and the restrained target moves with it."
                },
                {
                    "name": "Genie Shape",
                    "desc": "The djinni magically transforms into a Medium cloud of sparkling, blue air or back into its bipedal form. Its statistics are the same in each form. Any equipment it is wearing or carrying transforms with it. It reverts to its bipedal form if it dies. The djinni can't use this bonus action to transform into its bipedal form while inside a Medium or smaller container."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Nebulous (Cloud Form Only)",
                    "desc": "The djinni's Stealth is 21, it can hover while flying, can't manipulate objects or attack, and it can pass through any space air can pass through without squeezing. In addition, it can enter and hide in any Tiny or larger container, such as a pouch, lamp, backpack, or barrel."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_djinni/"
        },
        {
            "slug": "dryad_bf",
            "desc": "",
            "name": "Dryad",
            "size": "medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 38,
            "hit_dice": "",
            "speed": {
                "walk": 30
            },
            "strength": 10,
            "dexterity": 14,
            "constitution": 10,
            "intelligence": 14,
            "wisdom": 18,
            "charisma": 18,
            "strength_save": 0,
            "dexterity_save": 2,
            "constitution_save": 0,
            "intelligence_save": 2,
            "wisdom_save": 4,
            "charisma_save": 4,
            "perception": 14,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "Fey Resilience",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft.",
            "languages": "Elvish,Sylvan",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dryad makes two Vine Whip or Blast of Pollen attacks. If both Vine Whip attacks hit one creature, the target must succeed on a DC 14 STR save or be restrained by vines until the end of its next turn."
                },
                {
                    "name": "Vine Whip",
                    "desc": "_Melee Weapon Attack:_ +4 to hit, reach 10 ft., one target. _Hit:_ 6 (1d8+2) slashing damage."
                },
                {
                    "name": "Blast of Pollen",
                    "desc": "_Ranged Spell Attack:_ +6 to hit, range 60 ft., one target. _Hit:_ 7 (1d6+4) poison damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Charming Scent",
                    "desc": "The dryad emits an alluring, floral scent toward one Beast or Humanoid it can see within 30 feet of it. The target must succeed on a DC 14 WIS save or be charmed for 1 minute. While charmed, the target views the dryad as an ally and views the dryad's requests favorably, though it isn't under the dryad's control. The charmed creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. The dryad can have up to two creatures charmed in this way at a time."
                },
                {
                    "name": "Forest's Aid (21 HP or Fewer, 1/Day)",
                    "desc": "The dryad magically calls a horde of squirrels, rabbits, mice, and other small animals native to the forest. The horde uses the statistics of 1 swarm of rats. The called creatures arrive on initiative count 20 of the next round, acting as allies of the dryad and obeying its spoken commands. They remain for 1 hour, until the dryad dies, or until the dryad dismisses them as a bonus action."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Fey Resilience",
                    "desc": "The dryad is resistant to the charmed and unconscious conditions."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The dryad has advantage on saves against spells and other magical effects."
                },
                {
                    "name": "One with the Forest",
                    "desc": "While in a forest, the dryad can't be surprised, and it leaves behind no tracks or other traces of its passage."
                },
                {
                    "name": "Speak with Beasts and Plants",
                    "desc": "The dryad can communicate with Beasts and Plants as if they shared a language."
                },
                {
                    "name": "Tree Stride",
                    "desc": "Once on its turn, the dryad can use 10 feet of its movement to step magically into one living tree within its reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or larger."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_dryad/"
        },
        {
            "slug": "erinyes_bf",
            "desc": "",
            "name": "Erinyes",
            "size": "medium",
            "type": "Fiend",
            "subtype": "Devil",
            "group": "Devils",
            "alignment": "",
            "armor_class": 18,
            "armor_desc": "plate",
            "hit_points": 147,
            "hit_dice": "",
            "speed": {
                "walk": 30,
                "fly": 60
            },
            "strength": 18,
            "dexterity": 24,
            "constitution": 26,
            "intelligence": 14,
            "wisdom": 22,
            "charisma": 26,
            "strength_save": 4,
            "dexterity_save": 7,
            "constitution_save": 8,
            "intelligence_save": 2,
            "wisdom_save": 6,
            "charisma_save": 8,
            "perception": 16,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "charmed,frightened,Devilish Resilience",
            "damage_immunities": "Devilish Resilience",
            "condition_immunities": "",
            "senses": "truesight 120 ft.",
            "languages": "Infernal,telepathy 120 ft.",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The erinyes makes three Longsword or Longbow attacks."
                },
                {
                    "name": "Longsword",
                    "desc": "_Melee Weapon Attack:_ +8 to hit, reach 5 ft., one target. _Hit:_ 8 (1d8+4) slashing damage, or 9 (1d10+4) slashing damage if used with two hands, plus 18 (4d8) poison damage."
                },
                {
                    "name": "Longbow",
                    "desc": "_Ranged Weapon Attack:_ +7 to hit, range 150/600 ft., one target. _Hit:_ 7 (1d8+3) piercing damage plus 18 (4d8) poison damage, and the target must succeed on a DC 16 CON save or be poisoned for 1 minute. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "bonus_actions": [],
            "reactions": [
                {
                    "name": "Parry",
                    "desc": "The erinyes adds 4 to its AC against one melee attack that would hit it. To do so, the erinyes must see the attacker and be wielding a melee weapon."
                }
            ],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Devilish Resilience",
                    "desc": "The devil is resistant to cold damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to fire damage and poison damage and to the poisoned condition."
                },
                {
                    "name": "Disciplined Fighter",
                    "desc": "At the start of each of its turns, the erinyes chooses one of the following fighting styles to adopt, which lasts until the start of the erinyes's next turn.\n- **Aggressive.** The erinyes has advantage on the first attack it makes on its turn, but the next attack roll against the erinyes has advantage.\n- **Retributive.** The next time the erinyes is hit by a melee weapon attack from a creature within 5 feet of it, the erinyes can make one Longsword attack against the attacker (no action required).\n- **Defensive.** The next time erinyes uses the Parry reaction, it takes only half the damage if the attack hits and regains 18 (4d8) HP if the attack doesn't hit."
                },
                {
                    "name": "Poisonous Weapons",
                    "desc": "The erinyes's weapon attacks are magical. When the erinyes hits with any weapon, the weapon deals an extra 4d8 poison damage (included in the attack)."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The erinyes has advantage on saves against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_erinyes/"
        },
        {
            "slug": "gold_dragon_wyrmling_bf",
            "desc": "",
            "name": "Gold Dragon Wyrmling",
            "size": "medium",
            "type": "Dragon",
            "subtype": "",
            "group": "Dragons",
            "alignment": "",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 68,
            "hit_dice": "",
            "speed": {
                "walk": 30,
                "fly": 60,
                "swim": 30
            },
            "strength": 18,
            "dexterity": 18,
            "constitution": 20,
            "intelligence": 14,
            "wisdom": 20,
            "charisma": 18,
            "strength_save": 4,
            "dexterity_save": 4,
            "constitution_save": 5,
            "intelligence_save": 2,
            "wisdom_save": 5,
            "charisma_save": 4,
            "perception": 17,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "fire",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., keensense 10 ft.",
            "languages": "Draconic",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon makes one Bite attack and one Claw attack."
                },
                {
                    "name": "Bite",
                    "desc": "_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 9 (1d10+4) piercing damage."
                },
                {
                    "name": "Claw",
                    "desc": "_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 7 (1d6+4) slashing damage."
                },
                {
                    "name": "Fire Breath (Recharge 5-6)",
                    "desc": "The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 DEX save, taking 33 (6d10) fire damage on a failed save, or half as much damage on a successful one."
                },
                {
                    "name": "Weakening Breath (Recharge 6)",
                    "desc": "The dragon exhales weakening gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 STR save or have disadvantage on STR-based attack rolls, STR checks, and STR saves for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The dragon can breathe air and water."
                },
                {
                    "name": "Pounce",
                    "desc": "If the dragon moves at least 15 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a DC 13 STR save or be knocked prone. If the target is prone, the dragon can make one Claw attack against it as a bonus action."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_gold-dragon-wyrmling/"
        },
        {
            "slug": "hinn_bf",
            "desc": "",
            "name": "Hinn",
            "size": "large",
            "type": "Elemental",
            "subtype": "Outsider",
            "group": "Genies",
            "alignment": "",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 199,
            "hit_dice": "",
            "speed": {
                "walk": 30,
                "burrow": 30,
                "fly": 60
            },
            "strength": 22,
            "dexterity": 12,
            "constitution": 32,
            "intelligence": 14,
            "wisdom": 24,
            "charisma": 26,
            "strength_save": 6,
            "dexterity_save": 1,
            "constitution_save": 11,
            "intelligence_save": 2,
            "wisdom_save": 7,
            "charisma_save": 8,
            "perception": 17,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "prone",
            "damage_immunities": "petrified",
            "condition_immunities": "",
            "senses": "darkvision 120 ft.",
            "languages": "Common,Terran",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The hinn makes three Gem-Studded Mace or Lob Stone attacks. If two Gem-Studded Mace attacks hit one creature, the target must succeed on a DC 16 CON save or be stunned until the end of its next turn."
                },
                {
                    "name": "Gem-Studded Mace",
                    "desc": "_Melee Weapon Attack:_ +10 to hit, reach 5 ft., one target. _Hit:_ 13 (2d6+6) bludgeoning damage plus 9 (2d8) piercing damage."
                },
                {
                    "name": "Lob Stone",
                    "desc": "_Ranged Weapon Attack:_ +10 to hit, range 20/60 ft., one target. _Hit:_ 22 (3d10+6) bludgeoning damage."
                },
                {
                    "name": "Create Earth Elemental (1/Day)",
                    "desc": "The hinn magically creates one earth-based Elemental of CR 5 or lower in an unoccupied space the hinn can see within 30 feet of it. The elemental acts as an ally of the hinn, obeying its spoken commands. The elemental remains for 1 hour, until the hinn dies, or until the hinn dismisses it as a bonus action."
                },
                {
                    "name": "Travel the Planes (1/Day)",
                    "desc": "The hinn transports itself to a different plane of existence. This works like the plane shift spell, except it can affect only itself and can't use this action to banish an unwilling creature."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Churned Earth",
                    "desc": "The hinn causes the ground on a point it can see within 60 feet of it to erupt. Each creature within 15 feet of that point must succeed on a DC 16 DEX save or take 10 (3d6) bludgeoning damage and be knocked prone."
                },
                {
                    "name": "Genie Shape",
                    "desc": "The hinn magically transforms into a Medium cloud of dust filled with miniscule clashing, bursting, and reforming rocks or back into its bipedal form. Its statistics are the same in each form. Any equipment it is wearing or carrying transforms with it. It reverts to its bipedal form if it dies. The hinn can't use this bonus action to transform into its bipedal form while inside a Medium or smaller container."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Earth Glide",
                    "desc": "The hinn can burrow through nonmagical, unworked earth and stone. While doing so, the hinn doesn't disturb the material through which it moves."
                },
                {
                    "name": "Nebulous (Cloud Form Only)",
                    "desc": "The hinn's Stealth is 20, it can hover while flying, can't manipulate objects or attack, and it can pass through any space air can pass through without squeezing. In addition, it can enter and hide in any Tiny or larger container, such as a pouch, lamp, backpack, or barrel."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_hinn/"
        },
        {
            "slug": "homunculus_bf",
            "desc": "",
            "name": "Homunculus",
            "size": "tiny",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 13,
            "armor_desc": null,
            "hit_points": 34,
            "hit_dice": "",
            "speed": {
                "walk": 20,
                "fly": 40
            },
            "strength": 4,
            "dexterity": 16,
            "constitution": 10,
            "intelligence": 14,
            "wisdom": 10,
            "charisma": 6,
            "strength_save": -3,
            "dexterity_save": 3,
            "constitution_save": 0,
            "intelligence_save": 2,
            "wisdom_save": 0,
            "charisma_save": -2,
            "perception": 12,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "Construct Resilience",
            "condition_immunities": "",
            "senses": "darkvision 60 ft.",
            "languages": "understands the languages of its creator but can't speak",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one creature. _Hit:_ 5 (1d4+3) piercing damage plus 5 (2d4) poison damage, and the target must succeed on a DC 12 CON save or be poisoned for 1 minute. If the save fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Bound Construct",
                    "desc": "The homunculus serves another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded and on the same plane of existence, the companion can sense what the homunculus senses and the two can communicate telepathically. While the homunculus is within 100 feet of the companion, it can use a reaction to deliver any spell the companion casts that has a range of touch. If the spell requires an attack roll, the homunculus uses the companion's spell attack modifier for the roll. While the homunculus is within 10 feet of its companion, the companion has advantage on INT (Arcana) and INT (Investigation) checks. At any time and for any reason, the homunculus can end its service as a familiar, ending the telepathic bond."
                },
                {
                    "name": "Construct Nature",
                    "desc": "The homunculus doesn't require air, food, drink, or sleep."
                },
                {
                    "name": "Construct Resilience",
                    "desc": "The homunculus is immune to poison and psychic damage, and it is immune to exhaustion and the charmed, frightened, paralyzed, petrified, and poisoned conditions."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_homunculus/"
        },
        {
            "slug": "lamia_bf",
            "desc": "",
            "name": "Lamia",
            "size": "large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 95,
            "hit_dice": "",
            "speed": {
                "walk": 30
            },
            "strength": 16,
            "dexterity": 12,
            "constitution": 14,
            "intelligence": 14,
            "wisdom": 14,
            "charisma": 20,
            "strength_save": 3,
            "dexterity_save": 1,
            "constitution_save": 2,
            "intelligence_save": 2,
            "wisdom_save": 2,
            "charisma_save": 5,
            "perception": 12,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "charmed,Monstrosity Resilience",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft.",
            "languages": "Abyssal,Common",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The lamia makes two Hooves attacks and one Dagger attack, or it makes three Arcane Bolt attacks. It can replace one attack with a use of Spellcasting."
                },
                {
                    "name": "Dagger",
                    "desc": "_Melee or Ranged Weapon Attack:_ +5 to hit, reach 5 ft. or range 20/60 ft., one target. _Hit:_ 5 (1d4+3) piercing damage."
                },
                {
                    "name": "Hooves",
                    "desc": "_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 14 (2d10+3) bludgeoning damage."
                },
                {
                    "name": "Arcane Bolt",
                    "desc": "_Ranged Spell Attack:_ +5 to hit, range 60 ft., one target. _Hit:_ 12 (2d8+3) force damage."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The lamia casts one of the following spells, requiring no material components and using CHA as the spellcasting ability (spell save DC 13).<br>At will: _minor illusion_, _silent image_, _suggestion_<br>3/day each: _charm_, _command_, _major image_<br>1/day: _compulsion_"
                }
            ],
            "bonus_actions": [
                {
                    "name": "Intoxicating Gaze",
                    "desc": "The lamia gazes at one creature it can see within 30 feet of it. The target must succeed on a DC 13 CHA save or be charmed until the end of its next turn and cursed for 1 hour. While cursed, the target has disadvantage on WIS saves and on all ability checks."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Badlands Strider",
                    "desc": "Difficult terrain composed of sand, mud, or rock doesn't cost the lamia extra movement. In addition, the lamia leaves no tracks or other traces of its passage when moving through sandy, muddy, or rocky terrain."
                },
                {
                    "name": "Monstrosity Resilience",
                    "desc": "The lamia is resistant to exhaustion and to the frightened condition."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_lamia/"
        },
        {
            "slug": "medusa_bf",
            "desc": "",
            "name": "Medusa",
            "size": "medium",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 112,
            "hit_dice": "",
            "speed": {
                "walk": 30
            },
            "strength": 10,
            "dexterity": 18,
            "constitution": 16,
            "intelligence": 14,
            "wisdom": 12,
            "charisma": 22,
            "strength_save": 0,
            "dexterity_save": 4,
            "constitution_save": 3,
            "intelligence_save": 2,
            "wisdom_save": 1,
            "charisma_save": 6,
            "perception": 14,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "petrified,Monstrosity Resilience",
            "damage_immunities": "poison,poisoned",
            "condition_immunities": "",
            "senses": "darkvision 60 ft.",
            "languages": "Common",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The medusa makes one Snake Hair attack and two Shortsword attacks, or it makes three Longbow attacks."
                },
                {
                    "name": "Snake Hair",
                    "desc": "_Melee Weapon Attack:_ +7 to hit, reach 10 ft., one target. _Hit:_ 6 (1d4+4) piercing damage plus 14 (4d6) poison damage."
                },
                {
                    "name": "Shortsword",
                    "desc": "_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 7 (1d6+4) piercing damage plus 7 (2d6) poison damage."
                },
                {
                    "name": "Longbow",
                    "desc": "_Ranged Weapon Attack:_ +7 to hit, range 150/600 ft., one target. _Hit:_ 8 (1d8+4) piercing damage plus 7 (2d6) poison damage."
                }
            ],
            "bonus_actions": [],
            "reactions": [
                {
                    "name": "Interruptive Hiss",
                    "desc": "When a creature the medusa can see targets it with an attack, the medusa's snakes can suddenly rise and hiss at the attacker. The attacker must succeed on a DC 14 WIS save or fail the attack roll."
                }
            ],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Monstrosity Resilience",
                    "desc": "The medusa is resistant to exhaustion and to the frightened condition."
                },
                {
                    "name": "Petrifying Gaze",
                    "desc": "When a creature that can see the medusa's eyes starts its turn within 30 feet of the medusa, the medusa can force it to make a DC 14 CON save if the medusa isn't incapacitated and can see the creature. If the save fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the save at the end of its next turn, becoming petrified on a failure or ending the effect on itself on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic.<br>Unless surprised, a creature can avert its eyes to avoid the save at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save.<br> If the medusa sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the medusa, due to its curse, is affected by its own gaze. A medusa isn't resistant to its own gaze."
                },
                {
                    "name": "Snake Friend",
                    "desc": "The medusa can communicate with snakes as if they shared a language, and snakes can't be petrified by the medusa's Petrifying Gaze."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_medusa/"
        },
        {
            "slug": "oni_bf",
            "desc": "",
            "name": "Oni",
            "size": "large",
            "type": "Giant",
            "subtype": "Outsider",
            "group": null,
            "alignment": "",
            "armor_class": 16,
            "armor_desc": "chain mail",
            "hit_points": 134,
            "hit_dice": "",
            "speed": {
                "walk": 30,
                "fly": 30,
                "hover": true
            },
            "strength": 18,
            "dexterity": 16,
            "constitution": 22,
            "intelligence": 14,
            "wisdom": 18,
            "charisma": 22,
            "strength_save": 4,
            "dexterity_save": 3,
            "constitution_save": 6,
            "intelligence_save": 2,
            "wisdom_save": 4,
            "charisma_save": 6,
            "perception": 14,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "Giant Attributes",
            "damage_immunities": "prone",
            "condition_immunities": "",
            "senses": "darkvision 60 ft.",
            "languages": "Common,Giant",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The oni makes two Claw or Glaive attacks, or it makes three Arcane Bolt attacks. It can replace one attack with a use of Spellcasting."
                },
                {
                    "name": "Claw (True Form Only)",
                    "desc": "_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 13 (2d8+4) slashing damage plus 10 (3d6) force damage."
                },
                {
                    "name": "Glaive",
                    "desc": "_Melee Weapon Attack:_ +7 to hit, reach 10 ft., one target. _Hit:_ 15 (2d10+4) slashing damage, or 9 (1d10+4) slashing damage in a Medium or smaller form, plus 10 (3d6) force damage."
                },
                {
                    "name": "Arcane Bolt",
                    "desc": "_Ranged Spell Attack:_ +6 to hit, range 60 ft., one target. _Hit:_ 17 (4d6+3) force damage."
                },
                {
                    "name": "Whirling Glaive (Recharge 5-6)",
                    "desc": "The oni channels its magic into its twirling glaive, creating magical wind in a 30-foot cone. Each creature in the area must make a DC 14 STR save. On a failure, a creature takes 31 (9d6) cold damage and is pushed up to 15 feet away from the oni. On a success, a creature takes half the damage and isn't pushed."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The oni casts one of the following spells, requiring no material components and using CHA as the spellcasting ability (spell save DC 14).<br>At will: _darkness_, _invisibility_ (self only)<br>1/day each: _charm_, _gaseous form_, _sleep_"
                }
            ],
            "bonus_actions": [
                {
                    "name": "Change Shape",
                    "desc": "The oni magically transforms into a Small or Medium Humanoid, a Large ogre, or back into its true form, which is Giant. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying transforms with it, except for its glaive, which adjusts to fit its new form. If the oni dies, it reverts to its true form, and the glaive reverts to its normal size."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Empowered Weapons",
                    "desc": "The oni's weapon attacks are magical. When the oni hits with any weapon, the weapon deals an extra 3d6 force damage (included in the attack)."
                },
                {
                    "name": "Giant Attributes",
                    "desc": "The oni is resistant to the stunned condition."
                },
                {
                    "name": "Regeneration",
                    "desc": "The oni regains 10 HP at the start of its turn if it has at least 1 HP."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_oni/"
        },
        {
            "slug": "sprite_bf",
            "desc": "",
            "name": "Sprite",
            "size": "tiny",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 14,
            "armor_desc": "leather armor",
            "hit_points": 13,
            "hit_dice": "",
            "speed": {
                "walk": 10,
                "fly": 40
            },
            "strength": 2,
            "dexterity": 16,
            "constitution": 10,
            "intelligence": 14,
            "wisdom": 12,
            "charisma": 10,
            "strength_save": -4,
            "dexterity_save": 3,
            "constitution_save": 0,
            "intelligence_save": 2,
            "wisdom_save": 1,
            "charisma_save": 0,
            "perception": 11,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "Fey Resilience",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "-",
            "languages": "Common,Elvish,Sylvan",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Shortsword",
                    "desc": "_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 6 (1d6+3) piercing damage."
                },
                {
                    "name": "Shortbow",
                    "desc": "_Ranged Weapon Attack:_ +5 to hit, range 80/320 ft., one target. _Hit:_ 6 (1d6+3) piercing damage, and the target must succeed on a DC 13 CON save or be poisoned for 1 minute. If the save fails by 5 or more, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake."
                },
                {
                    "name": "Invisibility",
                    "desc": "The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Heart Sight",
                    "desc": "The sprite touches a creature and magically knows the creature's current emotional state. If the target fails a DC 13 CHA save, the sprite also knows if the creature has malign intentions or intends to commit malevolent acts within the next hour. Celestials, Fiends, and Undead automatically fail the save."
                },
                {
                    "name": "Swift Flight",
                    "desc": "The sprite moves up to half its speed without provoking opportunity attacks."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Fey Resilience",
                    "desc": "The sprite is resistant to the charmed and unconscious conditions."
                },
                {
                    "name": "Speak with Beasts and Plants",
                    "desc": "The sprite can communicate with Beasts and Plants as if they shared a language."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_sprite/"
        },
        {
            "slug": "succubus_bf",
            "desc": "",
            "name": "Succubus",
            "size": "medium",
            "type": "Fiend",
            "subtype": "Shapechanger",
            "group": null,
            "alignment": "",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 79,
            "hit_dice": "",
            "speed": {
                "walk": 30,
                "fly": 60
            },
            "strength": 8,
            "dexterity": 16,
            "constitution": 12,
            "intelligence": 14,
            "wisdom": 12,
            "charisma": 24,
            "strength_save": -1,
            "dexterity_save": 3,
            "constitution_save": 1,
            "intelligence_save": 2,
            "wisdom_save": 1,
            "charisma_save": 7,
            "perception": 15,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "cold,fire,lightning,poison; bludgeoning,piercing,and slashing damage from nonmagical attacks,frightened,poisoned",
            "damage_immunities": "charmed",
            "condition_immunities": "",
            "senses": "darkvision 60 ft.",
            "languages": "Abyssal,Common,Infernal,telepathy 60 ft.",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The succubus makes two Claw attacks or one Claw attack and one Draining Kiss attack. It can replace one attack with Charm."
                },
                {
                    "name": "Claw (Fiend Form Only)",
                    "desc": "_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 10 (2d6+3) slashing damage plus 7 (2d6) psychic damage."
                },
                {
                    "name": "Draining Kiss",
                    "desc": "Melee Spell Attack: +7 to hit, reach 5 ft., one willing creature, or a creature that is charmed, incapacitated, or restrained. _Hit:_ 15 (3d6+5) psychic damage, and the target's 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."
                },
                {
                    "name": "Charm",
                    "desc": "One Humanoid the succubus can see within 30 feet of it must succeed on a DC 15 WIS save or be magically charmed for 1 day, until the succubus dies, or until the succubus takes a bonus action to end the effect. The charmed target obeys the succubus's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the save, ending the effect on itself on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this succubus's Charm for the next 24 hours.<br>The succubus can have only one target charmed at a time. If it charms another, the effect on the previous target ends."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Change Shape",
                    "desc": "The succubus transforms into a Small or Medium Humanoid or back into its true form, which is Fiend. Without wings, it loses its flying speed. 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": "Etherealness",
                    "desc": "The succubus magically enters the Ethereal Plane from the Material Plane, or vice versa."
                }
            ],
            "reactions": [
                {
                    "name": "Defend Me, Love!",
                    "desc": "When a creature the succubus can see within 5 feet of a creature charmed by the succubus attacks the succubus, the succubus can command the charmed creature to use its reaction to make one melee weapon attack against the attacker."
                }
            ],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Telepathic Bond",
                    "desc": "The succubus ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_succubus/"
        },
        {
            "slug": "virtuoso_lich_bf",
            "desc": "",
            "name": "Virtuoso Lich",
            "size": "medium",
            "type": "Undead",
            "subtype": "",
            "group": "Liches",
            "alignment": "",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 185,
            "hit_dice": "",
            "speed": {
                "walk": 30
            },
            "strength": 10,
            "dexterity": 24,
            "constitution": 14,
            "intelligence": 14,
            "wisdom": 20,
            "charisma": 28,
            "strength_save": 0,
            "dexterity_save": 7,
            "constitution_save": 2,
            "intelligence_save": 2,
            "wisdom_save": 5,
            "charisma_save": 9,
            "perception": 15,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic; bludgeoning,piercing,and slashing damage from nonmagical attacks",
            "damage_immunities": "blinded,deafened,charmed,frightened,paralyzed,Undead Resilience",
            "condition_immunities": "",
            "senses": "truesight 60 ft.",
            "languages": "Common plus up to two other languages",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The virtuoso lich uses Corrupted Art. It then makes three Artistic Flourish attacks. It can replace one attack with a use of Spellcasting."
                },
                {
                    "name": "Artistic Flourish",
                    "desc": "_Melee or Ranged Spell Attack:_ +9 to hit, reach 5 ft. or range 60 ft., one target. _Hit:_ 18 (3d8+5) damage of the type chosen with the Versatile Artist trait plus 9 (2d8) force damage."
                },
                {
                    "name": "Call Muse",
                    "desc": "The lich chooses one Beast or Humanoid it can see within 30 feet of it to be its muse. The target must succeed on a DC 17 WIS save or become the lich's muse and be charmed by the lich for 1 minute. While charmed, the 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 save at the end of each of its turns, ending the effect on itself on a success. If a creature's save 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. The 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."
                },
                {
                    "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, other than itself, within 60 feet. This action's effects change, depending on if the target is Undead.\n- **Non-Undead.** The target must make a DC 17 WIS save. On a failure, a creature is blinded, charmed, or deafened (the lich's choice) until the end of its next turn. On a success, a creature takes half the damage and isn't incapacitated.\n- **Undead.** The target regains 18 (4d8) HP. Healing that exceeds the target's HP maximum becomes temporary HP."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The lich casts one of the following spells, using CHA as the spellcasting ability (spell save DC 17).<br>At will: _disguise self_, _mage hand_, _message_, _prestidigitation_<br>3/day each: _charm_, _hideous laughter_, _hold_, _invisibility_ (self only)<br>2/day each: _dispel magic_, _fear_, _dimension door_<br>1/day each: _irresistible dance_, _programmed illusion_, _seeming_"
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "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": "Call Muse",
                    "desc": "The lich uses Call Muse."
                },
                {
                    "name": "Move",
                    "desc": "The lich moves up to its speed without provoking opportunity attacks."
                },
                {
                    "name": "Cast a Spell (Costs 2 Actions)",
                    "desc": "The lich uses Spellcasting."
                },
                {
                    "name": "Unrestrained Art (Costs 3 Actions)",
                    "desc": "The lich unleashes the full force of its artistic talents. Each creature with 15 feet of the lich must make a DC 17 DEX save. On a failure, a creature takes 9 (2d8) 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 save, 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 HP and becoming active again. The new body appears within 5 feet of the phylactery."
                },
                {
                    "name": "Turn Resistance",
                    "desc": "The lich has advantage on saves against any effect that turns undead."
                },
                {
                    "name": "Undead Nature",
                    "desc": "The lich doesn't require air, food, drink, or sleep."
                },
                {
                    "name": "Undead Resilience",
                    "desc": "The lich is immune to poison damage, to exhaustion, and to the poisoned condition."
                },
                {
                    "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."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_virtuoso-lich/"
        },
        {
            "slug": "young_blue_dragon_bf",
            "desc": "",
            "name": "Young Blue Dragon",
            "size": "large",
            "type": "Dragon",
            "subtype": "",
            "group": "Dragons",
            "alignment": "",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 175,
            "hit_dice": "",
            "speed": {
                "walk": 40,
                "burrow": 20,
                "fly": 80
            },
            "strength": 20,
            "dexterity": 18,
            "constitution": 26,
            "intelligence": 14,
            "wisdom": 20,
            "charisma": 24,
            "strength_save": 5,
            "dexterity_save": 4,
            "constitution_save": 8,
            "intelligence_save": 2,
            "wisdom_save": 5,
            "charisma_save": 7,
            "perception": 19,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "lightning",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., keensense 30 ft.",
            "languages": "Common,Draconic",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon makes one Bite attack and two Claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "_Melee Weapon Attack:_ +9 to hit, reach 10 ft., one target. _Hit:_ 16 (2d10+5) piercing damage plus 5 (1d10) lightning damage."
                },
                {
                    "name": "Claw",
                    "desc": "_Melee Weapon Attack:_ +9 to hit, reach 5 ft., one target. _Hit:_ 12 (2d6+5) slashing damage."
                },
                {
                    "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 16 DEX save, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Charged Hide",
                    "desc": "When the blue dragon hasn't exhaled its Lightning Breath, the electric charge builds up across its body. While the dragon's Lightning Breath is available, it emits wild sparks of electricity, and each creature that starts its turn within 10 feet of the dragon must succeed on a DC 16 CON save or be incapacitated until the start of its next turn."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_young-blue-dragon/"
        },
        {
            "slug": "young_bronze_dragon_bf",
            "desc": "",
            "name": "Young Bronze Dragon",
            "size": "large",
            "type": "Dragon",
            "subtype": "",
            "group": "Dragons",
            "alignment": "",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 148,
            "hit_dice": "",
            "speed": {
                "walk": 40,
                "fly": 80,
                "swim": 40
            },
            "strength": 20,
            "dexterity": 16,
            "constitution": 24,
            "intelligence": 14,
            "wisdom": 18,
            "charisma": 22,
            "strength_save": 5,
            "dexterity_save": 3,
            "constitution_save": 7,
            "intelligence_save": 2,
            "wisdom_save": 4,
            "charisma_save": 6,
            "perception": 17,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "lightning",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., keensense 30 ft.",
            "languages": "Common,Draconic",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon makes one Bite attack and two Claw attacks. It can replace its Bite attack with a use of Repulsion Breath, if available."
                },
                {
                    "name": "Bite",
                    "desc": "_Melee Weapon Attack:_ +8 to hit, reach 10 ft., one target. _Hit:_ 16 (2d10+5) piercing damage."
                },
                {
                    "name": "Claw",
                    "desc": "_Melee Weapon Attack:_ +8 to hit, reach 5 ft., one target. _Hit:_ 12 (2d6+5) slashing damage."
                },
                {
                    "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 15 DEX save, taking 49 (9d10) lightning damage on a failed save, or half as much damage on a successful one."
                },
                {
                    "name": "Repulsion Breath (Recharge 6)",
                    "desc": "The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 15 STR save or be pushed up to 15 feet away from the dragon."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Change Shape",
                    "desc": "The dragon magically transforms into a Beast or Humanoid that has a challenge rating no higher than its own, or back into its true form, which is Dragon. Any equipment it is wearing or carrying transforms with it or is borne by the new form (the dragon's choice). It reverts to its true form if it dies. In a new form, the dragon retains its HP, ability to speak, proficiencies, and INT, WIS, and CHA scores, as well as this bonus action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The dragon can breathe air and water."
                },
                {
                    "name": "Lightning Extraction",
                    "desc": "After the bronze dragon uses its Lightning Breath, its body begins recharging with lightning, pulling electricity from nearby creatures. While the dragon's Lightning Breath is unavailable, each creature that starts its turn within 10 feet of the dragon must make a DC 15 CON save. On a failure, a creature can use either an action or a bonus action on its turn, not both."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_young-bronze-dragon/"
        },
        {
            "slug": "young_red_dragon_bf",
            "desc": "",
            "name": "Young Red Dragon",
            "size": "large",
            "type": "Dragon",
            "subtype": "",
            "group": "Dragons",
            "alignment": "",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 193,
            "hit_dice": "",
            "speed": {
                "walk": 40,
                "climb": 40,
                "fly": 80
            },
            "strength": 22,
            "dexterity": 18,
            "constitution": 28,
            "intelligence": 14,
            "wisdom": 18,
            "charisma": 26,
            "strength_save": 6,
            "dexterity_save": 4,
            "constitution_save": 9,
            "intelligence_save": 2,
            "wisdom_save": 4,
            "charisma_save": 8,
            "perception": 18,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "fire",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., keensense 30 ft.",
            "languages": "Common,Draconic",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon makes one Bite attack and two Claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "_Melee Weapon Attack:_ +10 to hit, reach 10 ft., one target. _Hit:_ 17 (2d10+6) piercing damage plus 3 (1d6) fire damage."
                },
                {
                    "name": "Claw",
                    "desc": "_Melee Weapon Attack:_ +10 to hit, reach 5 ft., one target. _Hit:_ 13 (2d6+6) slashing damage."
                },
                {
                    "name": "Fire Breath (Recharge 5-6)",
                    "desc": "The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 DEX save, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Boil Over",
                    "desc": "When the red dragon hasn't unleashed its Fire Breath, the heat builds and rolls outward from it. While the dragon's Fire Breath is available, it emits immense heat, and each creature that starts its turn within 10 feet of the dragon must succeed on a DC 17 CON save or take 7 (2d6) fire damage."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_young-red-dragon/"
        },
        {
            "slug": "young_silver_dragon_bf",
            "desc": "",
            "name": "Young Silver Dragon",
            "size": "large",
            "type": "Dragon",
            "subtype": "",
            "group": "Dragons",
            "alignment": "",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 175,
            "hit_dice": "",
            "speed": {
                "walk": 40,
                "fly": 80
            },
            "strength": 22,
            "dexterity": 18,
            "constitution": 28,
            "intelligence": 14,
            "wisdom": 20,
            "charisma": 24,
            "strength_save": 6,
            "dexterity_save": 4,
            "constitution_save": 9,
            "intelligence_save": 2,
            "wisdom_save": 5,
            "charisma_save": 7,
            "perception": 19,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "cold",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., keensense 30 ft.",
            "languages": "Common,Draconic",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon makes one Bite attack and two Claw attacks. It can replace its Bite attack with a use of Paralyzing Breath, if available."
                },
                {
                    "name": "Bite",
                    "desc": "_Melee Weapon Attack:_ +10 to hit, reach 10 ft., one target. _Hit:_ 17 (2d10+6) piercing damage."
                },
                {
                    "name": "Claw",
                    "desc": "_Melee Weapon Attack:_ +10 to hit, reach 5 ft., one target. _Hit:_ 13 (2d6+6) slashing damage."
                },
                {
                    "name": "Cold Breath (Recharge 5-6)",
                    "desc": "The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 17 CON save, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one."
                },
                {
                    "name": "Paralyzing Breath (Recharge 6)",
                    "desc": "As the **silver dragon wyrmling**, except it is a 30-foot cone, and the save DC is 17."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Change Shape",
                    "desc": "The dragon magically transforms into a Beast or Humanoid that has a challenge rating no higher than its own, or back into its true form, which is Dragon. Any equipment it is wearing or carrying transforms with it or is borne by the new form (the dragon's choice). It reverts to its true form if it dies. In a new form, the dragon retains its HP, ability to speak, proficiencies, and INT, WIS, and CHA scores, as well as this bonus action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Freezing Fog",
                    "desc": "After the silver dragon uses its Cold Breath, freezing fog surrounds it. While the dragon's Cold Breath is unavailable, each creature that starts its turn within 10 feet of the dragon must succeed on a DC 17 CON save or be restrained until the start of its next turn."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_young-silver-dragon/"
        },
        {
            "slug": "adult-wasteland-dragon",
            "desc": "",
            "name": "Adult Wasteland Dragon",
            "size": "Huge",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 225,
            "hit_dice": "18d12+108",
            "speed": {
                "burrow": 30,
                "climb": 40,
                "fly": 70,
                "walk": 40
            },
            "strength": 26,
            "dexterity": 10,
            "constitution": 21,
            "intelligence": 14,
            "wisdom": 13,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": 11,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "perception": 6,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "force",
            "condition_immunities": "",
            "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 16",
            "languages": "Common, Draconic",
            "challenge_rating": "17",
            "cr": 17.0,
            "actions": [
                {
                    "desc": "The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 12,
                    "damage_dice": "2d10+8",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.",
                    "name": "Bite"
                },
                {
                    "attack_bonus": 12,
                    "damage_dice": "2d6+8",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.",
                    "name": "Claw"
                },
                {
                    "attack_bonus": 12,
                    "damage_dice": "2d8+8",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.",
                    "name": "Tail"
                },
                {
                    "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": "Frightful Presence"
                },
                {
                    "desc": "The dragon blasts warped arcane energy in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 49 (11d8) force damage on a failed save, or half as much damage on a successful one.",
                    "name": "Warped Energy Breath (Recharge 5-6)"
                }
            ],
            "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": [
                {
                    "desc": "The dragon makes a Wisdom (Perception) check.",
                    "name": "Detect"
                },
                {
                    "desc": "The dragon makes a tail attack.",
                    "name": "Tail Attack"
                },
                {
                    "desc": "The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 18 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.",
                    "name": "Wing Attack (Costs 2 Actions)"
                }
            ],
            "special_abilities": [
                {
                    "desc": "If the dragon fails a saving throw, it can choose to succeed instead.",
                    "name": "Legendary Resistance (3/Day)"
                }
            ],
            "spell_list": [],
            "page_no": 118,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_adult-wasteland-dragon/"
        },
        {
            "slug": "azi-dahaka",
            "desc": "",
            "name": "Azi Dahaka",
            "size": "Huge",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 157,
            "hit_dice": "15d12+60",
            "speed": {
                "fly": 80,
                "walk": 40
            },
            "strength": 21,
            "dexterity": 14,
            "constitution": 19,
            "intelligence": 14,
            "wisdom": 13,
            "charisma": 17,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": 9,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": 8,
            "perception": 11,
            "skills": {
                "perception": 11,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silver",
            "damage_immunities": "lightning",
            "condition_immunities": "",
            "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 21",
            "languages": "Common, Draconic, Infernal",
            "challenge_rating": "14",
            "cr": 14.0,
            "actions": [
                {
                    "desc": "Azi Dahaka makes three bite attacks and two claw attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 10,
                    "damage_dice": "1d10+5",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage",
                    "name": "Bite"
                },
                {
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.",
                    "name": "Claw"
                },
                {
                    "desc": "Azi Dahaka exhales a blast of wind and lightning in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw. On a failure, a target takes 22 (4d10) bludgeoning damage and 18 (4d8) lightning damage, is pushed 25 feet away from Azi Dahaka, and is knocked prone. On a success, a target takes half the bludgeoning and lightning damage and is pushed, but isn't knocked prone. All nonmagical flames in the cone are extinguished.",
                    "name": "Storm Breath (Recharge 5-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "Azi Dahaka 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. Azi Dahaka regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "desc": "Azi Dahaka can alter the weather in a 5-mile radius centered on itself. The effect is identical to the control weather spell, except the casting time and effects are immediate. Call Lightning (Cost 2 Actions). A bolt of lightning flashes down from the clouds to a point Azi Dahaka can see within 100 feet of it. Each creature within 5 feet of that point must make a DC 20 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one.",
                    "name": "Control Weather"
                },
                {
                    "desc": "Azi Dahaka beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 12 (2d6 + 5) bludgeoning damage and be knocked prone. Azi Dahaka can then fly up to half its flying speed.",
                    "name": "Wing Attack (Costs 2 Actions)"
                }
            ],
            "special_abilities": [
                {
                    "desc": "If Azi Dahaka fails a saving throw, it can choose to succeed instead.",
                    "name": "Legendary Resistance (3/Day)"
                },
                {
                    "desc": "Azi Dahaka has advantage on saving throws against spells and other magical effects.",
                    "name": "Magic Resistance"
                },
                {
                    "desc": "Azi Dahaka's three heads grant it advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.",
                    "name": "Multiple Heads"
                },
                {
                    "desc": "Azi Dahaka gets two extra reactions that can be used only for opportunity attacks.",
                    "name": "Reactive Heads"
                },
                {
                    "desc": "A creature that hits Azi Dahaka with a melee attack while within 5 feet takes 4 (1d8) piercing damage and 4 (1d8) poison damage as the dragon's blood becomes biting and stinging vermin.",
                    "name": "Vermin Blood"
                }
            ],
            "spell_list": [],
            "page_no": 45,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_azi-dahaka/"
        },
        {
            "slug": "devil-shark",
            "desc": "",
            "name": "Devil Shark",
            "size": "Gargantuan",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 198,
            "hit_dice": "12d20+72",
            "speed": {
                "swim": 60,
                "walk": 0
            },
            "strength": 24,
            "dexterity": 14,
            "constitution": 22,
            "intelligence": 14,
            "wisdom": 20,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": 11,
            "intelligence_save": null,
            "wisdom_save": 10,
            "charisma_save": null,
            "perception": 10,
            "skills": {
                "intimidation": 7,
                "perception": 10,
                "religion": 7,
                "stealth": 7,
                "survival": 10
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "fire",
            "damage_immunities": "cold",
            "condition_immunities": "",
            "senses": "blindsight 60 ft., passive Perception 20",
            "languages": "Aquan, Deep Speech, telepathy 120 ft.",
            "challenge_rating": "13",
            "cr": 13.0,
            "actions": [
                {
                    "attack_bonus": 12,
                    "damage_dice": "4d10+7",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 29 (4d10 + 7) piercing damage and the target is grappled (escape DC 18).",
                    "name": "Bite"
                },
                {
                    "desc": "The devil shark makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the devil shark, and it takes 21 (6d6) acid damage at the start of each of the devil shark's turns. A devil shark can have two Large, four Medium, or six Small creatures swallowed at a time. \n\nIf the devil shark takes 30 damage or more on a single turn from a swallowed creature, the devil shark must succeed on a DC 18 Constitution saving throw or regurgitate all swallowed creatures, which fall prone within 10 feet of the devil shark. If the devil shark dies, a swallowed creature is no longer restrained by it and can escape by using 20 feet of movement, exiting prone.",
                    "name": "Swallow"
                },
                {
                    "desc": "The devil shark exhales a 60-foot cone of supernaturally cold water. Each creature in that area must make a DC 18 Constitution saving throw. On a failed save, a target takes 54 (12d8) cold damage and is pushed 20 feet away from the devil shark. On a success, a target takes half the damage but isn't pushed.",
                    "name": "Freezing Breath (Recharge 5-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The devil shark has advantage on melee attack rolls against any creature that doesn't have all its hp.",
                    "name": "Blood Frenzy"
                },
                {
                    "desc": "The devil shark has advantage on Wisdom (Perception) checks that rely on smell.",
                    "name": "Keen Smell"
                },
                {
                    "desc": "The devil shark has advantage on saving throws against spells and other magical effects.",
                    "name": "Magic Resistance"
                },
                {
                    "desc": "The devil shark can magically command any shark within 120 feet of it, using a limited telepathy. This command is limited to simple concepts such as “come here,” “defend me,” or “attack this target.”",
                    "name": "Shark Telepathy"
                },
                {
                    "desc": "The devil shark can breathe only underwater.",
                    "name": "Water Breathing"
                }
            ],
            "spell_list": [],
            "page_no": 98,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_devil-shark/"
        },
        {
            "slug": "dhampir-commander",
            "desc": "",
            "name": "Dhampir Commander",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "dhampir",
            "group": null,
            "alignment": "any alignment",
            "armor_class": 17,
            "armor_desc": "studded leather, shield",
            "hit_points": 97,
            "hit_dice": "13d8+39",
            "speed": {
                "walk": 30
            },
            "strength": 14,
            "dexterity": 17,
            "constitution": 16,
            "intelligence": 14,
            "wisdom": 12,
            "charisma": 19,
            "strength_save": 5,
            "dexterity_save": 6,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 4,
            "charisma_save": 7,
            "perception": null,
            "skills": {
                "athletics": 5,
                "deception": 7,
                "intimidation": 7,
                "persuasion": 7,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Common",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "desc": "The dhampir makes four rapier or four shortbow attacks. It can make a grapple attack or Dark Thirst attack in place of any attack.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 6,
                    "damage_dice": "1d8+3",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.",
                    "name": "Rapier"
                },
                {
                    "attack_bonus": 6,
                    "damage_dice": "1d6+3",
                    "desc": "Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.",
                    "name": "Shortbow"
                },
                {
                    "attack_bonus": 6,
                    "damage_dice": "1d4+3",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one creature that is grappled by the dhampir, incapactitated, or restrained. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) necrotic damage. The dhampir commander regains hp equal to the amount of necrotic damage dealt.",
                    "name": "Dark Thirst"
                },
                {
                    "desc": "The dhampir magically beguiles the mind of one humanoid it can see within 30 feet for 1 hour. The target must succeed on a DC 15 Charisma saving throw or the dhampir has advantage on Charisma checks against the target. If the dhampir or any of its allies damage the target, the effect ends. If the target's saving throw is successful or the effect ends, the target is immune to this dhampir's Predatory Charm for the next 24 hours. A creature immune to being charmed is immune to this effect. A dhampir can have only one target affected by its Predatory Charm at a time. If it uses its Predatory Charm on another target, the effect on the previous target ends.",
                    "name": "Predatory Charm"
                },
                {
                    "desc": "For 1 minute, the dhampir can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the dhampir. A creature can benefit from only one Leadership die at a time. This effect ends if the dhampir is incapacitated. Dinosaur",
                    "name": "Leadership (Recharges after a Short or Long Rest)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "Each ally within 30 feet of the dhampir that can see it can make one melee attack as a bonus action.",
                    "name": "Inspiring Savagery"
                },
                {
                    "desc": "The dhampir has advantage on saving throws against disease.",
                    "name": "Undead Resistance"
                }
            ],
            "spell_list": [],
            "page_no": 107,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_dhampir-commander/"
        },
        {
            "slug": "droth",
            "desc": "",
            "name": "Droth",
            "size": "Huge",
            "type": "Aberration",
            "subtype": "shoth",
            "group": null,
            "alignment": "lawful neutral",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 230,
            "hit_dice": "20d12+100",
            "speed": {
                "climb": 10,
                "walk": 20
            },
            "strength": 18,
            "dexterity": 9,
            "constitution": 20,
            "intelligence": 14,
            "wisdom": 16,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 9,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": 9,
            "perception": 7,
            "skills": {
                "perception": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, fire",
            "damage_immunities": "acid",
            "condition_immunities": "",
            "senses": "blindsight 60 ft., passive Perception 17",
            "languages": "all, telepathy 100 ft.",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "desc": "The droth makes two oozing crush attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "4d12+4",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 30 (4d12 + 4) bludgeoning damage and 7 (2d6) acid damage.",
                    "name": "Oozing Crush"
                },
                {
                    "desc": "A shoth with less than half its maximum hp can merge with any other shoth creature within 10 feet, adding its remaining hp to that creature's. The hp gained this way can exceed the normal maximum of that creature. A shoth can accept one such merger every 24 hours.",
                    "name": "Merge"
                },
                {
                    "desc": "The droth rises up and crashes down, releasing a 20-foot-radius wave of acidic ooze. Each creature in the area must make a DC 17 Dexterity saving throw. On a failure, a creature takes 45 (10d8) acid damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone.",
                    "name": "Acid Wave (Recharge 5-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "When the droth damages a creature, it absorbs a portion of that creature's knowledge and power. As a bonus action, it can recreate any action available to a creature it damaged within the last minute. This includes spells and actions with limited uses or with a recharge. This recreated action is resolved using the droth's statistics where applicable.",
                    "name": "Absorbent (3/Day)"
                },
                {
                    "desc": "The droth, including its equipment, can move through a space as narrow as 1 inch wide without squeezing.",
                    "name": "Amorphous"
                },
                {
                    "desc": "Any creature hostile to the droth that starts its turn within 20 feet of the droth must succeed on a DC 17 Wisdom saving throw or have disadvantage on all attack rolls until the end of its next turn. Creatures with Intelligence 3 or lower automatically fail the saving throw.",
                    "name": "Soothing Aura"
                }
            ],
            "spell_list": [],
            "page_no": 333,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_droth/"
        },
        {
            "slug": "dust-goblin-chieftain",
            "desc": "",
            "name": "Dust Goblin Chieftain",
            "size": "Small",
            "type": "Humanoid",
            "subtype": "goblinoid",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 16,
            "armor_desc": "studded leather",
            "hit_points": 44,
            "hit_dice": "8d6+16",
            "speed": {
                "walk": 30
            },
            "strength": 8,
            "dexterity": 18,
            "constitution": 15,
            "intelligence": 14,
            "wisdom": 13,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": null,
            "intelligence_save": 5,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "intimidation": 3,
                "stealth": 8,
                "survival": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Common, Goblin, and one ancient language",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "attack_bonus": 6,
                    "damage_dice": "1d6+4",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success",
                    "name": "Shortsword"
                },
                {
                    "attack_bonus": 6,
                    "damage_dice": "1d8+4",
                    "desc": "Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                    "name": "Light Crossbow"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "desc": "The dust goblin chieftain adds 2 to its AC against one melee attack that would hit it. To do so, the chieftain must see the attacker and be wielding a melee weapon.",
                    "name": "Parry"
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The dust goblin chieftain has advantage on saving throws against being charmed or frightened. In addition, it can use an action to read the surface thoughts of one creature within 30 feet. This works like the detect thoughts spell, except it can only read surface thoughts and there is no limit to the duration. The dust goblin chieftain can end this effect as a bonus action or by using an action to change the target.",
                    "name": "Alien Mind"
                },
                {
                    "desc": "On each of its turns, the dust goblin chieftain can use a bonus action to take the Dash, Disengage, or Hide action.",
                    "name": "Cunning Action"
                },
                {
                    "desc": "The dust goblin chieftain deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the dust goblin chieftain that isn't incapacitated and the chieftain doesn't have disadvantage on the attack roll.",
                    "name": "Sneak Attack (1/Turn)"
                },
                {
                    "desc": "When the dust goblin chieftain attacks a creature from hiding, the target must succeed on a DC 13 Wisdom saving throw or be frightened until the end of its next turn.",
                    "name": "Twisted"
                }
            ],
            "spell_list": [],
            "page_no": 136,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_dust-goblin-chieftain/"
        }
    ]
}