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

GET /monsters/?format=api&ordering=-perception&page=17
HTTP 200 OK
Allow: GET, HEAD, OPTIONS
Content-Type: application/json
Vary: Accept

{
    "count": 3207,
    "next": "https://api.open5e.com/monsters/?format=api&ordering=-perception&page=18",
    "previous": "https://api.open5e.com/monsters/?format=api&ordering=-perception&page=16",
    "results": [
        {
            "slug": "yaojing",
            "desc": "This long-nosed, fox-like humanoid gestures silently with a smile on its lips and a twinkle in its eyes._  \nYaojing find peace traveling the wilds and quietly helping homesteaders and other travelers. They appear to be wiry redheaded men in light clothing. Their features are a mix of human and fox with a long nose, weak chin, and clever eyes.  \n**Silent Servitors.** Before they arrive on the Material Plane, yaojing take a vow of silence. Their vow precludes them from using their telepathy or voice to communicate with mortals. If a yaojing under vow is forced to communicate with more than sign or body language, it must retire to its planar home to live in silent contemplation for 108 years before it can once again travel the Material.  \n**Charlatan Haters.** Yaojing hate nothing so much as those who would use a mortal’s faith in the gods against them. When yaojing encounter such shysters in their travels, they work tirelessly to bring the charlatans to justice and remove the blight such creatures represent. Yaojing prefer to turn the charlatans over to local authorities for punishment appropriate to the laws of the land they are traveling, but they take on the role of judge when representatives of the law are absent.  \n**Mountain Mystics.** Some yaojing take up a monastic life. They build shrines on mountaintops where they silently teach their small congregations of adherents the joys of a quiet life of service and contemplation. They also teach their disciples how to avoid being fooled by charlatans and that harmonious societies must be free of such liars.",
            "name": "Yaojing",
            "size": "Medium",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "neutral good",
            "armor_class": 15,
            "armor_desc": null,
            "hit_points": 202,
            "hit_dice": "27d8+81",
            "speed": {
                "walk": 40
            },
            "strength": 14,
            "dexterity": 21,
            "constitution": 16,
            "intelligence": 16,
            "wisdom": 18,
            "charisma": 21,
            "strength_save": null,
            "dexterity_save": 10,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 9,
            "charisma_save": 10,
            "perception": 9,
            "skills": {
                "insight": 9,
                "perception": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "radiant; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "charmed, deafened, exhaustion, frightened",
            "senses": "truesight 60 ft., passive Perception 19",
            "languages": "all, telepathy 120 ft.",
            "challenge_rating": "15",
            "cr": 15.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The yaojing uses Blasphemer's Bane. It then makes three attacks."
                },
                {
                    "name": "Sacred Fist",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage and 13 (3d8) radiant damage.",
                    "attack_bonus": 10,
                    "damage_dice": "2d8+5"
                },
                {
                    "name": "Sacred Bolt",
                    "desc": "Ranged Spell Attack: +10 to hit, range 60 ft., one target. Hit: 22 (5d8) radiant damage.",
                    "attack_bonus": 10,
                    "damage_dice": "5d8"
                },
                {
                    "name": "Blasphemer's Bane",
                    "desc": "The yaojing makes a ward of censure against a creature it can see within 30 feet of it. The target must succeed on a DC 18 Wisdom saving throw or be unable to cast spells or maintain concentration on spells until the beginning of the yaojing's next turn."
                },
                {
                    "name": "Radiant Spin (Recharge 5-6)",
                    "desc": "The yaojing performs a spinning kick brimming with radiant energy. Each creature within 10 feet of the yaojing must make a DC 18 Dexterity saving throw. On a failure, a creature takes 22 (5d8) bludgeoning damage and 22 (5d8) radiant damage and is pushed up to 10 feet away from the yaojing. On a success, a creature takes half the damage and isn't pushed."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Charlatan's Bane",
                    "desc": "The yaojing knows if it hears a lie, and it has advantage on Wisdom (Insight) checks to determine if a creature is attempting to deceive it."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The yaojing has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The yaojing's weapon attacks are magical."
                },
                {
                    "name": "Motion Blur",
                    "desc": "If the yaojing moves at least 10 feet on its turn, attack rolls against it have disadvantage until the start of its next turn."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The yaojing's innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no verbal or material components.\nAt will: detect evil and good, silence\n3/day each: beacon of hope, bestow curse\n1/day each: death ward, dispel evil and good"
                }
            ],
            "spell_list": [],
            "page_no": 377,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_yaojing/"
        },
        {
            "slug": "basilisk_bf",
            "desc": "",
            "name": "Basilisk",
            "size": "medium",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 68,
            "hit_dice": "",
            "speed": {
                "walk": 20
            },
            "strength": 16,
            "dexterity": 8,
            "constitution": 14,
            "intelligence": 2,
            "wisdom": 8,
            "charisma": 6,
            "strength_save": 3,
            "dexterity_save": -1,
            "constitution_save": 2,
            "intelligence_save": -4,
            "wisdom_save": -1,
            "charisma_save": -2,
            "perception": 9,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "poison,petrified,Monstrosity Resilience",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft.",
            "languages": "-",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The basilisk makes two Bite or Poison Spit attacks. If both Bite or Poison Spit attacks hit one creature, the target is poisoned until the end of its next turn."
                },
                {
                    "name": "Bite",
                    "desc": "_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 7 (1d8+3) piercing damage plus 7 (2d6) poison damage."
                },
                {
                    "name": "Poison Spit",
                    "desc": "_Ranged Weapon Attack:_ +5 to hit, range 20/60 ft., one target. _Hit:_ 13 (3d6+3) poison damage."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Monstrosity Resilience",
                    "desc": "The basilisk is resistant to exhaustion and to the frightened condition."
                },
                {
                    "name": "Petrifying Gaze",
                    "desc": "When a creature that can see the basilisk's eyes starts its turn within 30 feet of the basilisk, the basilisk can force it to make a DC 12 CON save if the basilisk isn't incapacitated and can see the creature. On a failure, the creature magically 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 a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic. 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 basilisk until the start of its next turn, when it can avert its eyes again. If the creature looks at the basilisk in the meantime, it must immediately make the save. If the basilisk sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the basilisk mistakes itself for a rival and is affected by its own 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_basilisk/"
        },
        {
            "slug": "boar_bf",
            "desc": "",
            "name": "Boar",
            "size": "medium",
            "type": "Beast",
            "subtype": "",
            "group": "Animals",
            "alignment": "",
            "armor_class": 11,
            "armor_desc": "natural armor",
            "hit_points": 15,
            "hit_dice": "",
            "speed": {
                "walk": 40
            },
            "strength": 14,
            "dexterity": 10,
            "constitution": 12,
            "intelligence": 2,
            "wisdom": 8,
            "charisma": 4,
            "strength_save": 2,
            "dexterity_save": 0,
            "constitution_save": 1,
            "intelligence_save": -4,
            "wisdom_save": -1,
            "charisma_save": -3,
            "perception": 9,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "-",
            "languages": "-",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Tusk",
                    "desc": "_Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 5 (1d6+2) slashing damage."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Charge",
                    "desc": "If the boar moves at least 20 feet straight toward a target and then hits it with a Tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 12 STR save or be knocked prone."
                },
                {
                    "name": "Relentless (Recharges after a Short or Long Rest)",
                    "desc": "If the boar takes 4 damage or less that would reduce it to 0 HP, it is reduced to 1 HP 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_boar/"
        },
        {
            "slug": "camel_bf",
            "desc": "",
            "name": "Camel",
            "size": "large",
            "type": "Beast",
            "subtype": "",
            "group": "Animals",
            "alignment": "",
            "armor_class": 10,
            "armor_desc": null,
            "hit_points": 10,
            "hit_dice": "",
            "speed": {
                "walk": 50
            },
            "strength": 14,
            "dexterity": 10,
            "constitution": 14,
            "intelligence": 2,
            "wisdom": 8,
            "charisma": 4,
            "strength_save": 2,
            "dexterity_save": 0,
            "constitution_save": 2,
            "intelligence_save": -4,
            "wisdom_save": -1,
            "charisma_save": -3,
            "perception": 9,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "Camel Resilience",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "-",
            "languages": "-",
            "challenge_rating": "1/8",
            "cr": 0.125,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "_Melee Weapon Attack:_ +4 to hit, reach 5 ft., one creature. _Hit:_ 4 (1d4+2) bludgeoning damage."
                },
                {
                    "name": "Bile Spit",
                    "desc": "_Ranged Weapon Attack:_ +2 to hit, range 20/60 ft., one creature. _Hit:_ 2 (1d4) acid damage, and the target must succeed on a DC 12 CON save or be smelly for 1 hour or until a creature spends 1 minute cleaning off the spit. A smelly creature has disadvantage on CHA checks."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Camel Resilience",
                    "desc": "The camel is resistant to exhaustion, and it requires only half the amount of water that a typical Beast of its size needs."
                }
            ],
            "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_camel/"
        },
        {
            "slug": "clay_golem_bf",
            "desc": "",
            "name": "Clay Golem",
            "size": "large",
            "type": "Construct",
            "subtype": "",
            "group": "Golems",
            "alignment": "",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 163,
            "hit_dice": "",
            "speed": {
                "walk": 20
            },
            "strength": 20,
            "dexterity": 8,
            "constitution": 18,
            "intelligence": 2,
            "wisdom": 8,
            "charisma": 1,
            "strength_save": 5,
            "dexterity_save": -1,
            "constitution_save": 4,
            "intelligence_save": -4,
            "wisdom_save": -1,
            "charisma_save": -5,
            "perception": 9,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "acid,Golem Resilience",
            "condition_immunities": "",
            "senses": "darkvision 60 ft.",
            "languages": "understands the languages of its creator but can't speak",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The golem makes three Slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "_Melee Weapon Attack:_ +9 to hit, reach 5 ft., one target. _Hit:_ 21 (3d10+5) bludgeoning, piercing, or slashing damage, as determined by Mold Hand. The target must succeed on a DC 16 STR save or suffer an effect based on the type of damage: knocked prone (bludgeoning), pushed up to 10 feet away from the golem (piercing), or its speed is reduced by 10 feet until the end of its next turn (slashing)."
                },
                {
                    "name": "Haste (Recharge 5-6)",
                    "desc": "Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on DEX saves, and can make a Slam attack as a bonus action."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Mold Hand",
                    "desc": "The clay golem molds its hand into the shape of a weapon or back into a hand. The golem's Slam attack deals bludgeoning, piercing, or slashing damage, depending on the type of weapon chosen, until the golem uses this bonus action again. For example, a hand shaped like an axe deals slashing damage."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Acid Absorption",
                    "desc": "Whenever the golem is subjected to acid damage, it takes no damage and instead regains HP equal to the acid damage dealt."
                },
                {
                    "name": "Construct Nature",
                    "desc": "The golem doesn't require air, food, drink, or sleep."
                },
                {
                    "name": "Fire Weakness",
                    "desc": "When the clay golem takes fire damage, its body temporarily hardens like baked clay. Until the end of its next turn, the golem's speed is reduced by 10 feet, it can't use Mold Hand, and its AC becomes 18."
                },
                {
                    "name": "Golem Resilience",
                    "desc": "The golem is immune to poison and psychic damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to exhaustion and to the charmed, frightened, paralyzed, petrified, and poisoned conditions."
                },
                {
                    "name": "Immutable Form",
                    "desc": "The golem is immune to any spell or effect that would alter its form."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The golem has advantage on saves against spells and other magical effects."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The golem's weapon attacks are magical."
                }
            ],
            "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_clay-golem/"
        },
        {
            "slug": "crab_bf",
            "desc": "",
            "name": "Crab",
            "size": "tiny",
            "type": "Beast",
            "subtype": "",
            "group": "Animals",
            "alignment": "",
            "armor_class": 11,
            "armor_desc": "natural armor",
            "hit_points": 9,
            "hit_dice": "",
            "speed": {
                "walk": 20,
                "swim": 20
            },
            "strength": 2,
            "dexterity": 10,
            "constitution": 10,
            "intelligence": 1,
            "wisdom": 8,
            "charisma": 2,
            "strength_save": -4,
            "dexterity_save": 0,
            "constitution_save": 0,
            "intelligence_save": -5,
            "wisdom_save": -1,
            "charisma_save": -4,
            "perception": 9,
            "skills": {},
            "damage_vulnerabilities": "bludgeoning",
            "damage_resistances": "slashing",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "keensense 30 ft.",
            "languages": "-",
            "challenge_rating": "0",
            "cr": 0.0,
            "actions": [
                {
                    "name": "Claw",
                    "desc": "_Melee Weapon Attack:_ +2 to hit, reach 5 ft., one creature. _Hit:_ 2 (1d4) bludgeoning damage, and the crab attaches to the target. While attached, the crab can't attack, and at the start of each of the crab's turns, the target takes 2 (1d4) bludgeoning damage. The attached crab moves with the target whenever the target moves, requiring none of the crab's movement. It can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can use its action to detach the crab."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The crab can breathe air and water."
                }
            ],
            "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_crab/"
        },
        {
            "slug": "crab_giant_bf",
            "desc": "",
            "name": "Crab, Giant",
            "size": "medium",
            "type": "Beast",
            "subtype": "",
            "group": "Animals",
            "alignment": "",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 13,
            "hit_dice": "",
            "speed": {
                "walk": 30,
                "swim": 30
            },
            "strength": 14,
            "dexterity": 14,
            "constitution": 10,
            "intelligence": 1,
            "wisdom": 8,
            "charisma": 2,
            "strength_save": 2,
            "dexterity_save": 2,
            "constitution_save": 0,
            "intelligence_save": -5,
            "wisdom_save": -1,
            "charisma_save": -4,
            "perception": 9,
            "skills": {},
            "damage_vulnerabilities": "bludgeoning",
            "damage_resistances": "slashing",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "keensense 30 ft.",
            "languages": "-",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Pincer",
                    "desc": "_Melee Weapon Attack:_ +4 to hit, reach 5 ft., one creature. _Hit:_ 5 (1d6+2) bludgeoning damage, and the target is grappled (escape DC 12). The crab has two pincers, each of which can grapple only one target."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Pincer Pinch",
                    "desc": "One breathing creature grappled by the crab must succeed on a DC 12 STR save or be unable to speak or cast spells with verbal components and begin suffocating, as the crab squeezes the air from the target's lungs. This effect lasts until the grapple ends."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The crab can breathe air and water."
                }
            ],
            "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_crab-giant/"
        },
        {
            "slug": "dretch_bf",
            "desc": "",
            "name": "Dretch",
            "size": "small",
            "type": "Fiend",
            "subtype": "Demon",
            "group": "Demons",
            "alignment": "",
            "armor_class": 11,
            "armor_desc": "natural armor",
            "hit_points": 13,
            "hit_dice": "",
            "speed": {
                "walk": 20
            },
            "strength": 14,
            "dexterity": 10,
            "constitution": 12,
            "intelligence": 4,
            "wisdom": 8,
            "charisma": 2,
            "strength_save": 2,
            "dexterity_save": 0,
            "constitution_save": 1,
            "intelligence_save": -3,
            "wisdom_save": -1,
            "charisma_save": -4,
            "perception": 9,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "Demonic Resilience",
            "damage_immunities": "Demonic Resilience",
            "condition_immunities": "",
            "senses": "darkvision 60 ft.",
            "languages": "Abyssal",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Claws",
                    "desc": "_Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 5 (1d6+2) slashing damage plus 2 (1d4) poison damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Fetid Cloud (1/Day)",
                    "desc": "A 10-foot radius cloud of disgusting green gas extends out from the dretch, moves with it, and spreads around corners. The cloud's area is lightly obscured and lasts 1 minute or until a strong wind disperses it. A creature that starts its turn in the cloud must succeed on a DC 11 CON save or be poisoned until the start of its next turn. While poisoned in this way, a creature can take either an action or a bonus action on its turn, not both, and can't take reactions."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Abyssal Rejuvenation",
                    "desc": "Unlike other outsiders, a dretch that dies in its home plane of the Abyss is restored in a new body in 1d10 days, regaining all its HP and becoming active again. The new body appears in a random location in the Abyss. Only sprinkling holy water on the dretch's remains can prevent this trait from functioning."
                },
                {
                    "name": "Demonic Resilience",
                    "desc": "The dretch is resistant to cold, fire, and lightning damage. In addition, it is immune to poison damage and to the poisoned 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_dretch/"
        },
        {
            "slug": "goblin_bf",
            "desc": "",
            "name": "Goblin",
            "size": "small",
            "type": "Humanoid",
            "subtype": "",
            "group": "Goblins",
            "alignment": "",
            "armor_class": 15,
            "armor_desc": "leather armor, shield",
            "hit_points": 12,
            "hit_dice": "",
            "speed": {
                "walk": 30
            },
            "strength": 8,
            "dexterity": 18,
            "constitution": 10,
            "intelligence": 10,
            "wisdom": 8,
            "charisma": 8,
            "strength_save": -1,
            "dexterity_save": 4,
            "constitution_save": 0,
            "intelligence_save": 0,
            "wisdom_save": -1,
            "charisma_save": -1,
            "perception": 9,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft.",
            "languages": "Common,Goblin",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Scimitar",
                    "desc": "_Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 5 (1d6+2) slashing damage."
                },
                {
                    "name": "Shortbow",
                    "desc": "_Ranged Weapon Attack:_ +4 to hit, range 80/320 ft., one target. _Hit:_ 5 (1d6+2) piercing damage."
                },
                {
                    "name": "Gang Up (1/Day)",
                    "desc": "The goblin moves up to half its speed toward a creature it can see. Each friendly goblin within 30 feet of the goblin can use its reaction to join the gang up and move up to half its speed toward the same target. This movement doesn't provoke opportunity attacks. If the initiating goblin is within 5 feet of the target, the target must make a DC 12 DEX save, taking 5 (2d4) bludgeoning damage on a failed save, or half as much damage on a successful one. For each goblin after the first that participated in the gang up and that is within 10 feet of the target, the damage increases by 1 as arrows, knives, sharp pocket scraps, and similar \"weapons\" fly at the target from all angles. Afterwards, each goblin after the first that participated in the gang up can't use Gang Up until it finishes a short or long rest."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Nimble Escape",
                    "desc": "The goblin takes the Disengage or Hide action."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [],
            "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_goblin/"
        },
        {
            "slug": "insect_scorpion_bf",
            "desc": "",
            "name": "Insect, Scorpion",
            "size": "tiny",
            "type": "Beast",
            "subtype": "",
            "group": "Animals",
            "alignment": "",
            "armor_class": 11,
            "armor_desc": "natural armor",
            "hit_points": 8,
            "hit_dice": "",
            "speed": {
                "walk": 10
            },
            "strength": 2,
            "dexterity": 10,
            "constitution": 8,
            "intelligence": 1,
            "wisdom": 8,
            "charisma": 2,
            "strength_save": -4,
            "dexterity_save": 0,
            "constitution_save": -1,
            "intelligence_save": -5,
            "wisdom_save": -1,
            "charisma_save": -4,
            "perception": 9,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "poison,poisoned",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "keensense 10 ft.",
            "languages": "-",
            "challenge_rating": "0",
            "cr": 0.0,
            "actions": [
                {
                    "name": "Sting",
                    "desc": "_Melee Weapon Attack:_ +2 to hit, reach 5 ft., one creature. _Hit:_ 2 (1d4) piercing damage, and the target must succeed on a DC 10 CON save or take 2 (1d4) poison damage."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [],
            "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_insect-scorpion/"
        },
        {
            "slug": "lizard_bf",
            "desc": "",
            "name": "Lizard",
            "size": "tiny",
            "type": "Beast",
            "subtype": "",
            "group": "Animals",
            "alignment": "",
            "armor_class": 10,
            "armor_desc": null,
            "hit_points": 9,
            "hit_dice": "",
            "speed": {
                "walk": 20,
                "climb": 20
            },
            "strength": 2,
            "dexterity": 10,
            "constitution": 10,
            "intelligence": 1,
            "wisdom": 8,
            "charisma": 2,
            "strength_save": -4,
            "dexterity_save": 0,
            "constitution_save": 0,
            "intelligence_save": -5,
            "wisdom_save": -1,
            "charisma_save": -4,
            "perception": 9,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 30 ft.",
            "languages": "-",
            "challenge_rating": "0",
            "cr": 0.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "_Melee Weapon Attack:_ +2 to hit, reach 5 ft., one creature. _Hit:_ 2 (1d4) piercing damage."
                }
            ],
            "bonus_actions": [],
            "reactions": [
                {
                    "name": "Detach Tail (5 HP or Fewer, Recharges after a Short or Long Rest)",
                    "desc": "When the lizard takes damage, it can detach its tail, reducing the damage by 2 (1d4), and immediately move up to its speed without provoking opportunity attacks."
                }
            ],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [],
            "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_lizard/"
        },
        {
            "slug": "minotaur_skeleton_bf",
            "desc": "",
            "name": "Minotaur Skeleton",
            "size": "large",
            "type": "Undead",
            "subtype": "",
            "group": "Skeletons",
            "alignment": "",
            "armor_class": 12,
            "armor_desc": "natural armor",
            "hit_points": 63,
            "hit_dice": "",
            "speed": {
                "walk": 40
            },
            "strength": 18,
            "dexterity": 10,
            "constitution": 14,
            "intelligence": 6,
            "wisdom": 8,
            "charisma": 4,
            "strength_save": 4,
            "dexterity_save": 0,
            "constitution_save": 2,
            "intelligence_save": -2,
            "wisdom_save": -1,
            "charisma_save": -3,
            "perception": 9,
            "skills": {},
            "damage_vulnerabilities": "bludgeoning",
            "damage_resistances": "piercing",
            "damage_immunities": "Undead Resilience",
            "condition_immunities": "",
            "senses": "darkvision 60 ft.",
            "languages": "understands the languages it knew in life but can't speak",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Greataxe",
                    "desc": "_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 17 (2d12+4) slashing damage."
                },
                {
                    "name": "Gore",
                    "desc": "_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6+4) piercing damage."
                }
            ],
            "bonus_actions": [],
            "reactions": [
                {
                    "name": "Counterattack (Recharge 6)",
                    "desc": "When a creature the minotaur skeleton can see hits it with a melee attack while within 5 feet of it, the skeleton can make one Gore attack against the attacker."
                }
            ],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Charge",
                    "desc": "If the minotaur skeleton moves at least 10 feet straight toward a target and then hits it with a Gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage. If the target is a creature, it must succeed on a DC 14 STR save or be pushed up to 10 feet away from the skeleton and knocked prone."
                },
                {
                    "name": "False Appearance",
                    "desc": "While the minotaur skeleton remains motionless and prone, it is indistinguishable from an inanimate minotaur skeleton."
                },
                {
                    "name": "Labyrinthine Memories",
                    "desc": "The minotaur skeleton has advantage on checks and saves to avoid becoming lost or to recall a path it has previously traveled."
                },
                {
                    "name": "Undead Nature",
                    "desc": "The skeleton doesn't require air, food, drink, or sleep."
                },
                {
                    "name": "Undead Resilience",
                    "desc": "The skeleton is immune to poison damage, to exhaustion, and to the poisoned 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_minotaur-skeleton/"
        },
        {
            "slug": "skeleton_bf",
            "desc": "",
            "name": "Skeleton",
            "size": "medium",
            "type": "Undead",
            "subtype": "",
            "group": "Skeletons",
            "alignment": "",
            "armor_class": 13,
            "armor_desc": "armor scraps",
            "hit_points": 14,
            "hit_dice": "",
            "speed": {
                "walk": 30
            },
            "strength": 10,
            "dexterity": 14,
            "constitution": 14,
            "intelligence": 6,
            "wisdom": 8,
            "charisma": 4,
            "strength_save": 0,
            "dexterity_save": 2,
            "constitution_save": 2,
            "intelligence_save": -2,
            "wisdom_save": -1,
            "charisma_save": -3,
            "perception": 9,
            "skills": {},
            "damage_vulnerabilities": "bludgeoning",
            "damage_resistances": "piercing",
            "damage_immunities": "Undead Resilience",
            "condition_immunities": "",
            "senses": "darkvision 60 ft.",
            "languages": "understands the languages it knew in life but can't speak",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Shortsword",
                    "desc": "_Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 5 (1d6+2) piercing damage."
                },
                {
                    "name": "Shortbow",
                    "desc": "_Ranged Weapon Attack:_ +4 to hit, range 80/320 ft., one target. _Hit:_ 5 (1d6+2) piercing damage."
                }
            ],
            "bonus_actions": [],
            "reactions": [
                {
                    "name": "Counterattack (Recharge 6)",
                    "desc": "When a creature the skeleton can see hits it with an attack, the skeleton can make one Shortsword or Shortbow attack against the attacker."
                }
            ],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "False Appearance",
                    "desc": "While the skeleton remains motionless and prone, it is indistinguishable from an inanimate Humanoid skeleton."
                },
                {
                    "name": "Undead Nature",
                    "desc": "The skeleton doesn't require air, food, drink, or sleep."
                },
                {
                    "name": "Undead Resilience",
                    "desc": "The skeleton is immune to poison damage, to exhaustion, and to the poisoned 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_skeleton/"
        },
        {
            "slug": "stirge_bf",
            "desc": "",
            "name": "Stirge",
            "size": "tiny",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 7,
            "hit_dice": "",
            "speed": {
                "walk": 10,
                "fly": 40
            },
            "strength": 4,
            "dexterity": 14,
            "constitution": 10,
            "intelligence": 2,
            "wisdom": 8,
            "charisma": 6,
            "strength_save": -3,
            "dexterity_save": 2,
            "constitution_save": 0,
            "intelligence_save": -4,
            "wisdom_save": -1,
            "charisma_save": -2,
            "perception": 9,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft.",
            "languages": "-",
            "challenge_rating": "1/8",
            "cr": 0.125,
            "actions": [
                {
                    "name": "Blood Drain",
                    "desc": "_Melee Weapon Attack:_ +4 to hit, reach 5 ft., one creature. _Hit:_ 4 (1d4+2) piercing damage, and the stirge attaches to the target. While attached, the stirge can't attack, and at the start of each of the stirge's turns, the target loses 4 (1d4+2) HP due to blood loss. The attached stirge moves with the target whenever the target moves, requiring none of the stirge's movement. If can detach itself by spending 5 feet of its movement on its turn. It does so after it drains 8 HP of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge."
                }
            ],
            "bonus_actions": [],
            "reactions": [
                {
                    "name": "Reactive Wiggle",
                    "desc": "When the stirge is the target of an attack from a creature within 5 feet of it while it is attached to a creature, the stirge can wiggle, exposing the flesh where it is attached. The attacker must succeed on a DC 12 DEX save or the attack targets the creature to which the stirge is attached instead of the stirge."
                }
            ],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [],
            "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_stirge/"
        },
        {
            "slug": "adult-light-dragon",
            "desc": "",
            "name": "Adult Light Dragon",
            "size": "Huge",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "neutral good",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 212,
            "hit_dice": "17d12+102",
            "speed": {
                "fly": 80,
                "walk": 40
            },
            "strength": 22,
            "dexterity": 10,
            "constitution": 23,
            "intelligence": 16,
            "wisdom": 18,
            "charisma": 17,
            "strength_save": null,
            "dexterity_save": 5,
            "constitution_save": 11,
            "intelligence_save": null,
            "wisdom_save": 9,
            "charisma_save": 8,
            "perception": 9,
            "skills": {
                "arcana": 8,
                "nature": 8,
                "perception": 9,
                "persuasion": 8,
                "religion": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "fire; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "radiant",
            "condition_immunities": "blinded",
            "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 19",
            "languages": "Celestial, Draconic",
            "challenge_rating": "16",
            "cr": 16.0,
            "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": 11,
                    "damage_dice": "2d10+6",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.",
                    "name": "Bite"
                },
                {
                    "attack_bonus": 11,
                    "damage_dice": "2d6+6",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.",
                    "name": "Claw"
                },
                {
                    "attack_bonus": 11,
                    "damage_dice": "2d8+6",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) 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 19 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 uses one of the following breath weapons:\nRadiant Breath. The dragon exhales radiant energy in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 55 (10d10) radiant damage on a failed save, or half as much damage on a successful one.\nFlaring Breath. The dragon emits a flash of dazzling light from its maw in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw or be blinded. Undead within the area of effect must also make a DC 19 Wisdom saving throw or be turned for 1 minute. Undead of CR 2 or lower who fail the saving throw are instantly destroyed.",
                    "name": "Breath Weapon (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 19 Dexterity saving throw or take 13 (2d6 + 6) 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": "The dragon can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.",
                    "name": "Ethereal Sight"
                },
                {
                    "desc": "The dragon sheds bright light in a 20-foot radius and dim light for an additional 20 feet.",
                    "name": "Illumination"
                },
                {
                    "desc": "The dragon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.",
                    "name": "Incorporeal Movement"
                },
                {
                    "desc": "If the dragon fails a saving throw, it can choose to succeed instead.",
                    "name": "Legendary Resistance (3/ Day)"
                },
                {
                    "desc": "The light dragon travels from star to star and does not require air, food, drink, or sleep. When flying between stars, the light dragon magically glides on solar winds, making the immense journey through the void in an impossibly short time.",
                    "name": "Void Traveler"
                }
            ],
            "spell_list": [],
            "page_no": 170,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_adult-light-dragon/"
        },
        {
            "slug": "ancient-wasteland-dragon",
            "desc": "",
            "name": "Ancient Wasteland Dragon",
            "size": "Gargantuan",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 22,
            "armor_desc": "natural armor",
            "hit_points": 333,
            "hit_dice": "18d20+144",
            "speed": {
                "burrow": 30,
                "climb": 40,
                "fly": 80,
                "walk": 40
            },
            "strength": 28,
            "dexterity": 10,
            "constitution": 26,
            "intelligence": 16,
            "wisdom": 15,
            "charisma": 19,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": 15,
            "intelligence_save": null,
            "wisdom_save": 9,
            "charisma_save": 11,
            "perception": 9,
            "skills": {
                "perception": 9,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "force",
            "condition_immunities": "",
            "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 19",
            "languages": "Common, Draconic",
            "challenge_rating": "23",
            "cr": 23.0,
            "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": 16,
                    "damage_dice": "2d10+9",
                    "desc": "Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 9) piercing damage.",
                    "name": "Bite"
                },
                {
                    "attack_bonus": 16,
                    "damage_dice": "2d6+9",
                    "desc": "Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.",
                    "name": "Claw"
                },
                {
                    "attack_bonus": 16,
                    "damage_dice": "2d8+9",
                    "desc": "Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 18 (2d8 + 9) 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 20 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 90-foot line that is 5 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 90 (20d8) 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 15 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 16 (2d6 + 9) 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_ancient-wasteland-dragon/"
        },
        {
            "slug": "ecstatic-bloom",
            "desc": "",
            "name": "Ecstatic Bloom",
            "size": "Huge",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "neutral good",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 171,
            "hit_dice": "18d12+54",
            "speed": {
                "walk": 10
            },
            "strength": 10,
            "dexterity": 9,
            "constitution": 16,
            "intelligence": 20,
            "wisdom": 19,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": 9,
            "wisdom_save": 9,
            "charisma_save": null,
            "perception": 9,
            "skills": {
                "insight": 9,
                "perception": 9
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "",
            "damage_immunities": "radiant",
            "condition_immunities": "charmed, frightened",
            "senses": "truesight 120 ft. (blind beyond this radius), passive Perception 19",
            "languages": "all, telepathy 120 ft.",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "desc": "The ecstatic bloom makes three gilded beam attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 9,
                    "damage_dice": "6d8",
                    "desc": "Ranged Spell Attack: +9 to hit, range 150 ft., one target. Hit: 27 (6d8) radiant damage.",
                    "name": "Gilded Beam"
                },
                {
                    "desc": "The bloom summons a chorus of booming celestial voices that descend into the minds of nearby creatures. Each creature within 30 feet of the bloom must succeed on a DC 17 Wisdom saving throw or be stunned until the end of its next turn. Castigate only affects non-good-aligned creatures with an Intelligence of 5 or higher.",
                    "name": "Castigate (Recharges after a Short or Long Rest)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "When an undead creature starts its turn within 30 feet of the bloom, it must succeed on a DC 17 Wisdom saving throw or be turned until the end of its next turn.",
                    "name": "Aura of Life"
                },
                {
                    "desc": "At the start of each of the ecstatic bloom's turns, the bloom and each good-aligned creature, including the bloom, within 10 feet of it regains 4 (1d8) hp. If the bloom takes fire damage, this trait doesn't function at the start of the bloom's next turn. The ecstatic bloom dies only if it starts its turn with 0 hp and doesn't regain hp from this trait.",
                    "name": "Blessed Regrowth"
                },
                {
                    "desc": "Alabaster trees within 60 feet of the ecstatic bloom have advantage on all saving throws.",
                    "name": "Foster the Trees"
                },
                {
                    "desc": "The ecstatic bloom knows if a creature within 120 feet of it is good-aligned or not.",
                    "name": "Like Calls to Like"
                }
            ],
            "spell_list": [],
            "page_no": 303,
            "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_ecstatic-bloom/"
        },
        {
            "slug": "eye-of-the-gods",
            "desc": "",
            "name": "Eye of the Gods",
            "size": "Small",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "any alignment (as its creator deity)",
            "armor_class": 14,
            "armor_desc": null,
            "hit_points": 36,
            "hit_dice": "8d6+8",
            "speed": {
                "fly": 50,
                "hover": true,
                "walk": 0
            },
            "strength": 8,
            "dexterity": 18,
            "constitution": 12,
            "intelligence": 13,
            "wisdom": 20,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 9,
            "skills": {
                "perception": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "fire, radiant; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, exhaustion, poisoned",
            "senses": "truesight 120 ft., passive Perception 19",
            "languages": "all, telepathy 60 ft.",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "attack_bonus": 6,
                    "damage_dice": "1d6+4",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) radiant (good or neutral eyes) or necrotic (evil eyes) damage.",
                    "name": "Slam"
                },
                {
                    "desc": "The eye of the gods inspires all allies within 10 feet. For 1 minute, all inspired creatures have advantage on saving throws against being frightened.",
                    "name": "Divine Inspiration (Recharge 5-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "A hostile creature that touches the eye of the gods or hits it with a melee attack while within 5 feet of it takes 3 (1d6) radiant (good or neutral eyes) or necrotic (evil eyes) damage.",
                    "name": "Blazing Nimbus"
                },
                {
                    "desc": "Allies within 10 feet of the eye of the gods have truesight of 20 feet.",
                    "name": "Corona of Truth"
                },
                {
                    "desc": "The deity that created the eye of the gods can see everything the eye sees and can instantly recall the eye to its side at any time.",
                    "name": "Divine Conduit"
                },
                {
                    "desc": "As a bonus action, the eye of the gods can magically shift from the Material Plane to the Ethereal Plane, or vice versa.",
                    "name": "Ethereal Jaunt"
                }
            ],
            "spell_list": [],
            "page_no": 16,
            "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_eye-of-the-gods/"
        },
        {
            "slug": "hierophant-lich",
            "desc": "",
            "name": "Hierophant Lich",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "any evil alignment",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 91,
            "hit_dice": "14d8+28",
            "speed": {
                "walk": 30
            },
            "strength": 12,
            "dexterity": 13,
            "constitution": 15,
            "intelligence": 12,
            "wisdom": 20,
            "charisma": 17,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 6,
            "intelligence_save": 5,
            "wisdom_save": 9,
            "charisma_save": null,
            "perception": 9,
            "skills": {
                "insight": 9,
                "perception": 9,
                "religion": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, lightning, necrotic",
            "damage_immunities": "poison; bludgeoning, piercing, and slashing from nonmagical attacks",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned",
            "senses": "truesight 60 ft., passive Perception 19",
            "languages": "Common, Abyssal, Infernal, Void Speech",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "attack_bonus": 5,
                    "damage_dice": "2d6+1",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) bludgeoning plus 9 (2d8) necrotic damage. The target must succeed on a DC 17 Wisdom saving throw or be charmed for 1 minute. The charmed target must defend the hierophant. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. An undead target that fails is charmed for 24 hours and can only repeat the saving throw once every 24 hours.",
                    "name": "Unholy Smite"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "The hierophant lich 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 lich regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "desc": "The hierophant lich casts a cantrip.",
                    "name": "Cantrip"
                },
                {
                    "desc": "The heirophant lich uses its Unholy Smite.",
                    "name": "Unholy Smite (Costs 2 Actions)"
                },
                {
                    "desc": "The hierophant lich threatens one creature within 10 feet of it with eternal suffering. The target must succeed on a DC 17 Wisdom saving throw or become frightened 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 target's saving throw is successful or the effect ends for it, the target is immune to the hierophant lich's Damnation for the next 24 hours.",
                    "name": "Damnation (Costs 2 Actions)"
                }
            ],
            "special_abilities": [
                {
                    "desc": "If the lich fails a saving throw, it can choose to succeed instead.",
                    "name": "Legendary Resistance (3/Day)"
                },
                {
                    "desc": "As a bonus action, a hierophant lich can rise or descend vertically up to 20 feet and can remain suspended there. This trait works like the levitate spell, except there is no duration, and the lich doesn't need to concentrate to continue levitating each round.",
                    "name": "Levitate"
                },
                {
                    "desc": "If it has a sacred vessel, a destroyed hierophant 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 vessel.",
                    "name": "Rejuvenation"
                },
                {
                    "desc": "The hierophant lich has advantage on saving throws against any effect that turns undead.",
                    "name": "Turn Resistance"
                },
                {
                    "desc": "The lich is an 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The lich has the following cleric spells prepared:\nCantrips (at will): guidance, mending, sacred flame, thaumaturgy\n1st level (4 slots): command, detect magic, protection from evil and good, sanctuary\n2nd level (3 slots): blindness/deafness, hold person, silence\n3rd level (3 slots): animate dead, dispel magic, spirit guardians\n4th level (3 slots): banishment, freedom of movement, guardian of faith\n5th level (1 slot): flame strike",
                    "name": "Spellcasting"
                }
            ],
            "spell_list": [],
            "page_no": 252,
            "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_hierophant-lich/"
        },
        {
            "slug": "lotus-golem",
            "desc": "",
            "name": "Lotus Golem",
            "size": "Large",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 14,
            "armor_desc": null,
            "hit_points": 82,
            "hit_dice": "11d10+22",
            "speed": {
                "walk": 30
            },
            "strength": 14,
            "dexterity": 19,
            "constitution": 14,
            "intelligence": 6,
            "wisdom": 12,
            "charisma": 4,
            "strength_save": 6,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 9,
            "skills": {
                "athletics": 6,
                "perception": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine",
            "damage_immunities": "cold, fire, poison, psychic",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 60 ft., passive Perception 19",
            "languages": "understands the languages of its creator but can't speak",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "desc": "The lotus golem makes two arcane water attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "2d12+2",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d12 + 2) bludgeoning damage plus 7 (2d6) force damage.",
                    "name": "Arcane Water"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "desc": "When a spell is cast within 30 feet of it, the golem absorbs some of the spell's potency. If it is a spell that forces a saving throw, the DC to succeed drops by 2. If it is a spell with an attack roll, the attack roll has disadvantage. The golem regains 20 hp and gains 1 charge point in its Arcane Pool.",
                    "name": "Arcane Absorption"
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The lotus golem absorbs energy from nearby spellcasting. Most lotus golems hold 1 charge point at any given time but can hold up to 4. As a bonus action while casting a spell within 5 feet of the lotus golem, the golem's controller can expend the golem's charge points to cast the spell without expending a spell slot. To do so, the controller must expend a number of charge points equal to the level of the spell.",
                    "name": "Arcane Pool"
                },
                {
                    "desc": "The golem is immune to any spell or effect that would alter its form.",
                    "name": "Immutable Form"
                },
                {
                    "desc": "The golem has advantage on saving throws against spells and other magical effects.",
                    "name": "Magic Resistance"
                },
                {
                    "desc": "The golem's weapon attacks are magical.",
                    "name": "Magic Weapons"
                },
                {
                    "desc": "The golem can move across the surface of water as if it were harmless, solid ground. This trait works like the water walk spell.",
                    "name": "Water Walker"
                }
            ],
            "spell_list": [],
            "page_no": 201,
            "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_lotus-golem/"
        },
        {
            "slug": "whisperer-in-darkness",
            "desc": "",
            "name": "Whisperer in Darkness",
            "size": "Medium",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 142,
            "hit_dice": "15d8+75",
            "speed": {
                "walk": 30
            },
            "strength": 15,
            "dexterity": 19,
            "constitution": 21,
            "intelligence": 25,
            "wisdom": 18,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 10,
            "intelligence_save": null,
            "wisdom_save": 9,
            "charisma_save": 8,
            "perception": 9,
            "skills": {
                "arcana": 17,
                "deception": 13,
                "medicine": 9,
                "perception": 9,
                "stealth": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks not made with silver",
            "damage_immunities": "psychic, poison",
            "condition_immunities": "frightened, charmed, poisoned",
            "senses": "truesight 120 ft., passive Perception 19",
            "languages": "all, telepathy 60 ft.",
            "challenge_rating": "15",
            "cr": 15.0,
            "actions": [
                {
                    "desc": "The whisperer in the darkness makes two Grasp of the Void attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 12,
                    "damage_dice": "6d6",
                    "desc": "Melee Spell Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (6d6) force damage, and the target must succeed on a DC 18 Constitution saving throw or be stunned 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": "Grasp of the Void"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The whisperer is a highly advanced being that often carries pieces of powerful wands of fireballs shaped like staves with peculiar triggers, eyes of the eagle shaped as a pair of cylinders, or a helm of telepathy in the form of a glowing metal disc adhered to the side of the creature's head.",
                    "name": "Disquieting Technology"
                },
                {
                    "desc": "The whisperer has advantage on saving throws against spells and other magical effects.",
                    "name": "Magic Resistance"
                },
                {
                    "desc": "The whisperer's innate spellcasting ability is Intelligence (spell save DC 20). The whisperer can innately cast the following spells, requiring no material components:\nAt will: alter self, detect magic, detect thoughts, disguise self, fear, identify, invisibility (self only), misty step, sleep, suggestion\n3/day each: confusion, dimension door, disintegrate, dream, modify memory, plane shift, teleport\n1/day each: feeblemind, meteor swarm, mind blank, weird",
                    "name": "Innate Spellcasting"
                }
            ],
            "spell_list": [],
            "page_no": 378,
            "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_whisperer-in-darkness/"
        },
        {
            "slug": "ala",
            "desc": "_Alas are born from galls that grow on treant trunks. Within this parasitic pocket, an ala sickens the treant and consumes its life force. When the treant dies, the ala is born in a black whirlwind._  \n**Daughters of the Whirlwind.** Alas have windblown hair and wear smoky black rags, but their true form is that of a whirlwind, which can always be seen by šestaci, those men and women with six digits on each hand. In flight or in battle, an ala takes on a form with the upper body of a hag and a whirling vortex of air in place of hips and legs. When an ala enters a house in human form, the whole building groans in protest, as if it had been struck by a powerful stormwind.  \nAlas live in the hollows of trees that were struck by lightning. They are most active when thunder rocks the forest, and when they travel hail or thunderstorms spawn around them.  \n**Enormous Appetites.**The huge-mouthed alas have voracious appetites. In the wild, they devour wolves, bears, and badgers. They prefer to hunt in settled areas, however, because they favor the taste of innocents above all else. Unsavory tribes of savage humanoids may beg an ala’s favor (or divert its wrath) with gifts of bound captives.  \n**Energized by Storms.** In battle, an ala is constantly on the move, weaving between foes like the wind. It tears at its foes with claws and a poisonous bite, or throws wicked lightning bolts and hailstorms from afar. Woe betides the hero who confronts an ala while a storm rages overhead, because such storms energize the ala and make its lightning stronger. Because alas wield lightning with such mastery, some sages associate them with the god of lightning.",
            "name": "Ala",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 127,
            "hit_dice": "15d8+60",
            "speed": {
                "walk": 30,
                "fly": 40
            },
            "strength": 20,
            "dexterity": 16,
            "constitution": 18,
            "intelligence": 10,
            "wisdom": 16,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 9,
            "skills": {
                "athletics": 8,
                "perception": 9,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "lightning, poison, thunder",
            "condition_immunities": "poisoned",
            "senses": "darkvision 60 ft., passive Perception 19",
            "languages": "Common, Draconic",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The ala makes two claw attacks or one claw and one bite attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage, and the target must succeed on a DC 16 saving throw or take 10 (3d6) poison damage.",
                    "attack_bonus": 8,
                    "damage_dice": "1d10"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d8"
                },
                {
                    "name": "Lightning's Kiss (Recharge 5-6)",
                    "desc": "One target within 50 feet must make a DC 16 Dexterity saving throw. It takes 28 (8d6) lightning damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Flyby",
                    "desc": "The ala doesn't provoke an opportunity attack when it flies out of an enemy's reach."
                },
                {
                    "name": "Poison Flesh",
                    "desc": "The ala's poison infuses its flesh. A creature that makes a successful bite attack against an ala must make a DC 16 Constitution saving throw; if it fails, the creature takes 10 (3d6) poison damage."
                },
                {
                    "name": "Storm's Strength",
                    "desc": "If an electrical storm is raging around an ala and its target, the saving throw against Lightning's Kiss is made with disadvantage."
                }
            ],
            "spell_list": [],
            "page_no": 13,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_ala/"
        },
        {
            "slug": "andrenjinyi",
            "desc": "_A gigantic, black-headed snake is over 60 feet long and sheathed in brilliant scales, each andrenjinyi is splashed with vibrant patterns of every imaginable color. The air around these serpents is heavy, redolent of the quenched red desert after a torrential thunderstorm._  \nAndrenjinyi are the descendants of the Rainbow Serpent, the first and greatest spirit of the world’s beginning.The Rainbow Serpent’s children are dichotomous nature spirits of land and sky, sun and rain, male and female, and birth and destruction.  \n**Last of their Kind.** The Rainbow Serpent shed andrenjinyi like cast-off scales during her primordial wanderings, but she has created no more since she ascended to the stars. While andrenjinyi are ageless fertility spirits, they cannot themselves reproduce; each one is an irreplaceable link to primeval creation.  \n**Hunt and Transform.** Andrenjinyi are naturally aquatic, preferring to live in deep, fresh, life- giving rivers and lakes.The serpents usually attack intruders unless they approach with the correct rites or offerings, which require a successful DC 20 Intelligence (Religion) check.  \nAndrenjinyi hunt as other animals do, but they transform devoured prey into unique species with their Transmuting Gullet ability, creating mixed gender pairs. An andrenjinyi’s sacred pool and surroundings often shelters a menagerie of strange and beautiful animals.  \n**Demand Obedience and Ritual.** When offered rituals and obedience, andrenjinyi sometimes protect nearby communities with drought-breaking rains, cures for afflictions, or the destruction of rivals. Revered andrenjinyi take offense when their petitioners break fertility and familial edicts, such as prohibitions on incest, rape, and matricide, but also obscure obligations including soothing crying infants and the ritual sacrifice of menstrual blood. Punishments are malevolently disproportionate, often inflicted on the whole community and including baking drought, flooding rains, petrification, pestilence, and animalistic violence.Thus, tying a community’s well-being to an andrenjinyi is a double-edged sword.",
            "name": "Andrenjinyi",
            "size": "Gargantuan",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 228,
            "hit_dice": "13d20+91",
            "speed": {
                "walk": 60,
                "burrow": 20,
                "climb": 20,
                "swim": 60
            },
            "strength": 30,
            "dexterity": 17,
            "constitution": 25,
            "intelligence": 10,
            "wisdom": 18,
            "charisma": 23,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 12,
            "intelligence_save": null,
            "wisdom_save": 9,
            "charisma_save": 11,
            "perception": 9,
            "skills": {
                "arcana": 5,
                "perception": 9,
                "religion": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold, fire, lightning",
            "damage_immunities": "psychic",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., tremorsense 120 ft., passive Perception 19",
            "languages": "Common, Celestial, Giant, Sylvan",
            "challenge_rating": "15",
            "cr": 15.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The andrenjinyi makes two attacks, one with its bite and one with its constriction. If both attacks hit the same target, then the target is Swallowed Whole."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 36 (4d12 + 10) piercing damage.",
                    "attack_bonus": 15,
                    "damage_dice": "4d12"
                },
                {
                    "name": "Constrict",
                    "desc": "Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 36 (4d12 + 10) bludgeoning damage, and the target is grappled (escape DC 20). Until this grapple ends the target is restrained, and the andrenjinyi can't constrict another target.",
                    "attack_bonus": 15,
                    "damage_dice": "4d12"
                },
                {
                    "name": "Rainbow Arch",
                    "desc": "The andrenjinyi can instantaneously teleport between sources of fresh water within 1 mile as an action. It can't move normally or take any other action on the turn when it uses this power. When this power is activated, a rainbow manifests between the origin and destination, lasting for 1 minute."
                },
                {
                    "name": "Swallow Whole",
                    "desc": "If the bite and constrict attacks hit the same target in one turn, the creature is swallowed whole. The target is blinded and restrained, and has total cover against attacks and other effects outside the andrenjinyi. The target takes no damage inside the andrenjinyi. The andrenjinyi can have three Medium-sized creatures or four Small-sized creatures swallowed at a time. If the andrenjinyi takes 20 damage or more in a single turn from a swallowed creature, the andrenjinyi must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 5 feet of the andrenjinyi. If the andrenjinyi is slain, a swallowed creature is no longer restrained by it and can escape from the andrenjinyi by using 15 feet of movement, exiting prone. The andrenjinyi can regurgitate swallowed creatures as a free action."
                },
                {
                    "name": "Transmuting Gullet",
                    "desc": "When a creature is swallowed by an andrenjinyi, it must make a successful DC 19 Wisdom saving throw each round at the end of its turn or be affected by true polymorph into a new form chosen by the andrenjinyi. The effect is permanent until dispelled or ended with a wish or comparable magic."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The andrenjinyi can breathe air and water."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the andrenjinyi's spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It can innately cast the following spells, requiring only verbal components:\n\nat will: create water, speak with animals, stoneshape\n\n3/day each: control weather, dispel magic, reincarnate\n\n1/day each: blight, commune with nature, contagion, flesh to stone, plant growth"
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The andrenjinyi has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The andrenjinyi's weapon attacks are magical."
                }
            ],
            "spell_list": [],
            "page_no": 18,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_andrenjinyi/"
        },
        {
            "slug": "blood-hag",
            "desc": "_This bent-backed crone has long, leathery arms and cruel, flesh‑shearing talons. Her face is a misshapen mass of leathery flesh with a bulbous nose, like a gnarled knot on an old oak tree._  \n**Vampiric Origins.** Blood hags have long skulked on the fringes of society. The first blood hags appeared when a red hag mated with a mad vampire archmage­­—their offspring became the first blood hags. Many more followed.  \n**Face Stealers.** Blood hags prey on mankind, stealing their seed to propagate, their blood to satisfy their insatiable thirst, and their faces as trophies of these short-lived and bloody trysts.  \n**Worm Hair.** A blood hag’s hair is a morass of wriggling worms, ever thirsty for fresh blood.",
            "name": "Blood Hag",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 178,
            "hit_dice": "21d8+84",
            "speed": {
                "walk": 30,
                "climb": 30
            },
            "strength": 20,
            "dexterity": 16,
            "constitution": 18,
            "intelligence": 19,
            "wisdom": 21,
            "charisma": 17,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 7,
            "perception": 9,
            "skills": {
                "deception": 7,
                "intimidation": 7,
                "perception": 9,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "charmed, poisoned",
            "senses": "blood sense 90 ft., darkvision 60 ft., passive Perception 19",
            "languages": "Common, Giant, Infernal, Sylvan, Trollkin",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The blood hag makes two claw attacks and one blood-drinking hair attack."
                },
                {
                    "name": "Blood-Drinking Hair",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) piercing damage and a Medium or smaller target is grappled (escape DC 15). A grappled creature takes 13 (2d8 + 3) necrotic damage at the start of the hag's turns, and the hag heals half as many hit points. The hag gains excess healing as temporary hit points. The hag can grapple one or two creatures at a time. Also see Face Peel.",
                    "attack_bonus": 9,
                    "damage_dice": "3d8"
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) slashing damage.",
                    "attack_bonus": 9,
                    "damage_dice": "4d6"
                },
                {
                    "name": "Call the Blood",
                    "desc": "The blood hag targets a living creature within 30 feet that she detects with her blood sense and makes the target bleed uncontrollably. The target must make a successful DC 16 Constitution saving throw or suffer one of the effects listed below. A target that saves successfully cannot be affected by this hag's ability again for 24 hours."
                },
                {
                    "name": "1",
                    "desc": "Blood Choke Curse. The target's mouth fills with blood, preventing any speech or spellcasting with verbal components for 1 minute."
                },
                {
                    "name": "2",
                    "desc": "Blood Eye. The target's eyes well up with bloody tears. The target is blinded for 1 minute."
                },
                {
                    "name": "3",
                    "desc": "Heart Like Thunder. The target hears only the rushing of blood and their thumping heart. They are deaf for 1 minute."
                },
                {
                    "name": "4",
                    "desc": "Rupturing Arteries. The victim suffers 7 (2d6) slashing damage as its veins and arteries burst open. The target repeats the saving throw at the beginning of each of its turns. It takes 3 (1d6) necrotic damage if the saving throw fails, but the effect ends on a successful save."
                },
                {
                    "name": "Face Peel",
                    "desc": "The blood hag peels the face off one grappled foe. The target must make a DC 17 Dexterity saving throw. If the saving throw fails, the face is torn off; the target takes 38 (8d6 + 10) slashing damage and is stunned until the start of the hag's next turn. If the save succeeds, the target takes half damage and isn't stunned. Heal, regeneration, or comparable magic restores the stolen features; other curative magic forms a mass of scar tissue. The peeled-off face is a tiny, animated object (per the spell-20 HP, AC 18, no attack, Str 4, Dex 18) under the hag's control. It retains the former owner's memories and personality. Blood hags keep such faces as trophies, but they can also wear someone's face to gain advantage on Charisma (Deception) checks made to imitate the face's former owner."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Blood Sense",
                    "desc": "A blood hag automatically senses the blood of living creatures within 90 feet and can pinpoint their locations within 30 feet."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the hag's innate spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components:\n\nat will: disguise self, knock, minor illusion, misty step, pass without trace, protection from evil and good, tongues, water breathing\n\n3/day each: bestow curse, invisibility, mirror image\n\n1/day each: cloudkill, modify memory"
                }
            ],
            "spell_list": [],
            "page_no": 242,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_blood-hag/"
        },
        {
            "slug": "chort-devil",
            "desc": "_Small horns crown this pig-faced devil’s head. It stands on shaggy goat legs and holds a flaming polearm in its clawed hands. It bears a wicked gleam in its black eyes._  \n**Bad Bargains.** Quick and canny, a chort devil uses varied, pleasing forms to entice mortals to make terrible bargains, but it revels in its obvious devilishness. A chort wants its victim to know it is dealing with a devil. The relative straightforwardness of this approach enables the creature to better deceive those whom it bargains with. After all, the chort affirms, if the victim weren’t so desperate, he wouldn’t be bargaining with a devil. If necessary, an implied threat of immolation gives it greater bargaining power, but the creature is careful not to torture or otherwise harm its patsy, since that voids any potential contract.  \n**Recitation of Contracts.** An annual spectacle in large cities involves some poor fool who believes he can trick a chort and escape a legal bargain. The devil appears and recites the entirety of the contract its victim signed, replete with embarrassing details about a dispatched rival, the ensnarement of a love who once spurned him, and other disclosures. A chort ensures all those entangled in its victim’s affairs are present to hear it, and it disappears once all the victim's dark secrets have been revealed.  \n**Smear Tactics.** A zealous opponent of the chort often finds himself the victim of his own hubris, as the devil digs up or creates vile tales about its foe and brings his folly to light. A chort enjoys tarnishing the reputation of tools of good. For example, it may steal a paladin’s sword and use it to murder an especially pious person, leaving the sword in the victim. Thus, a chort dispatches a foe strongly resistant to its manipulations, brings suspicion to another potential foe, and taints a weapon—at least in reputation—which might be used against it.",
            "name": "Chort Devil",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "devil",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 187,
            "hit_dice": "15d8+120",
            "speed": {
                "walk": 30
            },
            "strength": 24,
            "dexterity": 20,
            "constitution": 26,
            "intelligence": 18,
            "wisdom": 20,
            "charisma": 20,
            "strength_save": 11,
            "dexterity_save": 9,
            "constitution_save": 12,
            "intelligence_save": 8,
            "wisdom_save": null,
            "charisma_save": 9,
            "perception": 9,
            "skills": {
                "athletics": 11,
                "deception": 9,
                "insight": 9,
                "perception": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "cold, fire, poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 120 ft., passive Perception 19",
            "languages": "Celestial, Common, Draconic, Infernal, Primordial; telepathy (120 ft.)",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The chort devil makes three melee attacks with its flaming ranseur, or three melee attacks with its claws."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d4 + 7) slashing damage plus 2 (1d4) Charisma damage.",
                    "attack_bonus": 11,
                    "damage_dice": "2d4"
                },
                {
                    "name": "Flaming Ranseur",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 12 (1d10 + 7) piercing damage plus 10 (3d6) fire damage.",
                    "attack_bonus": 11,
                    "damage_dice": "1d10"
                },
                {
                    "name": "Devilish Weapons",
                    "desc": "Any weapons wielded by a chort devil do 10 (3d6) fire damage in addition to their normal weapon damage."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Devil's Sight",
                    "desc": "Magical darkness doesn't impede the devil's darkvision."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The devil has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the chort devil's spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The chort devil can innately cast the following spells, requiring no material components:\n\nat will: blur, magic circle, teleport\n\n3/day: scorching ray (5 rays)\n\n1/day each: dispel magic, dominate person, flame strike, haste"
                }
            ],
            "spell_list": [],
            "page_no": 104,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_chort-devil/"
        },
        {
            "slug": "gypsosphinx",
            "desc": "_With black wings and a body pale as alabaster, the vulture-beaked gypsosphinx is easy to identify. As powerful servants of the gods of death and the desert, their riddles and obsessions all hinge on death and carrion. Their eyes can spot prey miles away, and the distance they climb into the sky hides their enormous size._  \nThe pale gypsosphinx shines in the desert sun and stands out in underground tombs and caverns, yet it can conceal itself when it flies in moonlit clouds. Gypsosphinxes are found anywhere bodies are buried or left to rot, and they harvest corpses from battlefields of warring desert tribes.  \n_**Gossips and Riddlers.**_ Gypsosphinxes converse with intelligent undead, priests of death gods, and with other sphinxes, but they rarely gather among their own kind. They guard their territory jealously, typically claiming a necropolis as the heart of their region.  \nLike all sphinxes, gypsosphinxes enjoy riddles. They rely on magic to solve challenging riddles they can’t solve on their own.  \n_**Night Flyers.**_ Unlike most of their cousins, gypsosphinxes are gifted fliers capable of diving steeply from the night sky to snatch carrion or a sleeping camel. The stroke of midnight has a special but unknown significance for the beasts.  \n_**Foretell Doom.**_ Occasionally, a paranoid noble seeks out a gypsosphinx and entreats the creature to reveal the time and place of his or her death, hoping to cheat fate. A gypsosphinx demands a high price for such a service, including payment in corpses of humans, unusual creatures, or near-extinct species. Even if paid, the gypsosphinx rarely honors its side of the bargain; instead, it turns its death magic against the supplicant, bringing about his or her death then and there.",
            "name": "Gypsosphinx",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 171,
            "hit_dice": "18d10+72",
            "speed": {
                "walk": 40,
                "fly": 70
            },
            "strength": 20,
            "dexterity": 14,
            "constitution": 18,
            "intelligence": 18,
            "wisdom": 18,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 9,
            "skills": {
                "arcana": 9,
                "history": 9,
                "perception": 9,
                "religion": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "psychic, poison",
            "condition_immunities": "poisoned",
            "senses": "truesight 90 ft., passive Perception 19",
            "languages": "Abyssal, Common, Darakhul, Sphinx",
            "challenge_rating": "14",
            "cr": 14.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The sphinx makes one bite attack and two claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage.",
                    "attack_bonus": 10,
                    "damage_dice": "3d10"
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 32 (6d8 + 5) slashing damage.",
                    "attack_bonus": 10,
                    "damage_dice": "6d8"
                },
                {
                    "name": "Rake",
                    "desc": "If the sphinx succeeds with both claw attacks, it automatically follows up with a rake attack. If the target fails a DC 17 Dexterity check, it is knocked prone and takes 14 (2d8 + 5) slashing damage."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "The sphinx can take 3 legendary actions, choosing from the options below. Only one option can be used at a time and only at the end of another creature's turn. It regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "name": "Bite Attack",
                    "desc": "The sphinx makes one bite attack."
                },
                {
                    "name": "Teleport (Costs 2 Actions)",
                    "desc": "The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."
                },
                {
                    "name": "Cast a Spell (Costs 3 Actions)",
                    "desc": "The sphinx casts a spell from its list of prepared spells, using a spell slot as normal."
                }
            ],
            "special_abilities": [
                {
                    "name": "Inscrutable",
                    "desc": "The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The sphinx's weapon attacks are magical."
                },
                {
                    "name": "Mystic Sight",
                    "desc": "A gypsosphinx sees death coming and can foretell the manner of a person's death. This ability does not come with any urge to share that information. Gypsosphinxes are notorious for hinting, teasing, and even lying about a creature's death (\"If we fight, I will kill you and eat your heart. I have seen it,\"is a favorite bluff)."
                },
                {
                    "name": "Spellcasting",
                    "desc": "the sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared:\n\ncantrips: (at will): mage hand, mending, minor illusion, poison spray\n\n1st level (4 slots): comprehend languages, detect magic, identify\n\n2nd level (3 slots): blur, darkness, locate object\n\n3rd level (3 slots): dispel magic, glyph of warding, major image\n\n4th level (3 slots): blight, greater invisibility\n\n5th level (1 slot): cloudkill"
                }
            ],
            "spell_list": [],
            "page_no": 359,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_gypsosphinx/"
        },
        {
            "slug": "hraesvelgr-the-corpse-swallower",
            "desc": "",
            "name": "Hraesvelgr The Corpse Swallower",
            "size": "Huge",
            "type": "Giant",
            "subtype": "shapechanger",
            "group": null,
            "alignment": "neutral",
            "armor_class": 19,
            "armor_desc": "natural armor",
            "hit_points": 241,
            "hit_dice": "21d12+105",
            "speed": {
                "walk": 50
            },
            "strength": 25,
            "dexterity": 10,
            "constitution": 20,
            "intelligence": 16,
            "wisdom": 17,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": null,
            "intelligence_save": 9,
            "wisdom_save": 9,
            "charisma_save": 11,
            "perception": 9,
            "skills": {
                "athletics": 13,
                "perception": 9,
                "survival": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "lightning, thunder",
            "damage_immunities": "cold; bludgeoning, piercing, and slashing from nonmagical attacks",
            "condition_immunities": "exhaustion",
            "senses": "passive Perception 19",
            "languages": "Auran, Common, Giant (can't speak in roc form)",
            "challenge_rating": "19",
            "cr": 19.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Hraesvelgr makes two attacks."
                },
                {
                    "name": "Beak (Roc Form Only)",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage.",
                    "attack_bonus": 13,
                    "damage_dice": "4d8+7"
                },
                {
                    "name": "Fist (Giant Form Only)",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage, and the target must succeed on a DC 21 Constitution saving throw or be stunned until the start of Hraesvelgr's next turn.",
                    "attack_bonus": 13,
                    "damage_dice": "3d8+7"
                },
                {
                    "name": "Talons (Roc Form Only)",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained and Hraesvelgr can't use his talons against another target.",
                    "attack_bonus": 13,
                    "damage_dice": "4d6+7"
                },
                {
                    "name": "Gale Blast (recharge 5-6)",
                    "desc": "Hraesvelgr unleashes a gale-force blast of wind in a line 60 feet long and 10 feet wide. Creatures in the area take 35 (10d6) bludgeoning damage and are pushed 15 feet directly away from Hraesvelgr, or they take half damage and are not pushed with a successful DC 19 Strength saving throw."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "Hraesvelgr 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. Hraesvelgr regains spent legendary actions at the start of his turn.",
            "legendary_actions": [
                {
                    "name": "Attack",
                    "desc": "Hraesvelgr makes a fist or talon attack."
                },
                {
                    "name": "Move (2 actions)",
                    "desc": "Hraesvelgr moves half his speed. If in roc form, all creatures within 10 feet of Hraesvelgr at the end of this move must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and fall prone."
                },
                {
                    "name": "Swallow (3 actions, Roc Form Only)",
                    "desc": "Hraesvelgr makes a bite attack against a creature he has grappled. If he hits, he swallows the creature. A swallowed creature is no longer grappled, but is blinded, restrained, and has advantage against attacks and effects originating from outside Hraesvelgr. A swallowed creature takes 14 (4d6) acid damage at the start of each of Hraesvelgr's turns. If Hraesvelgr returns to giant form, or takes 40 damage or more in a single turn from a swallowed creature, he must succeed on a DC 20 Constitution saving throw or regurgitate all swallowed creatures, which land prone within 10 feet of the giant. If Hraesvelgr dies, swallowed creatures are no longer restrained and can escape the corpse by spending 30 feet of movement, exiting prone."
                }
            ],
            "special_abilities": [
                {
                    "name": "Innate Spellcasting",
                    "desc": "hraesvelgr's innate spellcasting ability is Charisma (spell save DC 19). He can innately cast the following spells, requiring no material or somatic components:\n\nat will: feather fall, light\n\n3/day: control weather"
                },
                {
                    "name": "Keen Sight (Roc Form Only)",
                    "desc": "Hraesvelgr has advantage on Wisdom (Perception) checks that rely on sight."
                },
                {
                    "name": "Legendary Resistance (3/day)",
                    "desc": "If Hraesvelgr fails a saving throw, he can choose to succeed instead."
                },
                {
                    "name": "Shapechanger",
                    "desc": "Hraesvelgr can use a bonus action to change into a roc. Any equipment he wears or carries melds into his new form. It keeps its game statistics except as noted. He reverts to his giant form if it is reduced to 0 hit points or when it uses a bonus action to change back."
                },
                {
                    "name": "Hraesvelgr's Lair",
                    "desc": "on initiative count 20 (losing initiative ties), Hraesvelgr takes a lair action to cause one of the following effects; Hraesvelgr can't use the same effect two rounds in a row:\n\n- Hraesvelgr unleashes a blast of wind in a 60-foot cone. All creatures in the area must succeed on a DC 15 Dexterity saving throw or be knocked prone.\n\n- One creature within 60 feet that Hraesvelgr can see must succeed on a DC 15 Strength saving throw or be swept up in a pillar of wind. The creature is restrained and suspended 15 feet off the ground. If the creature has something to pull on, it can pull itself out of the wind by using an action and making a successful DC 15 Strength check; another creature who can reach the suspended creature can pull it free in the same way. Alternatively, a flying creature can repeat the saving throw as an action. On a success, it moves 5 feet out of the pillar of wind. This effect lasts until Hraesvelgr takes this action again or dies.\n\n- Hraesvelgr lets out a thunderous bellow in giant form or an ear-splitting shriek in roc form. All creatures within 30 feet must make a successful DC 15 Constitution saving throw or be frightened for 1 minute. A frightened creature repeats the saving throw at the end of its turn, ending the effect on itself on a success."
                },
                {
                    "name": "Regional Effects",
                    "desc": "the region containing Hraesvelgr's lair is warped by the corpse swallower's magic, which creates one or more of the following effects:\n\n- Strong windstorms are common within 6 miles of the lair.\n\n- Giant avian beasts are drawn to the lair and fiercely defend it against intruders.\n\n- The wind within 10 miles of the lair bears a pungent carrion stench.\n\nif Hraesvelgr dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days."
                }
            ],
            "spell_list": [],
            "page_no": 224,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_hraesvelgr-the-corpse-swallower/"
        },
        {
            "slug": "hundun",
            "desc": "_A toothless mouth adorns the headless shoulders of this oversized, four-armed, doughy humanoid. Colors and half-formed phantasmal shapes appear and vanish around it, to the creature’s obvious delight._  \n**Creative Chaos.** Wise yet child-like creatures of chaos, hunduns are four-armed, headless humanoids that embody spontaneous creation and the confusion that precedes enlightenment. Taking delight in creation of all kinds, they bring change to the staid and stagnant, spin revelation from confusion, and inspire moments of great creation—from works of art to new nations and faiths, and even the formation of planets and planes.  \n**Nonsense Speech.** Although not mindless, hunduns rarely seem to act out of conscious thought, yet their actions seem wise and usually benevolent. They communicate only in nonsense words, but have no trouble communicating among themselves or acting in coordination with other hunduns.  \n**Flesh of Creation.** Hundun blood is a powerful catalyst, and their spittle a potent drug. Each hundun’s heart is an Egg of Worlds—an artifact that can give birth to new concepts, powers, or even worlds. Obviously, the hundun must die for its heart to be used this way, but this is a sacrifice one might make willingly under the right circumstances.",
            "name": "Hundun",
            "size": "Large",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "chaotic good",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 153,
            "hit_dice": "18d10+54",
            "speed": {
                "walk": 40,
                "fly": 40
            },
            "strength": 20,
            "dexterity": 14,
            "constitution": 16,
            "intelligence": 4,
            "wisdom": 20,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": 9,
            "charisma_save": 8,
            "perception": 9,
            "skills": {
                "athletics": 9,
                "insight": 9,
                "perception": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "acid, psychic",
            "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, stunned, unconscious",
            "senses": "blindsight 60 ft., passive Perception 20",
            "languages": "understands Celestial and Primordial, but cannot speak intelligibly",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The hundun makes four slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage.",
                    "attack_bonus": 9,
                    "damage_dice": "3d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Brainless",
                    "desc": "Hunduns are immune to any spell or effect that allows an Intelligence, Wisdom, or Charisma saving throw. Trying to contact or read a Hundun's mind confuses the caster as the spell for 1 round."
                },
                {
                    "name": "Dance of Creation",
                    "desc": "Hunduns can perform an act of magical creation almost unlimited in scope every 1d8 days. The effect is equivalent to a wish spell, but it must create something."
                },
                {
                    "name": "Enlightening Befuddlement",
                    "desc": "when a hundun's confusion spell affects a target, it can elect to use the following table rather than the standard one:\n\n1d100 Result"
                },
                {
                    "name": "01-10 Inspired:",
                    "desc": "Advantage on attack rolls, ability checks, and saving throws"
                },
                {
                    "name": "11-20 Distracted:",
                    "desc": "Disadvantage on attack rolls, ability checks, and saving throws"
                },
                {
                    "name": "21-50 Incoherent:",
                    "desc": "The target does nothing but babble or scribble incoherent notes on a new idea"
                },
                {
                    "name": "51-75 Obsessed:",
                    "desc": "Target is recipient of geas to create a quality magical object"
                },
                {
                    "name": "76-100 Suggestible:",
                    "desc": "Target receives a suggestion from the hundun"
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the hundun's innate spellcasting ability is Wisdom (spell save DC 17). It can cast the following spells, requiring no material components:\n\nconstant: confusion (always centered on the hundun), detect thoughts\n\nat will: create or destroy water, dancing lights, mending, prestidigitation\n\n3/day each: compulsion, dimension door, black tentacles, irresistible dance\n\n1/day each: awaken, creation, heroes' feast, magnificent mansion, plant growth, reincarnate, stone shape"
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The hundun's weapon attacks are magical."
                }
            ],
            "spell_list": [],
            "page_no": 253,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_hundun/"
        },
        {
            "slug": "iaaffrat",
            "desc": "",
            "name": "Ia'affrat",
            "size": "Large",
            "type": "Elemental",
            "subtype": "Swarm",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 170,
            "hit_dice": "20d10+60",
            "speed": {
                "hover": true,
                "walk": 5,
                "fly": 40
            },
            "strength": 3,
            "dexterity": 21,
            "constitution": 16,
            "intelligence": 20,
            "wisdom": 18,
            "charisma": 23,
            "strength_save": null,
            "dexterity_save": 10,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": 9,
            "charisma_save": 11,
            "perception": 9,
            "skills": {
                "arcana": 10,
                "deception": 11,
                "insight": 9,
                "perception": 9,
                "persuasion": 11
            },
            "damage_vulnerabilities": "cold",
            "damage_resistances": "",
            "damage_immunities": "fire, poison; bludgeoning, piercing, slashing",
            "condition_immunities": "charmed, frightened, paralyzed, petrified, prone, poisoned, restrained, stunned",
            "senses": "blindsight 10 ft., darkvision 120 ft., passive Perception 19",
            "languages": "Common, Draconic, Infernal, Primordial",
            "challenge_rating": "15",
            "cr": 15.0,
            "actions": [
                {
                    "name": "Bites",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 0 ft., one creature in the swarm's space. Hit: 21 (6d6) piercing damage plus 14 (4d6) fire damage plus 14 (4d6) poison damage, or 10 (3d6) piercing damage plus 7 (2d6) fire damage plus 7 (2d6) poison damage if Ia'Affrat has half of its hit points or fewer. The target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 minute. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                    "attack_bonus": 10,
                    "damage_dice": "6d6"
                },
                {
                    "name": "Smoke Jump",
                    "desc": "Ia'Affrat can travel instantly to a space in sight where there's smoke."
                },
                {
                    "name": "Whirlwind (Recharge 4-6)",
                    "desc": "Each creature in Ia'Affrat's space must make a DC 18 Strength saving throw. Each creature that fails takes 28 (8d6) bludgeoning damage plus 14 (4d6) fire damage plus 14 (4d6) poison damage and is flung up 20 feet away from Ia'Affrat in a random direction and knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it traveled. If the target collides with another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Elemental Swarm",
                    "desc": "Ia'Affrat can occupy another creature's space\n\nand vice versa, and the swarm can move through any opening\n\nlarge enough for a Tiny insect"
                },
                {
                    "name": "Magic Resistance",
                    "desc": "Ia'Affrat has advantage on saving throws against spells and other magical effects"
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "Ia'Affrat's spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). Ia'Affrat can innately cast the following spells, requiring no material components:\n\nat will: fire bolt, poison spray\n\n3/day each: burning hands, invisibility, ray of enfeeblement, ray of sickness\n\n1/day each: bestow curse, contagion, harm, insect plague, fireball"
                },
                {
                    "name": "Inhabit",
                    "desc": "Ia'Affrat can enter the body of an incapacitated or dead creature by crawling into its mouth and other orifices. Inhabiting requires 1 minute, and the victim must be Small, Medium, or Large. If Ia'Affrat inhabits a dead body, it can animate it and control its movements, effectively becoming a zombie for as long as it remains inside. Ia'Affrat can abandon the body as an action. Attacks against the host deal half damage to Ia'Affrat as well, but Ia'Affrat's resistances and immunities still apply against this damage. In a living victim, Ia'Affrat can control the victim's movement and actions as if using dominate monster (save DC 19) on the victim. Ia'Affrat can consume a living victim; the target takes 5 (2d4) necrotic damage per hour while Ia'Affrat inhabits its body, and Ia'Affrat regains hit points equal to the damage dealt. When inhabiting a body, Ia'Affrat can choose to have any spell it casts with a range of self, target the inhabited body rather than itself. The skin of a creature inhabited by Ia'Affrat crawls with the forms of the insects inside. Ia'Affrat can hide this telltale sign with a Charisma (Deception) check against a viewer's passive Insight. A greater restoration spell or comparable magic forces Ia'Affrat to abandon the host."
                },
                {
                    "name": "Smoke Shroud",
                    "desc": "Ia'Affrat is shrouded in a 5-foot-radius cloud of dark smoke. This area is lightly obscured to creatures other than Ia'Affrat. Any creature that needs to breathe that begins its turn in the area must make a successful DC 16 Constitution saving throw or be stunned until the end of its turn."
                }
            ],
            "spell_list": [],
            "page_no": 98,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_iaaffrat/"
        },
        {
            "slug": "red-hag",
            "desc": "_An elder race—much older than the elves, and as old as the dragons, they claim—red hags are the most cunning and longest-lived of the hags, having a lifespan of more than a thousand years._  \n**Beautiful and Strong.** Unlike their hag kin, red hags are not horrid to look upon, and most are considered comely in their own right. Few know anything about them, and the hags do little to enlighten them, preferring their seclusion.  \n**Tied to Nature.** The hags have a deep connection with all elements of nature, and they often make their homes in deep forests, in caves, or alongside coastlines.  \n**Blood Magic.** Because of their close connection to nature, red hags often serve as druids. Within their druidic circles, however, they practice blood sacrifices and perform ritualistic blood magic—both to slake their craving for humanoid blood, but also as a means to venerate Hecate, goddesses of dark magic. Red hags also favor the cleric and wizard classes; few ever seek a martial path. The ancient hags all answer to a hierarchy.",
            "name": "Red Hag",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 119,
            "hit_dice": "14d8+56",
            "speed": {
                "walk": 30,
                "swim": 30
            },
            "strength": 19,
            "dexterity": 16,
            "constitution": 18,
            "intelligence": 18,
            "wisdom": 22,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 9,
            "skills": {
                "arcana": 9,
                "deception": 5,
                "insight": 7,
                "perception": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "charmed, poisoned",
            "senses": "blood sense 90 ft., darkvision 60 ft., passive Perception 16",
            "languages": "Common, Druidic, Giant",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) slashing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "3d8"
                },
                {
                    "name": "Siphoning Aura (Recharge 5-6)",
                    "desc": "The red hag radiates an aura in a 30-foot radius, lasting for 3 rounds, that draws all fluids out through a creature's mouth, nose, eyes, ears, and pores. Every creature of the hag's choosing that starts its turn in the affected area takes 18 (4d6 + 4) necrotic damage, or half damage with a successful DC 15 Constitution saving throw."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The hag can breathe air and water."
                },
                {
                    "name": "Spellcasting",
                    "desc": "the hag is an 8th-level spellcaster. Her spellcasting ability is Wisdom (Spell save DC 17, +9 to hit with spell attacks). She requires no material components to cast her spells. The hag has the following druid spells prepared:\n\ncantrips (at will): animal friendship (red hags treat this as a cantrip), poison spray, thorn whip\n\n1st level (4 slots): cure wounds, entangle, speak with animals\n\n2nd level (3 slots): barkskin, flame blade, lesser restoration\n\n3rd level (3 slots): call lightning, conjure animals, dispel magic, meld into stone\n\n4th level (2 slots): control water, dominate beast, freedom of movement, hallucinatory terrain"
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The hag has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Blood Sense",
                    "desc": "A red hag automatically senses the presence of the blood of living creatures within 90 feet and can pinpoint their locations within 30 feet."
                }
            ],
            "spell_list": [],
            "page_no": 244,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_red-hag/"
        },
        {
            "slug": "shoggoth",
            "desc": "_A shoggoth is an intelligent, gelatinous blob that can reshape itself at will. Created by an elder race as servants, the shoggoths rebelled long ago and slew their masters without pity. Since that time, they’ve lived in isolated or desolate regions, devouring whatever they encounter and absorbing its flesh into their own amorphous, shifting forms._  \n**Constant Growth.** When in a spherical form, a shoggoth’s mass is enough to have a 10- to 15-foot diameter, though this is just an average size. Shoggoths continue growing throughout their lives, though the eldest among them grow very slowly indeed, and some shoggoths may shrink from starvation if they deplete a territory of resources.  \n**Mutable Form.** A shoggoth can form eyes, mouths, tentacles, and other appendages as needed, though it lacks the control to truly polymorph into another creature’s shape and hold it.",
            "name": "Shoggoth",
            "size": "Huge",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 387,
            "hit_dice": "25d12+225",
            "speed": {
                "walk": 50,
                "climb": 30,
                "swim": 30
            },
            "strength": 26,
            "dexterity": 14,
            "constitution": 28,
            "intelligence": 12,
            "wisdom": 16,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 9,
            "skills": {
                "perception": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "fire, bludgeoning, piercing",
            "damage_immunities": "cold, thunder, slashing",
            "condition_immunities": "blinded, deafened, prone, stunned, unconscious",
            "senses": "darkvision 120 ft., tremorsense 60 ft., passive Perception 19",
            "languages": "Void Speech",
            "challenge_rating": "19",
            "cr": 19.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The shoggoth makes 1d4 + 1 slam attacks. Reroll the number of attacks at the start of each of the shoggoth's turns."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage, and the target is grappled (escape DC 18) and restrained. The shoggoth can grapple any number of creatures simultaneously, and this has no effect on its number of attacks.",
                    "attack_bonus": 14,
                    "damage_dice": "4d10"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Anaerobic",
                    "desc": "A shoggoth doesn't need oxygen to live. It can exist with equal comfort at the bottom of the ocean or in the vacuum of outer space."
                },
                {
                    "name": "Absorb Flesh",
                    "desc": "The body of a creature that dies while grappled by a shoggoth is completely absorbed into the shoggoth's mass. No portion of it remains to be used in raise dead, reincarnate, and comparable spells that require touching the dead person's body."
                },
                {
                    "name": "Amorphous",
                    "desc": "A shoggoth can move through a space as small as 1 foot wide. It must spend 1 extra foot of movement for every foot it moves through a space smaller than itself, but it isn't subject to any other penalties for squeezing."
                },
                {
                    "name": "Hideous Piping",
                    "desc": "The fluting noises made by a shoggoth are otherworldly and mind-shattering. A creature that can hear this cacophony at the start of its turn and is within 120 feet of a shoggoth must succeed on a DC 15 Wisdom saving throw or be confused (as the spell confusion) for 1d4 rounds. Creatures that roll a natural 20 on this saving throw become immune to the Hideous Piping for 24 hours. Otherwise, characters who meet the conditions must repeat the saving throw every round."
                },
                {
                    "name": "Keen Senses",
                    "desc": "A shoggoth has advantage on Wisdom (Perception) checks that rely on hearing or smell."
                },
                {
                    "name": "Rolling Charge",
                    "desc": "If the shoggoth moves at least 20 feet straight toward a creature and hits it with a slam attack on the same turn, that creature must succeed on a DC 20 Dexterity saving throw or be knocked prone. If the creature is knocked prone, the shoggoth immediately moves into the creature's space as a bonus action and crushes the creature beneath its bulk. The crushed creature can't breathe, is restrained, and takes 11 (2d10) bludgeoning damage at the start of each of the shoggoth's turns. A crushed creature remains in its space and does not move with the shoggoth. A crushed creature can escape by using an action and making a successful DC 19 Strength check. On a success, the creature crawls into an empty space within 5 feet of the shoggoth."
                }
            ],
            "spell_list": [],
            "page_no": 347,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_shoggoth/"
        },
        {
            "slug": "young-flame-dragon",
            "desc": "_The dragon bears black scales, more charred than naturally colored. Cracks between the scales glow a dull red, until the dragon rears its head and roars. Red embers become bright orange flames as the creature lights up from tail to maw._  \nThe flame dragons are capricious creatures, fascinated by dark emotions and destructive passions. The dragons of eternal fire are proud and jealous, quick to anger, and utterly unforgiving. They bring complete and total ruin to entire civilizations for trivial reasons, but their true motivation is the fun to be had. These burning serpents treat rage, deceit, and despair as toys for their amusement. “May you be the fire’s plaything” is a curse often used by the foolish.  \n_**Taunting Others.**_ The hot-blooded creatures tease their victims like cats, seeing the world and all within it as their rightful prey. Young flame dragons are less subtle than their elders. Wyrmlings may force a woman to watch her family die or ruin a beautiful face for pleasure—direct and evil. As the dragon matures, this natural sadism develops into a desire for more complicated sport. Aging dragons of fire use politics, murder, and magic in elaborate schemes only their ilk can appreciate. Many create plots so intricate and layered that they lack a true resolution, creating only endless manipulation. A hero might foil an assassination only to see the king thus saved become a despot. She might defeat the vizier whispering lies in the ruler’s ear only to discover he was a pawn in a vast conspiracy. Dark ambitions, poisoned daggers, and old vendettas build such momentum that one scheme begins each time another ends. Often, even killing the draconic mastermind cannot extinguish the fires it started.  \n_**Malevolent Purpose.**_ The results of these schemes are secondary to the enjoyment they derive from pursuing a nebulous and everchanging goal. Some spend centuries torturing a family line for nothing more than trespassing on the dragon’s land. Others plot eternal curses after twisting poorly chosen words into the most dire of insults. The vengeance itself is not as important as having an excuse to hate, plot, and ruin. Flame dragons relish such opportunities for revenge, seeing each as a delightful hobby. The disruption of a game kindles a true and terrible rage, and in these rare moments of defeat, their anger can be catastrophic. Entire cities burn.  \n_**Fond of Souvenirs.**_ Flame dragons are as materialistic and territorial as other true dragons. Each pursues an individual obsession it fixates upon with mad devotion to fill its hoard. Some corrupt innocence, others push nations to war, but they always collect a memento for each victory, whether petty or grand. One might collect scorched skulls, while another saves the melted treasures of toppled empires. When not out sowing discord, the ancient flame dragons enjoy contemplating their hoards. Every piece reminds them of their own majesty and genius.  \nNothing is safe from a flame dragon’s endless scheming and narcissism. They crave absolute attention and constant reassurance. Anyone who humiliates a flame dragon would be wiser to kill it. Its survival ensures the dragon’s undivided attention for generations. It would be wiser still to make certain there is not a trace of involvement in a flame dragon’s death. All burning serpents see the murder of one of their kin as the gravest insult.  \n\n## Flame Dragon’s Lair\n\n  \nFlame dragons dwell in lairs where a burning fire is always near: volcanoes, sulfur mines, caves full of geysers, and places where the Elemental Plane of Fire touches the Material Plane. Whatever the place, its purpose is always to serve as a showcase of all the trophies the dragon has collected. Carefully arranged and organized prizes decorate the walls, sometimes even protected behind crystal walls. This display both feeds the dragon's vanity and pride, and also serves as a lure to attract adventurers, since flame dragons love to encourage the lowest instincts in their prey.  \nMany of these lairs feature a huge, reflective surface. A flame dragon likes nothing more than itself.  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row.\n* A cloud of smoke swirls in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners and the area is lightly obscured. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.\n* The ground erupts with volcanic force at a point the dragon can see within 120 feet of it. Any creature within 20 feet of the point must make a successful DC 15 Dexterity saving throw or be knocked prone and trapped in the ground. A creature trapped in this way is restrained and can’t stand up. A creature can end the restraint if it or another creature takes an action to make a successful DC 15 Strength check.\n* A wall of fire rises up from the ground within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, can take any shape the dragon wants, and blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the saving throw takes 21 (6d6) fire damage. Each creature that enters the wall for the first time each turn or ends its turn there takes 21 (6d6) fire damage. The wall is extinguished when the dragon uses this lair action again or when the dragon dies.\n  \n### Regional Effects\n\n  \nThe region containing a legendary flame dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:\n* Arguments and misunderstandings erupt easily within 6 miles of the lair. Friendships are easily broken and criminal acts are common.\n* Temperatures rise within 6 miles of the lair. Crops wither, producing famines.\n* Sulfur geysers form in and around the dragon’s lair. Some of them erupt only once an hour, so they’re spotted only with a successful DC 20 Wisdom (Perception) check. A creature on top of an erupting geyser takes 21 (6d6) fire damage, or half damage with a successful DC 15 Dexterity saving throw.\n  \nIf the dragon dies, the arguments and misunderstandings disappear immediately and the temperatures go back to normal within 1d10 days. Any geysers remain where they are.",
            "name": "Young Flame Dragon",
            "size": "Large",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 161,
            "hit_dice": "17d10+68",
            "speed": {
                "walk": 40,
                "climb": 40,
                "fly": 80
            },
            "strength": 15,
            "dexterity": 14,
            "constitution": 19,
            "intelligence": 15,
            "wisdom": 13,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": 8,
            "perception": 9,
            "skills": {
                "deception": 8,
                "insight": 5,
                "perception": 9,
                "persuasion": 8,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "fire",
            "condition_immunities": "",
            "senses": "blindsight 30ft, darkvision 120ft, passive Perception 19",
            "languages": "Common, Draconic, Ignan, Giant, Infernal, Orc",
            "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: +6 to hit, reach 10 ft., one target. Hit: 13 (2d10 + 2) piercing damage plus 3 (1d6) fire damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d10"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Fire Breath (Recharge 5-6)",
                    "desc": "The dragon exhales fire in a 30-foot cone. Each creature in that area takes 56 (16d6) fire damage, or half damage with a successful DC 16 Dexterity saving throw."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Fire Incarnate",
                    "desc": "All fire damage dealt by the dragon ignores fire resistance but not fire immunity."
                }
            ],
            "spell_list": [],
            "page_no": 130,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_young-flame-dragon/"
        },
        {
            "slug": "young-sea-dragon",
            "desc": "_This aquamarine dragon has a shark’s head that tapers off into a sleek eel-like body. Its large fins double as wings._  \n**Divine Dragons.** Sea dragons are the children of the ocean, and believe they are semi-divine beings, worthy of worship. Given their size and power, they may be right; certainly, they are often companions or steeds to gods of the sea.  \nDespite the solemn duties the sea dragons invoke thanks to their lineage, they are extremely whimsical. While these immense creatures are playful, their games can shatter hulls and drown sailors. The sea dragons course through the waves with tangible joy as they hunt whales and entire schools of tuna.  \n**Shipwreck Art.** Sea dragons love collecting treasure, especially prize the sunken treasure-filled hulls of ships lost to storm, battle, or their own handiwork. While they appreciate all wealth, they prefer hardy items that can stand up to long exposure to sea water. Precious metals and gemstones add a dramatic luster to the dragon’s lair when they catch stray beams of light. Sea dragons take any more perishable treasures and place them on a reef-altar, to dissolve in the sea as a tithe to the sea gods.  \n**Sunken Memorials.** A sea dragon’s lair is littered with meticulously arranged ships consigned to the deeps. These wrecks are often artfully smashed to allow the treasures in the hold to spill out onto the sea floor. It may seem haphazard, but it displays a complex aesthetic that only other sea dragons can truly appreciate. Because they arrange these wrecks so carefully, a dragon notices immediately if its hoard is disturbed.  \n\n## Sea Dragon’s Lair\n\n  \nSea dragons dwell in lairs dwell in lairs beneath the waves: ocean fissures and caves, lightless trenches full of strange rock formations, and sheltered reefs of cultivated coral.  \nWhatever the place, it’s dedicated to the worship of sea gods. Despite the draconic instinct for seclusion and protection when choosing a lair, sea dragons always choose lairs relatively close to humanoid trade routes and abundant supplies of fish.  \nThe sky surrounding a sea dragon’s lair is perpetually stormy, and the seas run high. If a captain is courageous, these high winds and swift-running currents can cut significant time off a voyage.  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action and generates one of the following effects. The dragon can’t use the same effect two rounds in a row:\n* Four vortexes, each 5 feet in diameter and up to 30 feet tall, appear within the lair where the dragon wishes. Creatures occupying the space where a vortex appears or who enter the vortex for the first time on a turn must make a DC 15 Dexterity save or be restrained. As an action, a creature can free itself or another creature from a vortex by succeeding on a DC 15 Strength check. The vortexes last until the dragon uses this lair action again or until the dragon dies.\n* The dragon creates a wall of living coral on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area takes damage as if touching the wall and is pushed 5 feet out of the wall’s space, on whichever side of the wall it wants. Touching the wall releases painful stings that deal 18 (4d8) poison damage, or half that with a successful DC 15 Constitution saving throw. Each 10-foot section of the wall has AC 5, 30 hit points, resistance to fire damage, and immunity to psychic damage. The wall lasts until the dragon uses this lair action again or until the dragon dies.\n* The dragon bends time around its enemies. Four creatures the dragon can see within 120 feet of it must succeed on a DC 15 Wisdom save or be affected by a slow spell. This effect last until initiative count 20 on the following round.\n  \n### Regional Effects\n\n  \nThe region containing a legendary sea dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:\n* Sea life becomes richer within 6 miles of the lair. Schools of fish move into new waters, sharks become common, and whale migration paths shift to pass near the area.\n* Water temperatures drop sharply within 6 miles of the lair. Creatures not accustomed to cold suffer exposure to extreme cold while swimming in this water.\n* Storms and rough water are more common within 6 miles of the lair.\n  \nIf the dragon dies, conditions of the sea surrounding the lair return to normal over the course of 1d10 days.",
            "name": "Young Sea Dragon",
            "size": "Large",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 152,
            "hit_dice": "16d10+64",
            "speed": {
                "walk": 40,
                "fly": 80,
                "swim": 50
            },
            "strength": 21,
            "dexterity": 10,
            "constitution": 19,
            "intelligence": 15,
            "wisdom": 13,
            "charisma": 17,
            "strength_save": null,
            "dexterity_save": 4,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": 7,
            "perception": 9,
            "skills": {
                "perception": 9,
                "stealth": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "cold",
            "condition_immunities": "",
            "senses": "blindsight 30 ft. darkvision 120 ft., passive Perception 19",
            "languages": "Common, Draconic",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon makes three attacks: one with its bite and two with its claws."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 5 (1d10) cold damage.",
                    "attack_bonus": 9,
                    "damage_dice": "2d10"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.",
                    "attack_bonus": 9,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Tidal Breath (Recharge 5-6)",
                    "desc": "The dragon exhales a crushing wave of frigid seawater in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw. On a failure, the target takes 27 (5d10) bludgeoning damage and 27 (5d10) cold damage, and is pushed 30 feet away from the dragon and knocked prone. On a successful save the creature takes half as much damage and isn't pushed or knocked prone."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The dragon can breathe air and water."
                },
                {
                    "name": "Siege Monster",
                    "desc": "The dragon deals double damage to objects and structures"
                }
            ],
            "spell_list": [],
            "page_no": 136,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_young-sea-dragon/"
        },
        {
            "slug": "deva",
            "desc": "",
            "name": "Deva",
            "size": "Medium",
            "type": "Celestial",
            "subtype": "",
            "group": "Angels",
            "alignment": "lawful good",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 136,
            "hit_dice": "16d8+64",
            "speed": {
                "walk": 30,
                "fly": 90
            },
            "strength": 18,
            "dexterity": 18,
            "constitution": 18,
            "intelligence": 17,
            "wisdom": 20,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 9,
            "charisma_save": 9,
            "perception": 9,
            "skills": {
                "insight": 9,
                "perception": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "radiant; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "charmed, exhaustion, frightened",
            "senses": "darkvision 120 ft., passive Perception 19",
            "languages": "all, telepathy 120 ft.",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The deva makes two melee attacks."
                },
                {
                    "name": "Mace",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage.",
                    "attack_bonus": 8,
                    "damage_dice": "1d6+4d8",
                    "damage_bonus": 4
                },
                {
                    "name": "Healing Touch (3/Day)",
                    "desc": "The deva touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness."
                },
                {
                    "name": "Change Shape",
                    "desc": "The deva magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice).\nIn a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Angelic Weapons",
                    "desc": "The deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack)."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The deva's spellcasting ability is Charisma (spell save DC 17). The deva can innately cast the following spells, requiring only verbal components:\nAt will: detect evil and good\n1/day each: commune, raise dead"
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The deva has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [
                "https://api.open5e.com/v2/spells/detect-evil-and-good/?format=api",
                "https://api.open5e.com/v2/spells/commune/?format=api",
                "https://api.open5e.com/v2/spells/raise-dead/?format=api"
            ],
            "page_no": 261,
            "environments": [
                "Temple",
                "Astral Plane"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_deva/"
        },
        {
            "slug": "lich",
            "desc": "",
            "name": "Lich",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "any evil alignment",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 135,
            "hit_dice": "18d8+54",
            "speed": {
                "walk": 30
            },
            "strength": 11,
            "dexterity": 16,
            "constitution": 16,
            "intelligence": 20,
            "wisdom": 14,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 10,
            "intelligence_save": 12,
            "wisdom_save": 9,
            "charisma_save": null,
            "perception": 9,
            "skills": {
                "arcana": 19,
                "history": 12,
                "insight": 9,
                "perception": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, lightning, necrotic",
            "damage_immunities": "poison; bludgeoning, piercing, and slashing from nonmagical attacks",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned",
            "senses": "truesight 120 ft., passive Perception 19",
            "languages": "Common plus up to five other languages",
            "challenge_rating": "21",
            "cr": 21.0,
            "actions": [
                {
                    "name": "Paralyzing Touch",
                    "desc": "Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                    "attack_bonus": 12,
                    "damage_dice": "3d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "The lich 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 lich regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "name": "Cantrip",
                    "desc": "The lich casts a cantrip."
                },
                {
                    "name": "Paralyzing Touch (Costs 2 Actions)",
                    "desc": "The lich uses its Paralyzing Touch."
                },
                {
                    "name": "Frightening Gaze (Costs 2 Actions)",
                    "desc": "The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the lich's gaze for the next 24 hours."
                },
                {
                    "name": "Disrupt Life (Costs 3 Actions)",
                    "desc": "Each non-undead creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.",
                    "attack_bonus": 0,
                    "damage_dice": "6d6"
                }
            ],
            "special_abilities": [
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "If the lich fails a saving throw, it can choose to succeed instead."
                },
                {
                    "name": "Rejuvenation",
                    "desc": "If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared:\n\n* Cantrips (at will): mage hand, prestidigitation, ray of frost\n* 1st level (4 slots): detect magic, magic missile, shield, thunderwave\n* 2nd level (3 slots): detect thoughts, invisibility, acid arrow, mirror image\n* 3rd level (3 slots): animate dead, counterspell, dispel magic, fireball\n* 4th level (3 slots): blight, dimension door\n* 5th level (3 slots): cloudkill, scrying\n* 6th level (1 slot): disintegrate, globe of invulnerability\n* 7th level (1 slot): finger of death, plane shift\n* 8th level (1 slot): dominate monster, power word stun\n* 9th level (1 slot): power word kill"
                },
                {
                    "name": "Turn Resistance",
                    "desc": "The lich has advantage on saving throws against any effect that turns undead."
                }
            ],
            "spell_list": [
                "https://api.open5e.com/v2/spells/mage-hand/?format=api",
                "https://api.open5e.com/v2/spells/prestidigitation/?format=api",
                "https://api.open5e.com/v2/spells/ray-of-frost/?format=api",
                "https://api.open5e.com/v2/spells/detect-magic/?format=api",
                "https://api.open5e.com/v2/spells/magic-missile/?format=api",
                "https://api.open5e.com/v2/spells/shield/?format=api",
                "https://api.open5e.com/v2/spells/thunderwave/?format=api",
                "https://api.open5e.com/v2/spells/detect-thoughts/?format=api",
                "https://api.open5e.com/v2/spells/invisibility/?format=api",
                "https://api.open5e.com/v2/spells/acid-arrow/?format=api",
                "https://api.open5e.com/v2/spells/mirror-image/?format=api",
                "https://api.open5e.com/v2/spells/animate-dead/?format=api",
                "https://api.open5e.com/v2/spells/counterspell/?format=api",
                "https://api.open5e.com/v2/spells/dispel-magic/?format=api",
                "https://api.open5e.com/v2/spells/fireball/?format=api",
                "https://api.open5e.com/v2/spells/blight/?format=api",
                "https://api.open5e.com/v2/spells/dimension-door/?format=api",
                "https://api.open5e.com/v2/spells/cloudkill/?format=api",
                "https://api.open5e.com/v2/spells/scrying/?format=api",
                "https://api.open5e.com/v2/spells/disintegrate/?format=api",
                "https://api.open5e.com/v2/spells/globe-of-invulnerability/?format=api",
                "https://api.open5e.com/v2/spells/finger-of-death/?format=api",
                "https://api.open5e.com/v2/spells/plane-shift/?format=api",
                "https://api.open5e.com/v2/spells/dominate-monster/?format=api",
                "https://api.open5e.com/v2/spells/power-word-stun/?format=api",
                "https://api.open5e.com/v2/spells/power-word-kill/?format=api"
            ],
            "page_no": 325,
            "environments": [
                "Shadowfell",
                "Ruin",
                "Laboratory",
                "Tomb"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_lich/"
        },
        {
            "slug": "storm-giant",
            "desc": "",
            "name": "Storm Giant",
            "size": "Huge",
            "type": "Giant",
            "subtype": "",
            "group": "Giants",
            "alignment": "chaotic good",
            "armor_class": 16,
            "armor_desc": "scale mail",
            "hit_points": 230,
            "hit_dice": "20d12+100",
            "speed": {
                "walk": 50,
                "swim": 50
            },
            "strength": 29,
            "dexterity": 14,
            "constitution": 20,
            "intelligence": 16,
            "wisdom": 18,
            "charisma": 18,
            "strength_save": 14,
            "dexterity_save": null,
            "constitution_save": 10,
            "intelligence_save": null,
            "wisdom_save": 9,
            "charisma_save": 9,
            "perception": 9,
            "skills": {
                "arcana": 8,
                "athletics": 14,
                "history": 8,
                "perception": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold",
            "damage_immunities": "lightning, thunder",
            "condition_immunities": "",
            "senses": "passive Perception 19",
            "languages": "Common, Giant",
            "challenge_rating": "13",
            "cr": 13.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The giant makes two greatsword attacks."
                },
                {
                    "name": "Greatsword",
                    "desc": "Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage.",
                    "attack_bonus": 14,
                    "damage_dice": "6d6",
                    "damage_bonus": 9
                },
                {
                    "name": "Rock",
                    "desc": "Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12 + 9) bludgeoning damage.",
                    "attack_bonus": 14,
                    "damage_dice": "4d12",
                    "damage_bonus": 9
                },
                {
                    "name": "Lightning Strike (Recharge 5-6)",
                    "desc": "The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.",
                    "attack_bonus": 0,
                    "damage_dice": "12d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The giant can breathe air and water."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The giant's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:\n\nAt will: detect magic, feather fall, levitate, light\n3/day each: control weather, water breathing"
                }
            ],
            "spell_list": [
                "https://api.open5e.com/v2/spells/detect-magic/?format=api",
                "https://api.open5e.com/v2/spells/feather-fall/?format=api",
                "https://api.open5e.com/v2/spells/levitate/?format=api",
                "https://api.open5e.com/v2/spells/light/?format=api",
                "https://api.open5e.com/v2/spells/control-weather/?format=api",
                "https://api.open5e.com/v2/spells/water-breathing/?format=api"
            ],
            "page_no": 313,
            "environments": [
                "Plane Of Air",
                "Mountains",
                "Coastal",
                "Plane Of Water",
                "Desert",
                "Water"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_storm-giant/"
        },
        {
            "slug": "young-blue-dragon",
            "desc": "",
            "name": "Young Blue Dragon",
            "size": "Large",
            "type": "Dragon",
            "subtype": "",
            "group": "Blue Dragon",
            "alignment": "lawful evil",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 152,
            "hit_dice": "16d10+64",
            "speed": {
                "walk": 40,
                "burrow": 40,
                "fly": 80
            },
            "strength": 21,
            "dexterity": 10,
            "constitution": 19,
            "intelligence": 14,
            "wisdom": 13,
            "charisma": 17,
            "strength_save": null,
            "dexterity_save": 4,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": 7,
            "perception": 9,
            "skills": {
                "perception": 9,
                "stealth": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "lightning",
            "condition_immunities": "",
            "senses": "blindsight 30 ft., darkvision 120 ft., passive Perception 19",
            "languages": "Common, Draconic",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon makes three attacks: one with its bite and two with its claws."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 5 (1d10) lightning damage.",
                    "attack_bonus": 9,
                    "damage_dice": "2d10+1d10",
                    "damage_bonus": 5
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.",
                    "attack_bonus": 9,
                    "damage_dice": "2d6",
                    "damage_bonus": 5
                },
                {
                    "name": "Lightning Breath (Recharge 5-6)",
                    "desc": "The dragon exhales lightning in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.",
                    "attack_bonus": 0,
                    "damage_dice": "10d10"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 283,
            "environments": [
                "Desert",
                "Coastal"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_young-blue-dragon/"
        },
        {
            "slug": "young-gold-dragon",
            "desc": "",
            "name": "Young Gold Dragon",
            "size": "Large",
            "type": "Dragon",
            "subtype": "",
            "group": "Gold Dragon",
            "alignment": "lawful good",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 178,
            "hit_dice": "17d10+85",
            "speed": {
                "walk": 40,
                "fly": 80,
                "swim": 40
            },
            "strength": 23,
            "dexterity": 14,
            "constitution": 21,
            "intelligence": 16,
            "wisdom": 13,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": 9,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": 9,
            "perception": 9,
            "skills": {
                "insight": 5,
                "perception": 9,
                "persuasion": 9,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "fire",
            "condition_immunities": "",
            "senses": "blindsight 30 ft., darkvision 120 ft., passive Perception 19",
            "languages": "Common, Draconic",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon makes three attacks: one with its bite and two with its claws."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.",
                    "attack_bonus": 10,
                    "damage_dice": "2d10",
                    "damage_bonus": 6
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.",
                    "attack_bonus": 10,
                    "damage_dice": "2d6",
                    "damage_bonus": 6
                },
                {
                    "name": "Breath Weapons (Recharge 5-6)",
                    "desc": "The dragon uses one of the following breath weapons.\n**Fire Breath.** The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much damage on a successful one.\n**Weakening Breath.** The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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.",
                    "attack_bonus": 0,
                    "damage_dice": "10d10"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The dragon can breathe air and water."
                }
            ],
            "spell_list": [],
            "page_no": 300,
            "environments": [
                "Forest",
                "Grassland"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_young-gold-dragon/"
        },
        {
            "slug": "alchemist-tob1-2023",
            "desc": "False",
            "name": "Alchemist",
            "size": "Small",
            "type": "Humanoid",
            "subtype": "",
            "group": "null",
            "alignment": "Lawful Neutral",
            "armor_class": 15,
            "armor_desc": "studded leather",
            "hit_points": 44,
            "hit_dice": "8d6 + 16",
            "speed": {
                "walk": 30
            },
            "strength": 7,
            "dexterity": 16,
            "constitution": 15,
            "intelligence": 16,
            "wisdom": 9,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": 5,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 9,
            "skills": {
                "Arcana": 5,
                "Medicine": 3
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 60 ft., passive Perception 9",
            "languages": "Common, Draconic",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The kobold makes two Alchemical Dagger or Alchemical Bolt attacks."
                },
                {
                    "name": "Alchemical Dagger",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) damage of the type determined by Apothecary."
                },
                {
                    "name": "Alchemical Bolt",
                    "desc": "Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 10 (2d6 + 3) damage of the type determined by Apothecary."
                },
                {
                    "name": "Alchemical Vapors (Recharge 6)",
                    "desc": "The kobold alchemist releases alchemical vapors pleasing to draconic senses and unpleasant to all others. Each creature that isn't a dragonborn or kobold within 15 feet of the alchemist must make a DC 13 Constitution saving throw, taking 17 (5d6) poison damage on a failed save, or half as much damage on a successful one. Each dragonborn and kobold within 15 feet of the alchemist has resistance to damage of the type determined by Apothecary for 1 minute."
                },
                {
                    "name": "Explosive Flask (Recharge 5-6)",
                    "desc": "The kobold alchemist throws a flask of volatile substances at a point it can see within 30 feet of it. The flask explodes, and each creature within 15 feet of that point must make a DC 13 Dexterity saving throw. On a failure, a creature takes 14 (4d6) damage of the type determined by Apothecary and is poisoned for 1 minute. On a success, a creature takes half the damage and isn't poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Apothecary",
                    "desc": "At the start of each of the kobold alchemist's turns, the alchemist chooses one of the following damage types: acid, cold, fire, lightning, or poison. The alchemist has resistance to that damage type until the start of its next turn."
                },
                {
                    "name": "Pack Tactics",
                    "desc": "The kobold has advantage on attack rolls against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
                }
            ],
            "spell_list": [],
            "page_no": 244,
            "environments": [],
            "img_main": "http://api.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_alchemist/"
        },
        {
            "slug": "deepone-tob1-2023",
            "desc": "False",
            "name": "Deep One",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Evil",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 71,
            "hit_dice": "11d8 + 22",
            "speed": {
                "walk": 30
            },
            "strength": 16,
            "dexterity": 12,
            "constitution": 14,
            "intelligence": 10,
            "wisdom": 8,
            "charisma": 12,
            "strength_save": 5,
            "dexterity_save": null,
            "constitution_save": 4,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 3,
            "perception": 9,
            "skills": {},
            "damage_vulnerabilities": "fire",
            "damage_resistances": "cold",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "darkvision 120 ft., passive Perception 9",
            "languages": "Common, Void Speech",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The deep one can breathe air and water."
                },
                {
                    "name": "Frenzied Rage",
                    "desc": "If a deep one takes 10 or more damage from a single attack, it has advantage on its Claws attack and gains a +2 bonus to damage with its Claws until the end of its next turn."
                }
            ],
            "spell_list": [],
            "page_no": 72,
            "environments": [],
            "img_main": "http://api.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_deep-one/"
        },
        {
            "slug": "dustgoblin-tob1-2023",
            "desc": "False",
            "name": "Dust Goblin",
            "size": "Small",
            "type": "Humanoid",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 14,
            "armor_desc": "leather armor",
            "hit_points": 16,
            "hit_dice": "3d6 + 6",
            "speed": {
                "walk": 30
            },
            "strength": 8,
            "dexterity": 16,
            "constitution": 14,
            "intelligence": 10,
            "wisdom": 8,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 9,
            "skills": {
                "Stealth": 7
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "False",
            "condition_immunities": "charmed, frightened",
            "senses": "darkvision 60 ft., passive Perception 9",
            "languages": "Common, Goblin",
            "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": "Light Crossbow",
                    "desc": "Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Twisted",
                    "desc": "When the dust goblin attacks a creature from hiding, the target must succeed on a DC 10 Wisdom saving throw or be frightened until the end of its next turn."
                }
            ],
            "spell_list": [],
            "page_no": 215,
            "environments": [],
            "img_main": "http://api.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_dust-goblin/"
        },
        {
            "slug": "giantant-tob1-2023",
            "desc": "False",
            "name": "Giant Ant",
            "size": "Large",
            "type": "Beast",
            "subtype": "",
            "group": "null",
            "alignment": "Unaligned",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 52,
            "hit_dice": "7d10 + 14",
            "speed": {
                "walk": 40
            },
            "strength": 15,
            "dexterity": 13,
            "constitution": 15,
            "intelligence": 1,
            "wisdom": 9,
            "charisma": 2,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 9,
            "skills": {},
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "blindsight 60 ft., passive Perception 9",
            "languages": "—",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The giant ant makes one Bite attack and one Sting attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the giant ant can't Bite a different target."
                },
                {
                    "name": "Sting",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. The target must make a DC 12 Constitution saving throw, taking 11 (2d10) poison 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": "Keen Smell",
                    "desc": "The giant ant has advantage on Wisdom (Perception) checks that rely on smell."
                }
            ],
            "spell_list": [],
            "page_no": 22,
            "environments": [],
            "img_main": "http://api.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_giant-ant/"
        },
        {
            "slug": "inkdevil-tob1-2023",
            "desc": "False",
            "name": "Ink Devil",
            "size": "Small",
            "type": "Fiend",
            "subtype": "",
            "group": "null",
            "alignment": "Lawful Evil",
            "armor_class": 14,
            "armor_desc": "",
            "hit_points": 54,
            "hit_dice": "12d6 + 12",
            "speed": {
                "walk": 30
            },
            "strength": 12,
            "dexterity": 18,
            "constitution": 12,
            "intelligence": 20,
            "wisdom": 8,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 9,
            "skills": {
                "Arcana": 9,
                "Deception": 6,
                "History": 9,
                "Stealth": 6
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "fire, poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 120 ft., passive Perception 9",
            "languages": "Celestial, Common, Draconic, Infernal, telepathy 120 ft.",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage."
                },
                {
                    "name": "Devil's Ink",
                    "desc": "Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 60 ft., one target. Hit: 13 (2d8 + 4) poison damage, and the target must succeed on a DC 13 Dexterity saving throw or be marked with a small, fiendish tattoo for 24 hours. Devils have advantage on attack rolls against the marked target, and the target has disadvantage on saving throws against the spells and abilities of devils."
                },
                {
                    "name": "Corrupt Scroll",
                    "desc": "The ink devil touches a scroll, corrupting it. A creature using the scroll must succeed a DC 13 Intelligence saving throw or the spell harms the caster (if an offensive spell), helps the nearest devil (if beneficial), or fails, consuming the scroll (if not offensive or if no devils are in range to benefit from the magic)."
                },
                {
                    "name": "Invisibility",
                    "desc": "The ink devil magically turns invisible until it attacks or uses Disrupt Concentration, or until its concentration ends (as if concentrating on a spell). Any equipment the ink devil wears or carries is invisible with it."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The ink devil casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14):\nAt will: detect magic, illusory script (as an action)\n1/day: glyph of warding"
                }
            ],
            "bonus_actions": [
                {
                    "name": "Disrupt Concentration",
                    "desc": "One spellcaster concentrating on a spell within 30 feet of the ink devil that the devil can see must succeed on a DC 13 Wisdom saving throw or lose concentration on the spell."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Devil's Sight",
                    "desc": "Magical darkness doesn't impede the ink devil's darkvision."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The ink devil has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 96,
            "environments": [],
            "img_main": "http://api.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_ink-devil/"
        },
        {
            "slug": "nightscorpion-tob1-2023",
            "desc": "False",
            "name": "Night Scorpion",
            "size": "Large",
            "type": "Beast",
            "subtype": "",
            "group": "null",
            "alignment": "Unaligned",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 90,
            "hit_dice": "12d10 + 24",
            "speed": {
                "walk": 40
            },
            "strength": 15,
            "dexterity": 14,
            "constitution": 14,
            "intelligence": 1,
            "wisdom": 9,
            "charisma": 3,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 9,
            "skills": {},
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "blindsight 60 ft., passive Perception 9",
            "languages": "—",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The scorpion makes two Claw attacks and one Sting attack."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple only one target."
                },
                {
                    "name": "Sting",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw. On a failure, the target takes 7 (2d6) poison damage and is blinded for 1 hour. On a success, a creature takes half the damage and isn't blinded. If the target fails the saving throw by 5 or more, it is also poisoned for 1 minute, and it is paralyzed while poisoned in this way. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [],
            "spell_list": [],
            "page_no": 320,
            "environments": [],
            "img_main": "http://api.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_night-scorpion/"
        },
        {
            "slug": "roachlingskirmisher-tob1-2023",
            "desc": "False",
            "name": "Roachling Skirmisher",
            "size": "Small",
            "type": "Humanoid",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Neutral",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 21,
            "hit_dice": "6d6",
            "speed": {
                "walk": 25
            },
            "strength": 10,
            "dexterity": 14,
            "constitution": 11,
            "intelligence": 10,
            "wisdom": 9,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": 4,
            "constitution_save": 2,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 9,
            "skills": {
                "Acrobatics": 4,
                "Stealth": 6
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "False",
            "condition_immunities": "poisoned",
            "senses": "darkvision 60 ft., tremorsense 10 ft., passive Perception 9",
            "languages": "Common",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Shortsword",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage."
                },
                {
                    "name": "Dart",
                    "desc": "Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Hardy",
                    "desc": "The roachling is immune to diseases and has advantage on Constitution saving throws."
                },
                {
                    "name": "Unpleasant Scent",
                    "desc": "The roachling has disadvantage on Wisdom (Animal Handling) checks when interacting with Beasts and on Charisma checks when interacting with Humanoids. If the roachling bathes meticulously, it loses this trait for 24 hours."
                }
            ],
            "spell_list": [],
            "page_no": 310,
            "environments": [],
            "img_main": "http://api.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_roachling-skirmisher/"
        },
        {
            "slug": "rumgremlin-tob1-2023",
            "desc": "False",
            "name": "Rum Gremlin",
            "size": "Tiny",
            "type": "Fey",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Evil",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 27,
            "hit_dice": "6d4 + 12",
            "speed": {
                "walk": 10
            },
            "strength": 10,
            "dexterity": 16,
            "constitution": 14,
            "intelligence": 12,
            "wisdom": 9,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 9,
            "skills": {
                "Stealth": 5
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "False",
            "condition_immunities": "poisoned",
            "senses": "darkvision 120 ft., passive Perception 10",
            "languages": "Common, Sylvan",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, range 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage."
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +5 to hit, range 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The gremlin casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 11):\nAt will: prestidigitation\n3/day: command"
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Aura of Drunkenness",
                    "desc": "The rum gremlin radiates an aura of drunkenness to a radius of 20 feet. Each creature that starts its turn in the aura must succeed on a DC 12 Constitution saving throw or be poisoned for 1 hour. A creature that has consumed alcohol within the past hour has disadvantage on the saving throw. While poisoned, a creature falls prone if it tries to move more than half its speed during a turn. A creature that succeeds on the saving throw is immune to the rum gremlin's Aura of Drunkenness for 24 hours."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The rum gremlin has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 223,
            "environments": [],
            "img_main": "http://api.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_rum-gremlin/"
        },
        {
            "slug": "vilebarber-tob1-2023",
            "desc": "False",
            "name": "Vile Barber",
            "size": "Small",
            "type": "Fey",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Evil",
            "armor_class": 14,
            "armor_desc": "",
            "hit_points": 35,
            "hit_dice": "10d6",
            "speed": {
                "walk": 30
            },
            "strength": 12,
            "dexterity": 18,
            "constitution": 10,
            "intelligence": 10,
            "wisdom": 8,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 9,
            "skills": {
                "Acrobatics": 3,
                "Stealth": 6
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with cold iron weapons",
            "damage_immunities": "False",
            "condition_immunities": "frightened",
            "senses": "darkvision 60 ft., passive Perception 9",
            "languages": "Common, Goblin, Sylvan, Umbral",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The vile barber makes two Straight Razor attacks. If both attacks hit one creature, the target must succeed on a DC 14 Dexterity saving throw or lose 3 (1d6) hp at the start of each of its turns due to a bleeding wound. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing."
                },
                {
                    "name": "Straight Razor",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Instead of dealing damage, the vile barber can steal one item the target is wearing or carrying, provided the item weighs no more than 10 pounds, isn't a weapon, and isn't wrapped around or firmly attached to the target, such as a shirt or armor."
                },
                {
                    "name": "Frightening Cut (Recharge 5-6)",
                    "desc": "The vile barber makes one Straight Razor attack against a creature it can see within 5 feet of it. If the attack hits and deals damage, the target takes an extra 7 (2d6) necrotic damage, and each creature that can see the attack within 15 feet of the target must succeed on a DC 14 Wisdom saving throw or be 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."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Hidden Step",
                    "desc": "The vile barber magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see and takes the Hide action."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Blood Frenzy",
                    "desc": "The vile barber has advantage on melee attack rolls against any creature that doesn't have all its hp."
                }
            ],
            "spell_list": [],
            "page_no": 387,
            "environments": [],
            "img_main": "http://api.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_vile-barber/"
        },
        {
            "slug": "vinetrollskeleton-tob1-2023",
            "desc": "False",
            "name": "Vine Troll Skeleton",
            "size": "Large",
            "type": "Undead",
            "subtype": "",
            "group": "null",
            "alignment": "Unaligned",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 153,
            "hit_dice": "18d10 + 54",
            "speed": {
                "walk": 30
            },
            "strength": 20,
            "dexterity": 12,
            "constitution": 16,
            "intelligence": 6,
            "wisdom": 8,
            "charisma": 5,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 9,
            "skills": {},
            "damage_vulnerabilities": "False",
            "damage_resistances": "bludgeoning, piercing, and slashing damage from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "deafened, exhaustion, poisoned",
            "senses": "darkvision 60 ft., passive Perception 9",
            "languages": "understands all languages it knew in life but can’t speak",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The skeleton makes one Bite attack and two Claw attacks, or it makes three Poisoned Thorn attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) slashing damage."
                },
                {
                    "name": "Poisoned Thorn",
                    "desc": "Ranged Weapon Attack:+5 to hit, range 20/60 ft., one target. Hit: 8 (2d6 + 1) piercing damage plus 10 (3d6) poison damage."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Regeneration",
                    "desc": "The vine troll skeleton regains 5 hp at the start of its turn. If the skeleton takes acid or fire damage, this trait doesn't function at the start of the skeleton's next turn. The skeleton dies only if it starts its turn with 0 hp and doesn't regenerate or if its bound tree is destroyed (see Tree Bound trait)."
                },
                {
                    "name": "Tree Bound",
                    "desc": "The vine troll skeleton is magically bound to a duskthorn dryad, tree, or treant, and the skeleton must stay within 1 mile of it. If the skeleton's bound duskthorn dryad, tree, or treant dies, the skeleton is immediately destroyed and doesn't regenerate."
                },
                {
                    "name": "Undead Nature",
                    "desc": "The vine troll skeleton doesn't require air, food, drink, or sleep."
                }
            ],
            "spell_list": [],
            "page_no": 330,
            "environments": [],
            "img_main": "http://api.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_vine-troll-skeleton/"
        },
        {
            "slug": "baliri-demon",
            "desc": "A muscular humanoid with gray-black skin and the oversized head of a donkey lumbers forward. The monster’s eyes and tongue loll from its head, and its arms end in crimson crab-like pincers that snap together with incredible strength._  \n**Tormented Killers.** A baliri demon is created when a humanoid suffers at the hands of family or peers and turns to one of the demon lords for succor and bloody retribution. The result is both catastrophic and deadly, and the victim of the abuse is often executed for their dark dealings. It is at this moment that the demon lord snatches up the victim’s soul and transforms it into a baliri demon, a savage and remorseless killer that seeks to spread misery in its wake.  \n**Braying Apostles.** A baliri demon is a devout servant of the demon lord that created it, stridently extolling the virtues of its demonic master even as it butchers and defiles anyone who stands in its way. The loud braying prayers and hymns of a baliri demon carry for miles across the blasted Abyssal landscape and fill the hearts of mortals and lesser demons alike with dread. Baliri demons are not picky when it comes to choosing their victims but have a preference for anyone who resembles an aggressor from their previous life.",
            "name": "Baliri Demon",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "demon",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 190,
            "hit_dice": "20d8+100",
            "speed": {
                "walk": 30
            },
            "strength": 22,
            "dexterity": 16,
            "constitution": 20,
            "intelligence": 13,
            "wisdom": 17,
            "charisma": 14,
            "strength_save": 11,
            "dexterity_save": 8,
            "constitution_save": 10,
            "intelligence_save": null,
            "wisdom_save": 8,
            "charisma_save": null,
            "perception": 8,
            "skills": {
                "perception": 8,
                "persuasion": 7,
                "religion": 6,
                "stealth": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 90 ft., passive Perception 17",
            "languages": "Abyssal, Common, telepathy 120 ft.",
            "challenge_rating": "14",
            "cr": 14.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The baliri demon makes three attacks: one with its bite and two with its pincers."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 10 (3d6) necrotic damage.",
                    "attack_bonus": 11,
                    "damage_dice": "2d10+6"
                },
                {
                    "name": "Pincers",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage. If the baliri demon scores a critical hit against a creature, roll a d6. On a 1-3, it severs the target's arm, and on a 4-6 it severs the target's leg. A creature missing an arm can't wield weapons that require two hands, and if a creature is missing a leg, its speed is halved. Creatures without limbs are unaffected.",
                    "attack_bonus": 11,
                    "damage_dice": "2d8+6"
                },
                {
                    "name": "Blood Bray (Recharge 6)",
                    "desc": "The baliri demon unleashes an otherworldly braying that causes the internal organs of nearby creatures to twist and rupture. Each creature within 20 feet of the baliri that can hear it must make a DC 18 Constitution saving throw. On a failure, the creature takes 36 (8d8) necrotic damage and is stunned until the end of its next turn as it doubles over in agony. On a success, the creature takes half the damage and isn't stunned. The bray doesn't affect creatures without internal organs, such as constructs, elementals, and oozes."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Magic Resistance",
                    "desc": "The baliri has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Praising Brays",
                    "desc": "As a bonus action, the baliri brays praise to the demon lord that saved it from its previous life, channeling the demon lord's might. The baliri chooses up to three demons within 30 feet of it. Each target has advantage on the first ability check or attack roll it makes before the start of the baliri's next turn. In addition, the targets are unaffected by the baliri's Blood Bray."
                }
            ],
            "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_baliri-demon/"
        },
        {
            "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/"
        }
    ]
}