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

GET /monsters/?format=api&ordering=page_no&page=35
HTTP 200 OK
Allow: GET, HEAD, OPTIONS
Content-Type: application/json
Vary: Accept

{
    "count": 3207,
    "next": "https://api.open5e.com/monsters/?format=api&ordering=page_no&page=36",
    "previous": "https://api.open5e.com/monsters/?format=api&ordering=page_no&page=34",
    "results": [
        {
            "slug": "goblin-alchemist-a5e",
            "desc": "",
            "name": "Goblin Alchemist",
            "size": "Small",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 10,
            "hit_dice": "3d6",
            "speed": {
                "walk": 30
            },
            "strength": 8,
            "dexterity": 12,
            "constitution": 10,
            "intelligence": 10,
            "wisdom": 10,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "stealth": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "Common, Goblin",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Shortsword",
                    "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage."
                },
                {
                    "name": "Shortbow",
                    "desc": "Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage."
                },
                {
                    "name": "Throw Vial",
                    "desc": "Ranged Weapon Attack: +3 to hit, range 20/40 ft., one target. Hit: 3 (1d6) ongoing fire damage. A creature can use an action to douse the fire on a target  ending all ongoing damage being dealt by alchemists fire. (You can substitute acid by altering the damage type.)"
                }
            ],
            "bonus_actions": [
                {
                    "name": "Nimble Escape",
                    "desc": "The goblin takes the Disengage or Hide action."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 250,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/mmenag_goblin-alchemist/"
        },
        {
            "slug": "goblin-boss-a5e",
            "desc": "",
            "name": "Goblin Boss",
            "size": "Small",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 16,
            "armor_desc": "",
            "hit_points": 24,
            "hit_dice": "7d6",
            "speed": {
                "walk": 30
            },
            "strength": 12,
            "dexterity": 14,
            "constitution": 10,
            "intelligence": 12,
            "wisdom": 12,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "stealth": 4,
                "intimidation": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Common, Goblin",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The goblin attacks twice with its scimitar."
                },
                {
                    "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": "Command Minions",
                    "desc": "Up to 3 goblins within 30 feet that can hear or see it use their reactions to make a single melee attack each."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Nimble Escape",
                    "desc": "The goblin takes the Disengage or Hide action."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 250,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/mmenag_goblin-boss/"
        },
        {
            "slug": "goblin-dreadnought-a5e",
            "desc": "",
            "name": "Goblin Dreadnought",
            "size": "Small",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 17,
            "armor_desc": "",
            "hit_points": 10,
            "hit_dice": "3d6",
            "speed": {
                "walk": 30
            },
            "strength": 8,
            "dexterity": 12,
            "constitution": 10,
            "intelligence": 10,
            "wisdom": 10,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "stealth": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "Common, Goblin",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Sabre",
                    "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage."
                },
                {
                    "name": "Shortbow",
                    "desc": "Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Nimble Escape",
                    "desc": "The goblin takes the Disengage or Hide action."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 250,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/mmenag_goblin-dreadnought/"
        },
        {
            "slug": "goblin-musketeer-a5e",
            "desc": "",
            "name": "Goblin Musketeer",
            "size": "Small",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 10,
            "hit_dice": "3d6",
            "speed": {
                "walk": 30
            },
            "strength": 8,
            "dexterity": 12,
            "constitution": 10,
            "intelligence": 10,
            "wisdom": 10,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "stealth": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "Common, Goblin",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Shortsword",
                    "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage."
                },
                {
                    "name": "Two goblin musketeers together can operate a musket",
                    "desc": "If one uses its action to assist  the other gains the following additional action:"
                },
                {
                    "name": "Musket",
                    "desc": "Ranged Weapon Attack: +3 to hit, range 60/180 ft., one target. Hit: 10 (2d8 + 1) piercing damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Nimble Escape",
                    "desc": "The goblin takes the Disengage or Hide action."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 250,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/mmenag_goblin-musketeer/"
        },
        {
            "slug": "goblin-shieldbearer-a5e",
            "desc": "",
            "name": "Goblin Shieldbearer",
            "size": "Small",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 10,
            "hit_dice": "3d6",
            "speed": {
                "walk": 30
            },
            "strength": 8,
            "dexterity": 12,
            "constitution": 10,
            "intelligence": 10,
            "wisdom": 10,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "stealth": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "Common, Goblin",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Shortsword",
                    "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage."
                },
                {
                    "name": "Shortbow",
                    "desc": "Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage."
                },
                {
                    "name": "Shield Wall",
                    "desc": "The goblin and a goblin within 5 feet of it gain three-quarters cover."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Nimble Escape",
                    "desc": "The goblin takes the Disengage or Hide action."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 250,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/mmenag_goblin-shieldbearer/"
        },
        {
            "slug": "goblin-skulker-a5e",
            "desc": "",
            "name": "Goblin Skulker",
            "size": "Small",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 10,
            "hit_dice": "3d6",
            "speed": {
                "walk": 30
            },
            "strength": 8,
            "dexterity": 12,
            "constitution": 10,
            "intelligence": 10,
            "wisdom": 10,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "stealth": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "Common, Goblin",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Shortsword",
                    "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage."
                },
                {
                    "name": "Shortbow",
                    "desc": "Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Nimble Escape",
                    "desc": "The goblin takes the Disengage or Hide action."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Goblin Skulker",
                    "desc": "The goblin deals an extra 3 (1d6) damage when it attacks with advantage or when one of its allies is within 5 feet of its target and isnt incapacitated."
                }
            ],
            "spell_list": [],
            "page_no": 250,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/mmenag_goblin-skulker/"
        },
        {
            "slug": "greyfur-tob1-2023",
            "desc": "False",
            "name": "Greyfur",
            "size": "Small",
            "type": "Humanoid",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 67,
            "hit_dice": "15d6 + 15",
            "speed": {
                "walk": 20
            },
            "strength": 9,
            "dexterity": 16,
            "constitution": 12,
            "intelligence": 16,
            "wisdom": 12,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 11,
            "skills": {
                "Acrobatics": 5,
                "Stealth": 5
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Common, Lemurfolk",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Greyfur's Staff",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 5 (2d4) force damage."
                },
                {
                    "name": "Arcane Bolt",
                    "desc": "Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 10 (2d6 + 3) force damage."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The greyfur casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 13):\nAt will: light, mage hand, prestidigitation\n3/day each: color spray, sleep"
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Glide",
                    "desc": "The lemurfolk has membranes between its fore and hind limbs that expand when falling to slow its rate of descent to 60 feet per round, landing on its feet and taking no falling damage. It can move up to 5 feet horizontally for every 1 foot it falls. The lemurfolk can't gain height with its gliding membranes alone. If subjected to a strong wind or lift of any kind, it can use the updraft to glide farther."
                }
            ],
            "spell_list": [],
            "page_no": 250,
            "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_greyfur/"
        },
        {
            "slug": "lemurfolk-tob1-2023",
            "desc": "False",
            "name": "Lemurfolk",
            "size": "Small",
            "type": "Humanoid",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral",
            "armor_class": 12,
            "armor_desc": "",
            "hit_points": 21,
            "hit_dice": "6d6",
            "speed": {
                "walk": 20
            },
            "strength": 10,
            "dexterity": 15,
            "constitution": 11,
            "intelligence": 12,
            "wisdom": 10,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 10,
            "skills": {
                "Acrobatics": 4,
                "Stealth": 4
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "Common, Lemurfolk",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage."
                },
                {
                    "name": "Blowgun",
                    "desc": "Ranged Weapon Attack: +4 to hit, range 25/100 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Glide",
                    "desc": "The lemurfolk has membranes between its fore and hind limbs that expand when falling to slow its rate of descent to 60 feet per round, landing on its feet and taking no falling damage. It can move up to 5 feet horizontally for every 1 foot it falls. The lemurfolk can't gain height with its gliding membranes alone. If subjected to a strong wind or lift of any kind, it can use the updraft to glide farther."
                }
            ],
            "spell_list": [],
            "page_no": 250,
            "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_lemurfolk/"
        },
        {
            "slug": "khamaseen",
            "desc": "",
            "name": "Khamaseen",
            "size": "Tiny",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 27,
            "hit_dice": "6d4+12",
            "speed": {
                "walk": 0,
                "fly": 30
            },
            "strength": 14,
            "dexterity": 14,
            "constitution": 15,
            "intelligence": 5,
            "wisdom": 10,
            "charisma": 5,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 0,
            "skills": {
                "perception": 0
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "nonmagic B/P/S attacks",
            "damage_immunities": "poison",
            "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious",
            "senses": "darkvision 60', passive Perception 10",
            "languages": "Auran, Terran",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +4 to hit, 5 ft., one target, 5 (1d6+2) bludgeoning damage + 5 (2d4) lightning. "
                },
                {
                    "name": "Choking Cloud (Recharge 6)",
                    "desc": "Surrounds itself with large cloud of dust and debris. Each creature within 10 ft. of the khamaseen must make DC 12 Con save or be incapacitated for 1 min. While incapacitated the creature is unable to breathe and coughs uncontrollably. An incapacitated creature can re-save at end of each of its turns success ends effect on itself."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Shock",
                    "desc": "If a creature wearing metal armor or wielding a metal weapon or shield moves within 5 ft. of khamaseen it takes 5 (2d4) lightning (DC 12 Dex negates)."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Elemental Nature",
                    "desc": "Doesn't require air food drink or sleep."
                },
                {
                    "name": "Stinging Dust",
                    "desc": "Is surrounded by a cloud of swirling dust and small stones. A creature that starts its turn within 5 ft. of the khamaseen must make DC 12 Con save or have disadvantage on attack rolls until the start of its next turn. On a successful save the creature is immune to the khamaseen's Stinging Dust for the next 24 hrs."
                }
            ],
            "spell_list": [],
            "page_no": 250,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_khamaseen/"
        },
        {
            "slug": "magma-octopus",
            "desc": "Eight tentacles reach out from the scorched body of this unusual octopus-like creature. Glowing yellow, orange, and red patches smolder on its skin, like embers flaring to life._  \n**Elemental Bodies.** Magma octopuses are creatures that physically resemble the marine animals for which they are named, but they make their homes in lava, swimming through it as easily as aquatic octopuses swim through water. Born in the fiery seas of the Plane of Fire long ago, many magma octopuses wandered to the Material Plane through various portals and thinned barriers between the planes. They exist throughout the world, particularly in underground caverns with open lava flows, within the craters of some volcanoes, and swimming through underground networks of magma.  \n**Intelligent.** Magma octopuses live simple lives with a quiet intelligence that slightly surpasses that of aquatic octopuses. They have no language and cannot communicate verbally. They are known to recognize individuals from other species and remember individuals that might have caused them pain or helped them out of a bad situation. Magma octopuses only fight others if they are attacked first, but they can become extremely territorial if intruders tread too close to home. They have a fondness for fire-based magic and sometimes can be recruited to serve as guardians for wizards, efreeti, and other powerful, fiery creatures.  \n**Elemental Nature.** A magma octopus doesn’t require air, food, drink, or sleep.",
            "name": "Magma Octopus",
            "size": "Large",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 147,
            "hit_dice": "14d10+70",
            "speed": {
                "walk": 40
            },
            "strength": 21,
            "dexterity": 17,
            "constitution": 21,
            "intelligence": 5,
            "wisdom": 8,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "athletics": 8,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "fire",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 9",
            "languages": "—",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The magma octopus makes four attacks with its tentacles."
                },
                {
                    "name": "Tentacle",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage plus 2 (1d4) fire damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and it takes 2 (1d4) fire damage at the start of each of its turns. The magma octopus can grapple up to two targets at a time.",
                    "attack_bonus": 8,
                    "damage_dice": "1d6+5"
                },
                {
                    "name": "Magma Blast (Recharge 6)",
                    "desc": "The magma octopus sprays magma in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. If a creature fails the saving throw by 5 or more, it catches fire. Until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Lava Bound",
                    "desc": "The magma octopus can exist outside of lava for up to 1 hour each day. If it remains outside of lava for 1 minute or longer, its skin begins to dry and harden like rapidly-cooled magma. While its skin is hardened, it has a walking speed of 20 feet, an Armor Class of 18, and vulnerability to cold damage. If it remains outside of lava for 1 hour or longer, it becomes petrified, transforming into basalt. Its body returns to normal if it is submerged in lava for 1 round."
                },
                {
                    "name": "Lava Swimmer",
                    "desc": "While in lava, the magma octopus has a swimming speed of 60 feet and can move through the lava as if it were water."
                }
            ],
            "spell_list": [],
            "page_no": 251,
            "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_magma-octopus/"
        },
        {
            "slug": "hound-of-the-night",
            "desc": "_These enormous black hounds are most commonly seen panting in the moonlight, wisps of steam rising from their muzzles, while they accompany a nocturnal hunting party._  \n**Fey Bloodhounds.** Hounds of the night are bred by the shadow fey for use as hunting companions and guardians, and they excel at both tasks. Far more intelligent than other hounds, they are difficult to evade once they are on a quarry’s trail, because they can think their way past problems that would throw their lesser kin off the trail. Their shadow fey masters claim that hounds of the night can smell a shadow on running water and can sniff out a ghost passing through a wall.  \n**Cousins to Winter.** Somewhere in their early existence as a breed, some enterprising hunter interbred them with winter wolves. Every trace of their white fur is long gone, but the cold breath of those dread canines remains.  \n**Dimensional Stepping.** Hounds of night excel at distracting prey while some of their pack uses dimension door to achieve some larger goal, such as dragging off a treasure or overwhelming a spellcaster in the back ranks.",
            "name": "Hound Of The Night",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 112,
            "hit_dice": "15d10+30",
            "speed": {
                "walk": 30
            },
            "strength": 20,
            "dexterity": 16,
            "constitution": 14,
            "intelligence": 9,
            "wisdom": 14,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": 5,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "intimidation": 3,
                "perception": 5,
                "stealth": 6
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "",
            "damage_immunities": "cold",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 15",
            "languages": "understands Elvish and Umbral but can't speak",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone.",
                    "attack_bonus": 8,
                    "damage_dice": "3d10"
                },
                {
                    "name": "Frost Breath (Recharge 5-6)",
                    "desc": "The hound exhales a 15-foot cone of frost. Those in the area of effect take 44 (8d10) cold damage, or half damage with a successful DC 13 Dexterity saving throw."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Blood Scent",
                    "desc": "A hound of the night can follow a scent through phase shifts, ethereal movement, dimension door, and fey steps of any kind. Teleport and plane shift are beyond their ability to follow."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the hound's innate spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells, requiring no material components:\n\nat will: dimension door"
                }
            ],
            "spell_list": [],
            "page_no": 251,
            "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_hound-of-the-night/"
        },
        {
            "slug": "goblin-warlock-a5e",
            "desc": "",
            "name": "Goblin Warlock",
            "size": "Small",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 21,
            "hit_dice": "6d6",
            "speed": {
                "walk": 30
            },
            "strength": 10,
            "dexterity": 14,
            "constitution": 10,
            "intelligence": 12,
            "wisdom": 12,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "arcana": 3,
                "stealth": 4,
                "intimidation": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Common, Goblin",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Dagger",
                    "desc": "Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage."
                },
                {
                    "name": "Silver Fire",
                    "desc": "Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 7 (2d6) fire damage and 7 (2d6) ongoing fire damage. A creature can use an action to douse the fire on a target  ending the ongoing damage."
                },
                {
                    "name": "Clinging Illusion",
                    "desc": "The warlock creates a magical illusion of an unmoving Medium or smaller object in a space it can see within 30 feet. The illusion can hide a smaller object in the same space. The illusion lasts 24 hours  until a creature touches it  or until the warlock uses Clinging Illusion again. A creature can take an action to make a DC 12 Investigation check to disbelieve the illusion. On a success  the illusion appears transparent to the creature."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Quick Switch",
                    "desc": "When the warlock is hit by an attack, it magically teleports, switching places with a goblin ally within 30 feet. The goblin ally is hit by the triggering attack and suffers its effects."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 251,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/mmenag_goblin-warlock/"
        },
        {
            "slug": "leshy-tob1-2023",
            "desc": "False",
            "name": "Leshy",
            "size": "Medium",
            "type": "Monstrosity",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Neutral",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 45,
            "hit_dice": "7d8 + 14",
            "speed": {
                "walk": 30
            },
            "strength": 16,
            "dexterity": 12,
            "constitution": 14,
            "intelligence": 14,
            "wisdom": 15,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 14,
            "skills": {
                "Deception": 5,
                "Perception": 4,
                "Stealth": 3,
                "Survival": 4
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "Common, Elvish, Sylvan",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Club",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 5 (2d4) poison damage."
                },
                {
                    "name": "Frightening Mien (Recharge 5-6)",
                    "desc": "The leshy briefly appears to grow to an enormous size, taking on a malicious mien before returning to normal. Each creature within 15 feet of the leshy and that can see it must succeed on a DC 13 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. A creature is immune to Frightening Mien if it can see through illusions."
                },
                {
                    "name": "Encourage Growth (1/Day)",
                    "desc": "The leshy whispers magical words of growth to nonmagical plants on a point it can see within 30 feet of it. The plants burst with life and spread rapidly. The area within 20 feet of that point becomes difficult terrain for 24 hours."
                },
                {
                    "name": "Familiar",
                    "desc": "The library automaton can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the automaton senses as long as they are within 1 mile of each other. While the automaton is within 10 feet of its companion, the companion has resistance to psychic damage. At any time and for any reason, the automaton can end its service as a familiar, ending the telepathic bond."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Mimicry",
                    "desc": "The leshy can mimic animal sounds and Humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 15 Wisdom (Insight) check."
                },
                {
                    "name": "Plant Camouflage",
                    "desc": "The leshy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life."
                },
                {
                    "name": "Speak with Beasts and Plants",
                    "desc": "The leshy can communicate with Beasts and Plants as if they shared a language."
                },
                {
                    "name": "Vine-Wrapped Weapons",
                    "desc": "The poisonous vines growing from the leshy entwine around its weapon. When the leshy hits with any weapon, the weapon deals an extra 2d4 poison damage (included in the attack)."
                },
                {
                    "name": "Woodland Stride",
                    "desc": "Difficult terrain composed of magical or nonmagical plants doesn't cost the leshy extra movement."
                }
            ],
            "spell_list": [],
            "page_no": 251,
            "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_leshy/"
        },
        {
            "slug": "khargi",
            "desc": "",
            "name": "Khargi",
            "size": "Huge",
            "type": "Fiend",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 147,
            "hit_dice": "14d12+56",
            "speed": {
                "walk": 30,
                "fly": 20
            },
            "strength": 20,
            "dexterity": 12,
            "constitution": 18,
            "intelligence": 10,
            "wisdom": 15,
            "charisma": 9,
            "strength_save": null,
            "dexterity_save": 5,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "perception": 2
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "fire; nonmagic B/P/S attacks",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned, prone",
            "senses": "blindsight 30', darkvision 60', passive Perception 12",
            "languages": "understands Abyssal and Infernal but can't speak",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "One Bite attack and two Leg attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +9 to hit, 10 ft., one target, 14 (2d8+5) piercing damage + 7 (2d6) poison."
                },
                {
                    "name": "Legs",
                    "desc": "Melee Weapon Attack: +9 to hit, 5 ft., one target, 10 (2d4+5) bludgeoning damage + 7 (2d6) poison."
                },
                {
                    "name": "Swarming Breath (Recharge 5-6)",
                    "desc": "Exhales biting stinging insects in a 30' cone. Each creature in that area: 31 (9d6) poison (DC 16 Con half)."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Adaptive Carapace",
                    "desc": "When it takes acid cold force lightning or thunder it can magically attune itself to that type of damage. Until end of its next turn khargi has resistance to damage of the triggering type and when it hits with any weapon target takes an extra 7 (2d6) damage of the triggering type."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Deadly Infestation",
                    "desc": "A creature that touches the khargi or hits it with melee attack while within 5 ft. of it takes 7 (2d6) poison as stinging insects rise up to protect the khargi."
                },
                {
                    "name": "Death Swarms",
                    "desc": "When it dies the insects crawling across and within it burst from its body forming 2d4 swarms of insects that appear in unoccupied spaces within 5 ft. of khargi's space."
                },
                {
                    "name": "Infested Weapons",
                    "desc": "Its weapon attacks are magical. When it hits with any weapon deals + 2d6 poison (included below)."
                }
            ],
            "spell_list": [],
            "page_no": 251,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_khargi/"
        },
        {
            "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": "hulking-whelp",
            "desc": "_This gray-skinned dog-like creature seems pathetically eager to please but fantastically skittish, its ears alerting at every nearby sound, and its large oval eyes following anything that passes by._  \n**Emotional Giant.** A hulking whelp is a tightly wound ball of emotion, extremely private and defensive of its personal space, and terrified of the world around it. When it feels its personal space violated, or its fragile concentration is broken, the small, quivery fey grows into a muscled beast of giant proportions.  \n**Calm Friend.** When its emotions are under control, a hulking whelp is friendly and even helpful, although this has more to do with its guilt over past actions and fear of what it might do if it feels threatened than a true desire to help others. In its calm form, a hulking whelp is just over three feet tall at the shoulder and weighs 50 lb. Unleashed, it is 20 feet tall and 4,000 lb.",
            "name": "Hulking Whelp",
            "size": "Small",
            "type": "Fey",
            "subtype": "shapechanger",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 94,
            "hit_dice": "9d12+36",
            "speed": {
                "walk": 40
            },
            "strength": 21,
            "dexterity": 10,
            "constitution": 18,
            "intelligence": 7,
            "wisdom": 14,
            "charisma": 9,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "impaired sight 30 ft., passive Perception 12",
            "languages": "-",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The hulking whelp makes two slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.",
                    "attack_bonus": 8,
                    "damage_dice": "3d8"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Quick Step",
                    "desc": "A hulking whelp can move 20 feet as a reaction when it is attacked. No opportunity attacks are triggered by this move."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Calm State",
                    "desc": "When a hulking whelp is calm and unafraid, it uses the following statistics instead of those listed above: Size Small; HP 9 (6d6 - 12); Speed 20 ft.; STR 8 (-1); CON 6 (-2); Languages Common, Sylvan"
                },
                {
                    "name": "Poor Senses",
                    "desc": "A hulking whelp has poor hearing and is nearsighted. It can see in normal or dim light up to 30 feet and hear sounds from up to 60 feet away."
                },
                {
                    "name": "Unleashed Emotion",
                    "desc": "When a hulking whelp feels threatened - it's touched, intimidated, cornered, attacked, or even just if a stranger moves adjacent to the whelp - it immediately grows from size Small to Huge as a reaction. If the whelp was attacked, this reaction occurs after the attack is made but before damage is done. Nearby creatures and objects are pushed to the nearest available space and must make a successful DC 15 Strength saving throw or fall prone. Weapons, armor, and other objects worn or carried by the hulking whelp grow (and shrink again) proportionally when it changes size. Overcome by raw emotion, it sets about destroying anything and everything it can see (which isn't much) and reach (which is quite a lot). The transformation lasts until the hulking whelp is unaware of any nearby creatures for 1 round, it drops to 0 hit points, it has 5 levels of exhaustion, or it's affected by a calm emotions spell or comparable magic. The transformation isn't entirely uncontrollable; people or creatures the whelp knows and trusts can be near it without triggering the reaction. Under the wrong conditions, such as in a populated area, a hulking whelp's Unleashed Emotion can last for days."
                }
            ],
            "spell_list": [],
            "page_no": 252,
            "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_hulking-whelp/"
        },
        {
            "slug": "libraryautomaton-tob1-2023",
            "desc": "False",
            "name": "Library Automaton",
            "size": "Small",
            "type": "Construct",
            "subtype": "",
            "group": "null",
            "alignment": "Lawful Neutral",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 24,
            "hit_dice": "7d6",
            "speed": {
                "walk": 30
            },
            "strength": 8,
            "dexterity": 13,
            "constitution": 10,
            "intelligence": 16,
            "wisdom": 12,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 11,
            "skills": {
                "History": 5,
                "Investigation": 5
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "poison, psychic",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "blindsight 60 ft., truesight 10 ft., passive Perception 11",
            "languages": "Common",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Piston-Powered Kick",
                    "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage."
                },
                {
                    "name": "Unnerving Gaze",
                    "desc": "Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 6 (1d6 + 3) psychic damage, and the target must succeed on a DC 13 Wisdom saving throw or have disadvantage on the next attack roll, ability check, or saving throw it makes before the start of the automaton's next turn."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Bibliophile",
                    "desc": "The library automaton understands any written language it can see, provided it is touching the surface on which the words are written."
                },
                {
                    "name": "Bibliotelekinesis",
                    "desc": "The library automaton is surrounded by an invisible, shapeless, magical force that can perform simple tasks at the automaton's command. This force has a Strength equal to the automaton's Strength, and it can interact with objects up to 15 feet away from the automaton. The automaton can use this force to perform simple tasks that a Small humanoid with two hands could do, such as opening a door, moving a bookshelf's ladder, picking up and organizing books, and similar tasks. The automaton can't use this force to make attacks or wield a weapon or shield."
                },
                {
                    "name": "Book Safekeeper",
                    "desc": "The library automaton's body contains a small, extradimensional space. This space can hold up to 100 pounds of Small or smaller objects. This space can hold only books, scrolls, parchment, or other written works on paper or other paper- or wood-like materials. The automaton is the only creature capable of retrieving items from this space while it is alive. If the automaton is destroyed, the objects within its extradimensional space are ejected into an unoccupied space nearest it."
                },
                {
                    "name": "Construct Nature",
                    "desc": "The library automaton doesn't require air, food, drink, or sleep."
                }
            ],
            "spell_list": [],
            "page_no": 252,
            "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_library-automaton/"
        },
        {
            "slug": "kobold-drake-rider",
            "desc": "",
            "name": "Kobold, Drake Rider",
            "size": "Small",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "lawful neutral",
            "armor_class": 15,
            "armor_desc": "studded leather",
            "hit_points": 71,
            "hit_dice": "13d6+26",
            "speed": {
                "walk": 30
            },
            "strength": 17,
            "dexterity": 16,
            "constitution": 15,
            "intelligence": 12,
            "wisdom": 10,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 0,
            "skills": {
                "perception": 0
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60', passive Perception 12",
            "languages": "Common, Draconic",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Three Spear attacks. If the rider is mounted its mount can then make one Bite Claw Slam or Tail attack."
                },
                {
                    "name": "Spear",
                    "desc": "Melee or Ranged Weapon Attack: +5 to hit 5 ft. or range 20/60' one target 6 (1d6+3) piercing damage or 7 (1d8+3) piercing damage if used with two hands to make a melee attack."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Failsafe Equipment",
                    "desc": "The drake rider wears wing-like arm and feet flaps folded on its back. If its mount dies or it is dismounted the rider descends 60' per round and takes no damage from falling if its mount was flying or it gains a swimming speed of 30' for 1 min if its mount was swimming."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Drake Mount",
                    "desc": "Has formed a bond with Med or larger drake mount (found in this or other books or use the statistics of a giant lizard). Regardless of the drake's intelligence it acts as a controlled mount while carrying a drake rider obeying the rider's spoken commands. Mounting and dismounting the drake costs the drake rider only 5 ft. of movement."
                },
                {
                    "name": "Mounted Warrior",
                    "desc": "While the drake rider is mounted its mount can't be charmed or frightened."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "In sunlight disadvantage on attacks and Wis (Perception) checks that use sight."
                },
                {
                    "name": "Sure Seat",
                    "desc": "While mounted and not incapacitated the drake rider can't be knocked prone dismounted or moved vs. its will."
                },
                {
                    "name": "Trained Tactics (Recharge 4-6)",
                    "desc": "The drake rider commands its mount to move up to 30' in a straight line moving through the space of any Large or smaller creature and performing one of the following tactical maneuvers. This movement doesn't provoke opportunity attacks.Barrel Roll: The mount flies up and over one creature in the line ending its movement at least 10 ft. past the target. As the drake rider hangs upside down at the top of the loop it makes one Spear attack vs. the target with advantage. On a hit the rider rolls damage dice three times. The mount must have a flying speed to use this maneuver.Corkscrew Roll: The mount swims in a corkscrew around the creatures in the line. Each creature in the line must make DC 13 Dex save or be incapacitated with dizziness until the end of its next turn. The mount must have a swimming speed to use this maneuver.Weaving Rush The mount weaves back and forth along the line. Each creature in the line must make DC 13 Str save or take 10 (3d6) bludgeoning damage and be knocked prone."
                }
            ],
            "spell_list": [],
            "page_no": 252,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_kobold-drake-rider/"
        },
        {
            "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": "gorgon-a5e",
            "desc": "",
            "name": "Gorgon",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 19,
            "armor_desc": "",
            "hit_points": 110,
            "hit_dice": "13d10+39",
            "speed": {
                "walk": 50
            },
            "strength": 20,
            "dexterity": 10,
            "constitution": 16,
            "intelligence": 2,
            "wisdom": 12,
            "charisma": 5,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "perception": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "petrified",
            "senses": "passive Perception 14",
            "languages": "",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Gore",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) piercing damage  and the target makes a DC 16 Strength saving throw  falling prone on a failure. If the gorgon moves at least 20 feet straight towards the target before the attack  the attack deals an extra 6 (1d12) piercing damage."
                },
                {
                    "name": "Hooves",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage."
                },
                {
                    "name": "Petrifying Breath (Recharge 5-6)",
                    "desc": "The gorgon exhales petrifying gas in a 30-foot cone. Each creature in the area makes a DC 14 Constitution saving throw. On a failure  a creature is restrained as it begins to turn to stone. At the beginning of the gorgons next turn  the creature repeats the saving throw. On a success  the effect ends. On a failure  the creature is petrified. This petrification can be removed with greater restoration or similar magic."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Trample Underfoot",
                    "desc": "The gorgon attacks a prone creature with its hooves."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 253,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/mmenag_gorgon/"
        },
        {
            "slug": "lichhound-tob1-2023",
            "desc": "False",
            "name": "Lich Hound",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 14,
            "armor_desc": "",
            "hit_points": 85,
            "hit_dice": "10d8 + 40",
            "speed": {
                "walk": 50,
                "fly": 30
            },
            "strength": 10,
            "dexterity": 18,
            "constitution": 18,
            "intelligence": 6,
            "wisdom": 10,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 2,
            "charisma_save": 5,
            "perception": 14,
            "skills": {
                "Acrobatics": 6,
                "Perception": 4
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "piercing and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "exhaustion, poisoned",
            "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 14",
            "languages": "understands Common and Darakhul but can’t speak",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The lich hound can use its Eerie Howl. It then makes two Bite attacks. If both attacks hit one creature, the target must succeed on a DC 14 Constitution saving throw or take 7 (2d6) slashing damage and be incapacitated until the end of its next turn."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone."
                },
                {
                    "name": "Eerie Howl",
                    "desc": "The lich hound releases an eerie howl that fades in and out and echoes strangely. Each creature within 30 feet of the lich hound must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the lich hound's Eerie Howl for the next 24 hours."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Ethereal Jaunt",
                    "desc": "The lich hound magically shifts from the Material Plane to the Ethereal Plane, or vice versa."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Blood Sense",
                    "desc": "The lich hound can pinpoint the location of creatures that aren't Constructs or Undead within 60 feet of it and can sense the general direction of such creatures within 1 mile of it."
                },
                {
                    "name": "Keen Hearing and Smell",
                    "desc": "The lich hound has advantage on Wisdom (Perception) checks that rely on hearing or smell."
                },
                {
                    "name": "Undead Nature",
                    "desc": "The lich hound doesn't require air, food, drink, or sleep."
                }
            ],
            "spell_list": [],
            "page_no": 253,
            "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_lich-hound/"
        },
        {
            "slug": "kobold-empyrean",
            "desc": "",
            "name": "Kobold, Empyrean",
            "size": "Small",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 150,
            "hit_dice": "20d6+80",
            "speed": {
                "walk": 30,
                "fly": 90
            },
            "strength": 19,
            "dexterity": 18,
            "constitution": 18,
            "intelligence": 17,
            "wisdom": 20,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": 9,
            "charisma_save": 8,
            "perception": 5,
            "skills": {
                "perception": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold, fire, lightning, poison; nonmagic B/P/S attacks",
            "damage_immunities": "radiant",
            "condition_immunities": "charmed, exhaustion, frightened, poisoned",
            "senses": "darkvision 120', passive Perception 19",
            "languages": "all, telepathy 120'",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Three Claws. Can replace one Claw with Divine Command."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +8 to hit, 5 ft., one target, 7 (1d6+4) slashing damage + 13 (3d8) acid cold fire lightning or poison (the kobold's choice)."
                },
                {
                    "name": "Invoke the Dragon Gods (Recharge 5-6)",
                    "desc": "Exhales elemental energy in 60' cone. Each creature in area: 49 (14d6) acid cold fire lightning or poison (the kobold's choice; DC 16 Dex half)."
                },
                {
                    "name": "Divine Command",
                    "desc": "Chooses a creature it can see within its Aura of Draconic Virtue and directs a kobold within aura to attack target. Kobold can make one weapon attack vs. target as a reaction."
                },
                {
                    "name": "Invisibility",
                    "desc": "Magically turns invisible until it attacks/concentration ends (as if on a spell). Items worn/carried are invisible with it."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Draconic Ascension",
                    "desc": "When a kobold it can see is reduced to 0 hp empyrean can reincarnate the kobold as a wyrmling dragon of a type befitting that kobold and its virtues. Empyrean can provide ascension to up to two kobolds each hr with this reaction."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Aura of Draconic Virtue",
                    "desc": "Kobolds within 30' of an empyrean kobold have advantage on attack rolls and ability checks. At the start of each of its turns empyrean kobold can choose to exclude any number of kobolds from this aura (no action required)."
                },
                {
                    "name": "Elemental Weapons",
                    "desc": "Its weapon attacks are magical. When it hits with any weapon weapon deal extra 3d8 acid cold fire lightning or poison (included below) kobold's choice."
                },
                {
                    "name": "Immortal Nature",
                    "desc": "Doesn't require food drink or sleep"
                },
                {
                    "name": "Magic Resistance",
                    "desc": "Advantage: spell/magic effect saves."
                }
            ],
            "spell_list": [],
            "page_no": 253,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_kobold-empyrean/"
        },
        {
            "slug": "major-malleable",
            "desc": "A pile of red, gooey flesh slurps along the ground. The meat climbs upon itself, squishing as it creates a formidable, hungry wall._  \nMalleables are malevolent, formless piles of flesh that absorb psychic energy and grow smarter and stronger when combined together.  \n**Consumers of Psychic Power.** Creatures that consume psychic energy can become so infused with it that their bodies implode. The power lingers in the grotesque mass of flesh, warping the creature’s mind even more than its body and creating a hunter that hungers to consume and grow. Malleables do not remember their personal lives before implosion, but they do retain facts and lore. They think themselves superior to all other creatures, which are simply prey. Their goals are simple: drain every creature they can of psychic energy and rule the world as a massive, roiling meat puddle. Malleables have infinite patience and can wait centuries until they feel the time is right to go on a psychic energy binge.  \n**Many Shapes.** Malleables have no set form, but they can stretch and alter their forms easily, moving on appendages or flowing like an ooze. They might form a face (or many faces at once) if they wish to convey an emotion to another creature, or take the shape of a truly terrifying beast (like a giant spider) if they wish to create panic. No matter the shape they take, malleables always appear to be a fleshy creature turned inside out.  \n**Our Powers Combined.** Malleables can join together, creating a larger, more powerful creature that shares the intellect of all the combined intelligences. These bigger malleables can separate into smaller aberrations when it suits them.  \n**Ancient Knowledge Hoarders.** It is said that malleables have perfect memories and the oldest of these creatures remember ancient lore other creatures have long forgotten. Many sages have tried and failed to capture malleables to prod their minds for secrets, but the creatures almost always find a way to escape. Adventurers are often given the dangerous tasks of capturing, guarding, or questioning a malleable.",
            "name": "Major Malleable",
            "size": "Huge",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 218,
            "hit_dice": "23d12+69",
            "speed": {
                "walk": 40,
                "climb": 40
            },
            "strength": 22,
            "dexterity": 8,
            "constitution": 17,
            "intelligence": 19,
            "wisdom": 16,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": 8,
            "wisdom_save": 7,
            "charisma_save": 4,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "psychic",
            "condition_immunities": "blinded, prone",
            "senses": "blindsight 90 ft. (blind beyond this radius), passive Perception 13",
            "languages": "all, telepathy 120 ft.",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The malleable makes three flesh tendril attacks."
                },
                {
                    "name": "Flesh Tendril",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage. If the target is a Huge or smaller creature, it is grappled (escape DC 16).",
                    "attack_bonus": 10,
                    "damage_dice": "4d6+6"
                },
                {
                    "name": "Psychic Drain",
                    "desc": "One creature grappled by the malleable must make a DC 16 Intelligence saving throw, taking 45 (10d8) psychic damage on a failed save, or half as much damage on a successful one. The target's hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies and becomes a minor malleable if this effect reduces its hp maximum to 0."
                },
                {
                    "name": "Join Malleables",
                    "desc": "As long as the malleable is within 10 feet of one other major malleable, both malleables can use this action option at the same time to join together to create a massive malleable. The new malleable's hp total is equal to the combined hp total of both major malleables, and it is affected by any conditions, spells, and other magical effects currently affecting either of the major malleables. The new malleable acts on the same initiative count as the malleables that formed it and occupies any unoccupied space that previously contained at least one of the malleables that formed it."
                },
                {
                    "name": "Separate Malleables",
                    "desc": "The major malleable can split into eight minor malleables or two moderate malleables. The new malleables' hp totals are equal to the major malleable's hp total divided by the number of malleables created (rounded down) and are affected by any conditions, spells, and other magical effects that affected the major malleable. The new malleables act on the same initiative count as the major malleable and occupy any unoccupied space that previously contained the major malleable."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Sudden Separation",
                    "desc": "When the major malleable takes 20 damage or more from a single attack, it can choose to immediately use Separate Malleables. If it does so, the damage is divided evenly among the separate malleables it becomes."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Absorb Malleable",
                    "desc": "As a bonus action, the major malleable absorbs one minor or moderate malleable within 5 feet of it into its body, regaining a number of hp equal to the absorbed malleable's remaining hp. The major malleable is affected by any conditions, spells, and other magical effects that were affecting the absorbed malleable."
                },
                {
                    "name": "Amorphous",
                    "desc": "The malleable can move through a space as narrow as 1 inch wide without squeezing."
                },
                {
                    "name": "Controlled Mutability",
                    "desc": "Any spell or effect that would alter the malleable's form only alters it until the end of the malleable's next turn. Afterwards, the malleable returns to its amorphous form. In addition, the malleable can use its action to change itself into any shape, but it always looks like an inside-out fleshy creature no matter the shape it takes. If it changes into the shape of a creature, it doesn't gain any statistics or special abilities of that creature; it only takes on the creature's basic shape and general appearance."
                },
                {
                    "name": "Psychic Absorption",
                    "desc": "Whenever the malleable is subjected to psychic damage, it takes no damage and instead regains a number of hp equal to the psychic damage dealt."
                },
                {
                    "name": "Spider Climb",
                    "desc": "The malleable can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
                }
            ],
            "spell_list": [],
            "page_no": 254,
            "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_major-malleable/"
        },
        {
            "slug": "massive-malleable",
            "desc": "A pile of red, gooey flesh slurps along the ground. The meat climbs upon itself, squishing as it creates a formidable, hungry wall._  \nMalleables are malevolent, formless piles of flesh that absorb psychic energy and grow smarter and stronger when combined together.  \n**Consumers of Psychic Power.** Creatures that consume psychic energy can become so infused with it that their bodies implode. The power lingers in the grotesque mass of flesh, warping the creature’s mind even more than its body and creating a hunter that hungers to consume and grow. Malleables do not remember their personal lives before implosion, but they do retain facts and lore. They think themselves superior to all other creatures, which are simply prey. Their goals are simple: drain every creature they can of psychic energy and rule the world as a massive, roiling meat puddle. Malleables have infinite patience and can wait centuries until they feel the time is right to go on a psychic energy binge.  \n**Many Shapes.** Malleables have no set form, but they can stretch and alter their forms easily, moving on appendages or flowing like an ooze. They might form a face (or many faces at once) if they wish to convey an emotion to another creature, or take the shape of a truly terrifying beast (like a giant spider) if they wish to create panic. No matter the shape they take, malleables always appear to be a fleshy creature turned inside out.  \n**Our Powers Combined.** Malleables can join together, creating a larger, more powerful creature that shares the intellect of all the combined intelligences. These bigger malleables can separate into smaller aberrations when it suits them.  \n**Ancient Knowledge Hoarders.** It is said that malleables have perfect memories and the oldest of these creatures remember ancient lore other creatures have long forgotten. Many sages have tried and failed to capture malleables to prod their minds for secrets, but the creatures almost always find a way to escape. Adventurers are often given the dangerous tasks of capturing, guarding, or questioning a malleable.",
            "name": "Massive Malleable",
            "size": "Gargantuan",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 248,
            "hit_dice": "16d20+80",
            "speed": {
                "climb": 40,
                "walk": 40
            },
            "strength": 26,
            "dexterity": 8,
            "constitution": 20,
            "intelligence": 21,
            "wisdom": 17,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": 10,
            "wisdom_save": 8,
            "charisma_save": 5,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "psychic",
            "condition_immunities": "blinded, prone",
            "senses": "blindsight 120 ft. (blind beyond this radius), passive Perception 13",
            "languages": "all, telepathy 120 ft.",
            "challenge_rating": "16",
            "cr": 16.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The malleable makes four flesh tendril attacks."
                },
                {
                    "name": "Flesh Tendril",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 25 (5d6 + 8) bludgeoning damage. If the target is a creature, it is grappled (escape DC 18).",
                    "attack_bonus": 13,
                    "damage_dice": "5d6+8"
                },
                {
                    "name": "Psychic Drain",
                    "desc": "One creature grappled by the malleable must make a DC 18 Intelligence saving throw, taking 72 (16d8) psychic damage on a failed save, or half as much damage on a successful one. The target's hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies and becomes a minor malleable if this effect reduces its hp maximum to 0."
                },
                {
                    "name": "Separate Malleables",
                    "desc": "The massive malleable can split into sixteen minor malleables, four moderate malleables, or two major malleables. The new malleables' hp totals are equal to the massive malleable's hp total divided by the number of malleables created (rounded down) and are affected by any conditions, spells, and other magical effects that affected the massive malleable. The new malleables act on the same initiative count as the massive malleable and occupy any unoccupied space that previously contained the massive malleable."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Sudden Separation",
                    "desc": "When the massive malleable takes 30 damage or more from a single attack, it can choose to immediately use Separate Malleables. If it does so, the damage is divided evenly among the separate malleables it becomes."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Absorb Malleable",
                    "desc": "As a bonus action, the massive malleable absorbs one minor, moderate, or major malleable within 5 feet of it into its body, regaining a number of hp equal to the absorbed malleable's remaining hp. The massive malleable is affected by any conditions, spells, and other magical effects that were affecting the absorbed malleable."
                },
                {
                    "name": "Amorphous",
                    "desc": "The malleable can move through a space as narrow as 1 inch wide without squeezing."
                },
                {
                    "name": "Controlled Mutability",
                    "desc": "Any spell or effect that would alter the malleable's form only alters it until the end of the malleable's next turn. Afterwards, the malleable returns to its amorphous form. In addition, the malleable can use its action to change itself into any shape, but it always looks like an inside-out fleshy creature no matter the shape it takes. If it changes into the shape of a creature, it doesn't gain any statistics or special abilities of that creature; it only takes on the creature's basic shape and general appearance."
                },
                {
                    "name": "Psychic Absorption",
                    "desc": "Whenever the malleable is subjected to psychic damage, it takes no damage and instead regains a number of hp equal to the psychic damage dealt."
                },
                {
                    "name": "Spider Climb",
                    "desc": "The malleable can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
                }
            ],
            "spell_list": [],
            "page_no": 254,
            "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_massive-malleable/"
        },
        {
            "slug": "minor-malleable",
            "desc": "A pile of red, gooey flesh slurps along the ground. The meat climbs upon itself, squishing as it creates a formidable, hungry wall._  \nMalleables are malevolent, formless piles of flesh that absorb psychic energy and grow smarter and stronger when combined together.  \n**Consumers of Psychic Power.** Creatures that consume psychic energy can become so infused with it that their bodies implode. The power lingers in the grotesque mass of flesh, warping the creature’s mind even more than its body and creating a hunter that hungers to consume and grow. Malleables do not remember their personal lives before implosion, but they do retain facts and lore. They think themselves superior to all other creatures, which are simply prey. Their goals are simple: drain every creature they can of psychic energy and rule the world as a massive, roiling meat puddle. Malleables have infinite patience and can wait centuries until they feel the time is right to go on a psychic energy binge.  \n**Many Shapes.** Malleables have no set form, but they can stretch and alter their forms easily, moving on appendages or flowing like an ooze. They might form a face (or many faces at once) if they wish to convey an emotion to another creature, or take the shape of a truly terrifying beast (like a giant spider) if they wish to create panic. No matter the shape they take, malleables always appear to be a fleshy creature turned inside out.  \n**Our Powers Combined.** Malleables can join together, creating a larger, more powerful creature that shares the intellect of all the combined intelligences. These bigger malleables can separate into smaller aberrations when it suits them.  \n**Ancient Knowledge Hoarders.** It is said that malleables have perfect memories and the oldest of these creatures remember ancient lore other creatures have long forgotten. Many sages have tried and failed to capture malleables to prod their minds for secrets, but the creatures almost always find a way to escape. Adventurers are often given the dangerous tasks of capturing, guarding, or questioning a malleable.",
            "name": "Minor Malleable",
            "size": "Medium",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 11,
            "armor_desc": "natural armor",
            "hit_points": 32,
            "hit_dice": "5d8+10",
            "speed": {
                "climb": 30,
                "walk": 30
            },
            "strength": 16,
            "dexterity": 8,
            "constitution": 14,
            "intelligence": 15,
            "wisdom": 14,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": 4,
            "wisdom_save": 4,
            "charisma_save": 2,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "psychic",
            "condition_immunities": "blinded, prone",
            "senses": "blindsight 30 ft. (blind beyond this radius), passive Perception 12",
            "languages": "all, telepathy 60 ft.",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Flesh Tendril",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 12).",
                    "attack_bonus": 5,
                    "damage_dice": "2d6+3"
                },
                {
                    "name": "Psychic Drain",
                    "desc": "One creature grappled by the malleable must make a DC 12 Intelligence saving throw, taking 4 (1d8) psychic damage on a failed save, or half as much damage on a successful one. The target's hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies and becomes a minor malleable if this effect reduces its hp maximum to 0."
                },
                {
                    "name": "Join Malleables",
                    "desc": "As long as the malleable is within 10 feet of at least three other minor malleables, each minor malleable in range can use this action option at the same time to join together and create a larger malleable. The new malleable's hp total is equal to the combined hp total of all the minor malleables. and it is affected by any conditions, spells, and other magical effects that affected any of the minor malleables. The new malleable acts on the same initiative count as the malleables that formed it and occupies any unoccupied space that previously contained at least one of the malleables that formed it. \n* Four minor malleables can join to create one moderate malleable. \n* Eight minor malleables can join to create one major malleable. \n* Sixteen minor malleables can join to create one massive malleable."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amorphous",
                    "desc": "The malleable can move through a space as narrow as 1 inch wide without squeezing."
                },
                {
                    "name": "Controlled Mutability",
                    "desc": "Any spell or effect that would alter the malleable's form only alters it until the end of the malleable's next turn. Afterwards, the malleable returns to its amorphous form. In addition, the malleable can use its action to change itself into any shape, but it always looks like an inside-out fleshy creature no matter the shape it takes. If it changes into the shape of a creature, it doesn't gain any statistics or special abilities of that creature; it only takes on the creature's basic shape and general appearance."
                },
                {
                    "name": "Psychic Absorption",
                    "desc": "Whenever the malleable is subjected to psychic damage, it takes no damage and instead regains a number of hp equal to the psychic damage dealt."
                },
                {
                    "name": "Spider Climb",
                    "desc": "The malleable can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
                }
            ],
            "spell_list": [],
            "page_no": 254,
            "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_minor-malleable/"
        },
        {
            "slug": "moderate-malleable",
            "desc": "A pile of red, gooey flesh slurps along the ground. The meat climbs upon itself, squishing as it creates a formidable, hungry wall._  \nMalleables are malevolent, formless piles of flesh that absorb psychic energy and grow smarter and stronger when combined together.  \n**Consumers of Psychic Power.** Creatures that consume psychic energy can become so infused with it that their bodies implode. The power lingers in the grotesque mass of flesh, warping the creature’s mind even more than its body and creating a hunter that hungers to consume and grow. Malleables do not remember their personal lives before implosion, but they do retain facts and lore. They think themselves superior to all other creatures, which are simply prey. Their goals are simple: drain every creature they can of psychic energy and rule the world as a massive, roiling meat puddle. Malleables have infinite patience and can wait centuries until they feel the time is right to go on a psychic energy binge.  \n**Many Shapes.** Malleables have no set form, but they can stretch and alter their forms easily, moving on appendages or flowing like an ooze. They might form a face (or many faces at once) if they wish to convey an emotion to another creature, or take the shape of a truly terrifying beast (like a giant spider) if they wish to create panic. No matter the shape they take, malleables always appear to be a fleshy creature turned inside out.  \n**Our Powers Combined.** Malleables can join together, creating a larger, more powerful creature that shares the intellect of all the combined intelligences. These bigger malleables can separate into smaller aberrations when it suits them.  \n**Ancient Knowledge Hoarders.** It is said that malleables have perfect memories and the oldest of these creatures remember ancient lore other creatures have long forgotten. Many sages have tried and failed to capture malleables to prod their minds for secrets, but the creatures almost always find a way to escape. Adventurers are often given the dangerous tasks of capturing, guarding, or questioning a malleable.",
            "name": "Moderate Malleable",
            "size": "Large",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 12,
            "armor_desc": "natural armor",
            "hit_points": 136,
            "hit_dice": "16d10+48",
            "speed": {
                "climb": 30,
                "walk": 30
            },
            "strength": 18,
            "dexterity": 8,
            "constitution": 16,
            "intelligence": 17,
            "wisdom": 15,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": 6,
            "wisdom_save": 5,
            "charisma_save": 3,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "psychic Condition Immunities blinded, prone",
            "condition_immunities": "",
            "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 12",
            "languages": "all, telepathy 60 ft.",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The malleable makes two flesh tendril attacks."
                },
                {
                    "name": "Flesh Tendril",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 14).",
                    "attack_bonus": 7,
                    "damage_dice": "3d6+4"
                },
                {
                    "name": "Psychic Drain",
                    "desc": "One creature grappled by the malleable must make a DC 14 Intelligence saving throw, taking 22 (5d8) psychic damage on a failed save, or half as much damage on a successful one. The target's hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies and becomes a minor malleable if this effect reduces its hp maximum to 0."
                },
                {
                    "name": "Join Malleables",
                    "desc": "As long as the malleable is within 10 feet of at least one other moderate malleable, each moderate malleable in range can use this action option at the same time to join together to create a larger malleable. The new malleable's hp total is equal to the combined hp total of all the moderate malleables, and it is affected by any conditions, spells, and other magical effects currently affecting any of the moderate malleables. The new malleable acts on the same initiative count as the malleables that formed it and occupies any unoccupied space that previously contained at least one of the malleables that formed it. \n* Two moderate malleables can join to create one major malleable. \n* Four moderate malleables can join to create one massive malleable."
                },
                {
                    "name": "Separate Malleables",
                    "desc": "The moderate malleable can split into four minor malleables. The new malleables' hp totals are equal to the moderate malleable's hp total divided by 4 (rounded down) and are affected by any conditions, spells, and other magical effects that affected the moderate malleable. The new malleables act on the same initiative count as the moderate malleable and occupy any unoccupied space that previously contained the moderate malleable."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Sudden Separation",
                    "desc": "When the moderate malleable takes 10 damage or more from a single attack, it can choose to immediately use Separate Malleables. If it does so, the damage is divided evenly among the separate malleables it becomes."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Absorb Malleable",
                    "desc": "As a bonus action, the moderate malleable absorbs one minor malleable within 5 feet of it into its body, regaining a number of hp equal to the minor malleable's remaining hp. The moderate malleable is affected by any conditions, spells, and other magical effects that were affecting the absorbed malleable."
                },
                {
                    "name": "Amorphous",
                    "desc": "The malleable can move through a space as narrow as 1 inch wide without squeezing."
                },
                {
                    "name": "Controlled Mutability",
                    "desc": "Any spell or effect that would alter the malleable's form only alters it until the end of the malleable's next turn. Afterwards, the malleable returns to its amorphous form. In addition, the malleable can use its action to change itself into any shape, but it always looks like an inside-out fleshy creature no matter the shape it takes. If it changes into the shape of a creature, it doesn't gain any statistics or special abilities of that creature; it only takes on the creature's basic shape and general appearance."
                },
                {
                    "name": "Psychic Absorption",
                    "desc": "Whenever the malleable is subjected to psychic damage, it takes no damage and instead regains a number of hp equal to the psychic damage dealt."
                },
                {
                    "name": "Spider Climb",
                    "desc": "The malleable can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
                }
            ],
            "spell_list": [],
            "page_no": 254,
            "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_moderate-malleable/"
        },
        {
            "slug": "ice-maiden",
            "desc": "_This alluring beauty has flesh and hair as white as snow and eyes blue as glacial ice._  \n**Born of the Ice.** Ice maidens are the daughters of powerful creatures of the cold. Some are descendants of Boreas or the Snow Queen (a few having both parents), but they are also born to frost giants and thursir. A few result from tearful pleas by pregnant women lost in the snows, desperate to keep their newborn child from freezing to death—the fraughashar carry these infants away and raise them as ice maidens.  \n**Solitary Lives.** Most ice maidens live solitary existences save for a servant or two under their thrall. They’re lonely creatures, desperate for love but condemned to know companionship only through their magical kiss. If genuine love ever fills an ice maiden’s heart, she’ll melt into nothingness.  \n**Killing Dilemma.** An ice maiden’s hunger for affection and human contact leads them to harm those they approach, which only drives them harder to seek for warmth, love, and approval. Some claim an ice maiden can become a swan maiden or a dryad if she keeps a lover’s heart warm for a full year.",
            "name": "Ice Maiden",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 84,
            "hit_dice": "13d8+26",
            "speed": {
                "walk": 30
            },
            "strength": 12,
            "dexterity": 17,
            "constitution": 15,
            "intelligence": 19,
            "wisdom": 13,
            "charisma": 23,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 5,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 9,
            "perception": null,
            "skills": {
                "deception": 9,
                "persuasion": 9,
                "stealth": 6
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "cold",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Common, Giant, Sylvan",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The frost maiden makes two ice dagger attacks."
                },
                {
                    "name": "Ice Dagger",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 3) piercing damage plus 3 (1d6) cold damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d4"
                },
                {
                    "name": "Flurry-Form",
                    "desc": "The ice maiden adopts the form of a swirling snow cloud. Her stats are identical to an air elemental that deals cold damage instead of bludgeoning."
                },
                {
                    "name": "Icy Entangle",
                    "desc": "Ice and snow hinder her opponent's movement, as the entangle spell (DC 17)."
                },
                {
                    "name": "Kiss of the Frozen Heart",
                    "desc": "An ice maiden may kiss a willing individual, freezing the target's heart. The target falls under the sway of a dominate spell, his or her alignment shifts to LE, and he or she gains immunity to cold. The ice maiden can have up to three such servants at once. The effect can be broken by dispel magic (DC 17), greater restoration, or the kiss of someone who loves the target."
                },
                {
                    "name": "Snowblind Burst",
                    "desc": "In a snowy environment, the ice maiden attempts to blind all creatures within 30 feet of herself. Those who fail a DC 17 Charisma saving throw are blinded for 1 hour. Targets that are immune to cold damage are also immune to this effect."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Chilling Presence",
                    "desc": "Cold air surrounds the ice maiden. Small non-magical flames are extinguished in her presence and water begins to freeze. Unprotected characters spending more than 10 minutes within 15 feet of her must succeed on a DC 15 Constitution saving throw or suffer as if exposed to severe cold. Spells that grant protection from cold damage are targeted by an automatic dispel magic effect."
                },
                {
                    "name": "Cold Eyes",
                    "desc": "Ice maidens see perfectly in snowy conditions, including driving blizzards, and are immune to snow blindness."
                },
                {
                    "name": "Ice Walk",
                    "desc": "Ice maidens move across icy and snowy surfaces without penalty."
                },
                {
                    "name": "Snow Invisibility",
                    "desc": "In snowy environments, the ice maiden can turn invisible as a bonus action."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The ice maiden has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the ice maiden's innate spellcasting ability is Charisma (spell save DC 17). She can innately cast the following spells:\n\nat will: chill touch, detect magic, light, mage hand, prestidigitation, resistance\n\n5/day each: endure elements (cold only), fear, fog cloud, misty step\n\n3/day each: alter self, protection from energy, sleet storm\n\n1/day: ice storm"
                }
            ],
            "spell_list": [],
            "page_no": 254,
            "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_ice-maiden/"
        },
        {
            "slug": "grick-a5e",
            "desc": "",
            "name": "Grick",
            "size": "Medium",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 14,
            "armor_desc": "",
            "hit_points": 33,
            "hit_dice": "6d8+12",
            "speed": {
                "walk": 30,
                "climb": 30
            },
            "strength": 14,
            "dexterity": 14,
            "constitution": 14,
            "intelligence": 2,
            "wisdom": 14,
            "charisma": 5,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "stealth": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "damage from nonmagical weapons",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Tentacles",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage  and the target is grappled (escape DC 12). Until this grapple ends  the grick can't attack a different target with its tentacles."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Beak",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature grappled by the grick. Hit: 9 (2d6 + 2) piercing damage."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Camouflage",
                    "desc": "The grick has advantage on Stealth checks made to hide in rocky terrain."
                },
                {
                    "name": "Spider Climb",
                    "desc": "The grick can use its climb speed even on difficult surfaces and upside down on ceilings."
                }
            ],
            "spell_list": [],
            "page_no": 254,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/mmenag_grick/"
        },
        {
            "slug": "wallflower-a5e",
            "desc": "",
            "name": "Wallflower",
            "size": "Medium",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 14,
            "armor_desc": "",
            "hit_points": 33,
            "hit_dice": "6d8+12",
            "speed": {
                "walk": 20,
                "climb": 20
            },
            "strength": 14,
            "dexterity": 14,
            "constitution": 14,
            "intelligence": 2,
            "wisdom": 14,
            "charisma": 5,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "stealth": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "damage from nonmagical weapons",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Tentacles",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage  and the target is grappled (escape DC 12). Until this grapple ends  the grick can't attack a different target with its tentacles."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Beak",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature grappled by the grick. Hit: 9 (2d6 + 2) piercing damage."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Luring Scent",
                    "desc": "When a beast, humanoid or fey creature begins its turn within 30 feet, the creature makes a DC 12 Constitution saving throw. On a failure, it moves as close as it can to the wallflower and ends its turn. Creatures immune to being charmed are immune to this effect. A creature that succeeds on the saving throw is immune to the Luring Scent of all wallflowers for 24 hours."
                }
            ],
            "spell_list": [],
            "page_no": 254,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/mmenag_wallflower/"
        },
        {
            "slug": "likho-tob1-2023",
            "desc": "False",
            "name": "Likho",
            "size": "Medium",
            "type": "Monstrosity",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 105,
            "hit_dice": "14d8 + 42",
            "speed": {
                "walk": 40
            },
            "strength": 16,
            "dexterity": 18,
            "constitution": 16,
            "intelligence": 13,
            "wisdom": 16,
            "charisma": 19,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 7,
            "perception": 16,
            "skills": {
                "Acrobatics": 7,
                "Perception": 6,
                "Stealth": 10
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "Common, Goblin, Void Speech",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The likho can use its Disruptive Gaze. It then makes four Claw attacks."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage."
                },
                {
                    "name": "Disruptive Gaze",
                    "desc": "One creature the likho can see within 60 feet of it must succeed on a DC 15 Charisma saving throw or have disadvantage on attack rolls, ability checks, and saving throws until the end of its next turn."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Limited Telepathy",
                    "desc": "The likho can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond."
                },
                {
                    "name": "Pounce",
                    "desc": "If the likho moves at least 20 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the likho can make one Claw attack against it as a bonus action."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The likho has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 254,
            "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_likho/"
        },
        {
            "slug": "kobold-ghost-hunter",
            "desc": "",
            "name": "Kobold, Ghost Hunter",
            "size": "Small",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "lawful neutral",
            "armor_class": 18,
            "armor_desc": "studded leather",
            "hit_points": 176,
            "hit_dice": "32d6+64",
            "speed": {
                "walk": 30
            },
            "strength": 12,
            "dexterity": 22,
            "constitution": 15,
            "intelligence": 14,
            "wisdom": 20,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "perception": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic",
            "damage_immunities": "",
            "condition_immunities": "charmed, frightened, paralyzed",
            "senses": "darkvision 60', passive Perception 19",
            "languages": "Common, Draconic, + any two languages",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Three Shortsword or Hand Crossbow attacks. It can replace one attack with Flame Jet attack."
                },
                {
                    "name": "Shortsword",
                    "desc": "Melee Weapon Attack: +10 to hit, 5 ft., one target, 9 (1d6+6) piercing damage + 13 (9d8) radiant."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Grappling Hook (Recharge 4-6)",
                    "desc": "The ghost hunter launches its grappling hook at a Large or larger object or structure or at a Huge or larger creature it can see within 60' of it and is pulled to an unoccupied space within 5 ft. of the target with o provoking opportunity attacks."
                },
                {
                    "name": "Elusive Hunter",
                    "desc": "Takes the Dodge or Hide action."
                }
            ],
            "reactions": [
                {
                    "name": "Flame Burst",
                    "desc": "When a hostile creature enters a space within 5 ft. of the ghost hunter the hunter can release a burst of fire from its clockwork hand. The creature must make DC 17 Dex save or take 7 (2d6) fire and have disadvantage on the next attack roll it makes vs. the ghost hunter before the end of the ghost hunter's next turn."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Blessed Weapons",
                    "desc": "Its weapon attacks are magical. When the hunter hits with any weapon the weapon deals an extra 3d8 radiant (included in the attack)."
                },
                {
                    "name": "Ethereal Sight",
                    "desc": "Can see 60' into the Ethereal Plane when it is on the Material Plane and vice versa."
                },
                {
                    "name": "Hidden Hunter",
                    "desc": "While the ghost hunter remains motionless it is invisible to Undead."
                },
                {
                    "name": "Pack Tactics",
                    "desc": "Advantage on attacks vs. creature if 1+ unincapacitated attacker ally is within 5 ft. of target."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "In sunlight disadvantage on attacks and Wis (Perception) checks that use sight."
                },
                {
                    "name": "Undead Hunter",
                    "desc": "Advantage on Wis (Perception) and Wis (Survival) checks to find and track Undead."
                },
                {
                    "name": "Hand Crossbow",
                    "desc": "Ranged Weapon Attack: +10 to hit 30/120' one target 9 (1d6+6) piercing damage + 13 (3d8) radiant."
                },
                {
                    "name": "Flame Jet",
                    "desc": "Melee or Ranged Spell Attack: +8 to hit 5 ft. or range 60' one target 18 (4d6+4) fire. If the target is a creature or a flammable object that isn't being worn or carried it ignites. Until a creature takes an action to douse the fire the target takes 5 (1d10) fire at the start of each of its turns."
                },
                {
                    "name": "Holy Strike (Recharge 5-6)",
                    "desc": "The ghost hunter flips up its eyepatch to reveal a holy relic embedded within the empty socket. Each creature within 30' of the ghost hunter must make a DC 17 Dex save taking 36 (8d8) radiant on a failed save or half damage if made. If an Undead fails the save it is also stunned until the end of its next turn."
                }
            ],
            "spell_list": [],
            "page_no": 254,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_kobold-ghost-hunter/"
        },
        {
            "slug": "kobold-leviathan-hunter",
            "desc": "",
            "name": "Kobold, Leviathan Hunter",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 17,
            "armor_desc": "Hardy Defense",
            "hit_points": 190,
            "hit_dice": "20d8+100",
            "speed": {
                "walk": 30,
                "swim": 30
            },
            "strength": 20,
            "dexterity": 15,
            "constitution": 21,
            "intelligence": 10,
            "wisdom": 15,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "perception": 2
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, cold",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 120', passive Perception 16 ",
            "languages": "Common, Draconic",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "3 Slams or 1 Harpoon and 2 Slams."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +9 to hit, 5 ft., one target, 12 (2d6+5) bludgeoning damage + 9 (2d8) cold or poison (hunter's choice) and target is grappled (escape DC 17). Hunter can grapple only one target at a time."
                },
                {
                    "name": "Harpoon",
                    "desc": "Melee or Ranged Weapon Attack: +9 to hit 5 ft. or range 20/60' one target 12 (2d6+5) piercing damage + 9 (2d8) cold or poison (hunter's choice) and harpoon sticks in target. While harpoon is stuck target takes 7 (2d6) piercing damage at start of each of its turns hunter can't make Harpoon attacks vs. other targets and target and hunter can't move further than 60' away from each other. A creature including target can take its action to detach harpoon by succeeding on a DC 17 Str check. Alternatively cord connecting the leviathan hunter to the harpoon can be attacked and destroyed (AC 10; hp 25; immunity to bludgeoning poison and psychic) dislodging harpoon into an unoccupied space within 5 ft. of the target and preventing hunter from using Recall Harpoon."
                },
                {
                    "name": "Crush",
                    "desc": "One creature grappled by hunter: 33 (8d6+5) bludgeoning damage (DC 17 Str half)."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Recall Harpoon",
                    "desc": "Pulls on the cord connected to its harpoon returning harpoon to its empty hand. If harpoon is stuck in a creature that creature must make DC 17 Str save or be pulled up to 20' toward the hunter."
                }
            ],
            "reactions": [
                {
                    "name": "Grappled Redirect",
                    "desc": "If it is target of an attack it can see while grappling a creature it can hold the grappled creature in the way and the grappled creature becomes attack's target instead."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Expert Wrestler",
                    "desc": "Can grapple creatures that are two sizes larger than itself and can move at its full speed when dragging a creature it has grappled. If hunter grapples a Med or smaller creature target has disadvantage on its escape attempts. Hunter has advantage on ability checks and saves made to escape a grapple or end the restrained condition."
                },
                {
                    "name": "Hardy Defense",
                    "desc": "While hunter is wearing no armor and wielding no shield its AC includes its Con modifier."
                },
                {
                    "name": "Hold Breath",
                    "desc": "Can hold its breath for 30 min."
                },
                {
                    "name": "Leviathan Hunter",
                    "desc": "Advantage on Wis (Perception) and Wis (Survival) checks to find and track Large or larger creatures with swimming speed."
                },
                {
                    "name": "Marine Weapons",
                    "desc": "Its weapon attacks are magical. When it hits with any weapon weapon deals an extra 2d8 cold or poison (included below) hunter's choice."
                },
                {
                    "name": "Pack Tactics",
                    "desc": "Advantage on attacks vs. creature if 1+ unincapacitated attacker ally is within 5 ft. of target."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "In sunlight disadvantage on attacks and Wis (Perception) checks that use sight."
                }
            ],
            "spell_list": [],
            "page_no": 254,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_kobold-leviathan-hunter/"
        },
        {
            "slug": "kobold-planes-hunter",
            "desc": "",
            "name": "Kobold, Planes Hunter",
            "size": "Small",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 16,
            "armor_desc": "breastplate",
            "hit_points": 181,
            "hit_dice": "33d6+66",
            "speed": {
                "walk": 30
            },
            "strength": 18,
            "dexterity": 17,
            "constitution": 15,
            "intelligence": 14,
            "wisdom": 14,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "perception": 2
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "charmed, restrained",
            "senses": "darkvision 60', passive Perception 16",
            "languages": "Common, Draconic, + any two languages",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Three Longsword attacks."
                },
                {
                    "name": "Longsword",
                    "desc": "Melee Weapon Attack: +8 to hit, 5 ft., one target, 8 (1d8+4) slashing damage or 9 (1d10+4) slashing damage if used with two hands + 13 (3d8) acid cold fire lightning necrotic radiant or thunder (see Planar Attunement)."
                },
                {
                    "name": "Warping Whirlwind (Recharge 5-6)",
                    "desc": "Bends reality around it slicing nearby creatures with sword strikes from across the planes. Each creature within 10 ft. of the planes hunter must make a DC 16 Dex save taking 18 (4d8) slashing damage and 18 (4d8) acid cold fire lightning necrotic radiant or thunder (see Planar Attunement) on a failed save or half damage if made."
                },
                {
                    "name": "Planar Traveler (1/Day)",
                    "desc": "Can transport itself to a different plane of existence. This works like the plane shift spell except hunter can only affect itself and can't use this action to banish an unwilling creature to another plane."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Planar Step",
                    "desc": "Teleports along with any equipment up to 30' to an unoccupied spot it sees. Glowing swirls of elemental energy appear at origin and destination when it uses this."
                }
            ],
            "reactions": [
                {
                    "name": "Parry",
                    "desc": "+ 4 to its AC vs. one melee attack that would hit it if it can see attacker and wielding melee weapon."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Pack Tactics",
                    "desc": "Advantage on attacks vs. creature if 1+ unincapacitated attacker ally is within 5 ft. of target."
                },
                {
                    "name": "Planar Attunement",
                    "desc": "At the start of each of its turns it chooses one of the following damage types: acid cold fire lightning necrotic radiant or thunder. It has resistance to the chosen damage type until start of its next turn."
                },
                {
                    "name": "Planar Weapons",
                    "desc": "Its weapon attacks are magical. When it hits with any weapon weapon deals extra 3d8 damage of the type chosen with Planar Attunement (included below)."
                },
                {
                    "name": "Planes Hunter",
                    "desc": "Has advantage on Wis (Perception) and Wis (Survival) checks to find and track Celestials Fiends and Elementals."
                },
                {
                    "name": "Snaring Blade",
                    "desc": "If it scores a critical hit vs. a creature target can't use any method of extradimensional movement including teleportation or travel to a different plane of existence for 1 min. The creature can make a DC 16 Cha save at the end of each of its turns ending effect on itself on a success."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "In sunlight disadvantage on attacks and Wis (Perception) checks that use sight."
                }
            ],
            "spell_list": [],
            "page_no": 254,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_kobold-planes-hunter/"
        },
        {
            "slug": "living-shade",
            "desc": "",
            "name": "Living Shade",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 12,
            "armor_desc": null,
            "hit_points": 18,
            "hit_dice": "4d8",
            "speed": {
                "walk": 40
            },
            "strength": 6,
            "dexterity": 14,
            "constitution": 10,
            "intelligence": 9,
            "wisdom": 10,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "stealth": 6
            },
            "damage_vulnerabilities": "radiant",
            "damage_resistances": "acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "understands Common but can't speak",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "attack_bonus": 4,
                    "damage_dice": "1d4",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 (1d4) cold damage.",
                    "name": "Shadow Touch"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The living shade can move through a space as narrow as 1 inch wide without squeezing.",
                    "name": "Amorphous"
                },
                {
                    "desc": "While in dim light or darkness, the living shade can take the Hide action as a bonus action.",
                    "name": "Shadow Stealth"
                },
                {
                    "desc": "While in sunlight, the living shade has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.",
                    "name": "Sunlight Sensitivity"
                }
            ],
            "spell_list": [],
            "page_no": 255,
            "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_living-shade/"
        },
        {
            "slug": "idolic-deity",
            "desc": "_This small demonic idol fade into and out of reality. Its elemental will presses on those near as a near-physical pressure._  \n**Relics of Dark Gods.** Idolic deities are found in ancient temples and deserted tombs. They are relics of an elder age and all that remains of the favored children of deceiving dark god— mighty lordlings like Akoman the Evil Thought, Nanghant the Discontented, and Sarvar the Oppressor. Sent to consume the souls of those worshiping gods of light, these beings of shadow and sand labored slowly through corruption of the soul rather than outright war.  \n**Imprisoned Shadow Demons.** The corrupted ancient tribes and their priests began worshiping them as gods, and they forsook their master’s purpose to revel in their pride and vanity until they were struck down for their treachery. They have since wasted to a shadow remnant and been imprisoned in stony idols that barely cling to solidity.  \n**Constructed Nature.** An idolic deity doesn’t require air, food, drink, or sleep.",
            "name": "Idolic Deity",
            "size": "Small",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 90,
            "hit_dice": "12d6+48",
            "speed": {
                "walk": 0,
                "fly": 30
            },
            "strength": 14,
            "dexterity": 20,
            "constitution": 18,
            "intelligence": 10,
            "wisdom": 11,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 3,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "deception": 8,
                "stealth": 8
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "cold; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "telepathy 60 ft.",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The idolic deity uses Seduce the Righteous and makes two slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage plus 18 (4d8) psychic damage.",
                    "attack_bonus": 8,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Seduce the Righteous",
                    "desc": "The idolic deity targets one creature it can see within 30 feet. The target has disadvantage on attack rolls, saving throws, or ability checks (the idolic deity chooses which) until the end of its next turn. A protection from evil and good spell cast on the target prevents this effect, as does a magic circle."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Stealth in darkness",
                    "desc": "The idolic diety gains an additional +3 to Stealth (+11 in total) in dim light or darkness."
                },
                {
                    "name": "Apostasy Aura",
                    "desc": "The idolic deity's presence causes devout followers to doubt their faith. A cleric or paladin that can see the idolic deity and wishes to cast a spell or use a class feature must make a DC 16 Wisdom saving throw. On a failed save, the spell or class feature is spent as if it was used, but it has no effect."
                },
                {
                    "name": "Incorporeal Movement",
                    "desc": "The idolic deity 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": "Shadow Stealth",
                    "desc": "While in dim light or darkness, the idolic deity can take the Hide action as a bonus action."
                }
            ],
            "spell_list": [],
            "page_no": 255,
            "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_idolic-deity/"
        },
        {
            "slug": "giant-grick-a5e",
            "desc": "",
            "name": "Giant Grick",
            "size": "Medium",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 17,
            "armor_desc": "",
            "hit_points": 90,
            "hit_dice": "12d10+24",
            "speed": {
                "walk": 40,
                "climb": 40
            },
            "strength": 20,
            "dexterity": 14,
            "constitution": 14,
            "intelligence": 2,
            "wisdom": 14,
            "charisma": 5,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "damage from nonmagical weapons",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Tentacles",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 20 ft., one or two targets. Hit: 23 (4d8 + 5) bludgeoning damage  and if the target is a creature it makes a DC 16 Strength saving throw. On a failure  the creature is pulled to within 5 feet of the grick and grappled (escape DC 16). Until the grapple ends  the creature is restrained. The grick can grapple up to two Medium or smaller creatures or one Large creature."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Beak",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one creature grappled by the grick. Hit: 14 (2d8 + 5) piercing damage."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Camouflage",
                    "desc": "The grick has advantage on Stealth checks made to hide in rocky terrain."
                },
                {
                    "name": "Spider Climb",
                    "desc": "The grick can use its climb speed even on difficult surfaces and upside down on ceilings."
                }
            ],
            "spell_list": [],
            "page_no": 255,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/mmenag_giant-grick/"
        },
        {
            "slug": "lindwurm-tob1-2023",
            "desc": "False",
            "name": "Lindwurm",
            "size": "Large",
            "type": "Dragon",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 136,
            "hit_dice": "16d10 + 48",
            "speed": {
                "walk": 20
            },
            "strength": 18,
            "dexterity": 20,
            "constitution": 16,
            "intelligence": 6,
            "wisdom": 12,
            "charisma": 8,
            "strength_save": 7,
            "dexterity_save": 8,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 14,
            "skills": {
                "Acrobatics": 8,
                "Athletics": 7,
                "Perception": 4,
                "Stealth": 8
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "False",
            "damage_immunities": "cold",
            "condition_immunities": "paralyzed, unconscious",
            "senses": "darkvision 60 ft., tremorsense 120 ft., passive Perception 14",
            "languages": "Draconic",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The lindwurm makes one Bite attack and two Claw attacks. It can replace its Bite attack with one Constrict attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or contract a disease and be poisoned until the disease is cured. At the end of each long rest, the diseased creature must repeat the saving throw. On a failure, the creature suffers one level of exhaustion and doesn't regain expended Hit Dice from the rest. On a success, the creature's exhaustion level decreases by one, and it regains expended Hit Dice as normal from the rest. If a successful saving throw reduces the diseased creature's level of exhaustion below 1, the creature recovers from the disease, ending it."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage."
                },
                {
                    "name": "Constrict",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the lindwurm can't Constrict another target."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Ice Walk",
                    "desc": "The lindwurm can move across icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement."
                },
                {
                    "name": "Sure-Footed Skater",
                    "desc": "While the lindwurm is on snow or ice, it has advantage on Strength and Dexterity saving throws made against effects that would knock it prone."
                }
            ],
            "spell_list": [],
            "page_no": 255,
            "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_lindwurm/"
        },
        {
            "slug": "manggus",
            "desc": "A multi-headed horror tears out of the body of this tusked, ogre-like brute._  \nManggus are ogre-like shapeshifters that join with tribes of Open Game License",
            "name": "Manggus",
            "size": "Large",
            "type": "Giant",
            "subtype": "shapechanger",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 14,
            "armor_desc": "hide armor",
            "hit_points": 127,
            "hit_dice": "15d10+45",
            "speed": {
                "walk": 30
            },
            "strength": 18,
            "dexterity": 14,
            "constitution": 16,
            "intelligence": 8,
            "wisdom": 7,
            "charisma": 9,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "intimidation": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "frightened",
            "senses": "darkvision 60 ft., passive Perception 8",
            "languages": "Common, Giant",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "In hydra form, the manggus makes as many bite attacks as it has heads. In giant form, it makes two greataxe attacks."
                },
                {
                    "name": "Bite (Hydra Form Only)",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "1d10+4"
                },
                {
                    "name": "Greataxe (Giant Form Only)",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d12+4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Roaring Transformation",
                    "desc": "When the manggus changes from its true form into its hydra form, it unleashes a mighty roar. Each creature within 30 feet of it and that can hear the roar must succeed on a DC 15 Wisdom saving throw or be frightened until the end of its next turn. If the target fails the saving throw by 5 or more, it is also paralyzed until the end of its next turn. If a creature's saving throw is successful, it is immune to the Roaring Transformation of all manggus for the next 24 hours."
                },
                {
                    "name": "Shapechanger",
                    "desc": "The manggus can use its action to polymorph into a Large, three-headed hydra, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. The manggus reverts to its true form if it dies."
                },
                {
                    "name": "Three-Headed (Hydra Form Only)",
                    "desc": "The manggus has three heads. While it has more than one head, the manggus has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.\n\nWhenever the manggus takes 15 or more damage in a single turn, one of its heads dies. If all its heads die and the manggus still lives, the manggus immediately reverts to its true form and can't change into its hydra form again until it finishes a long rest.\n\nAt the end of its turn, the manggus regrows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The manggus regains 5 hp for each head regrown in this way."
                }
            ],
            "spell_list": [],
            "page_no": 256,
            "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_manggus/"
        },
        {
            "slug": "light-cavalry",
            "desc": "",
            "name": "Light Cavalry",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "dragonborn",
            "group": null,
            "alignment": "lawful neutral",
            "armor_class": 14,
            "armor_desc": "leather, shield",
            "hit_points": 39,
            "hit_dice": "6d8+12",
            "speed": {
                "walk": 30
            },
            "strength": 15,
            "dexterity": 12,
            "constitution": 15,
            "intelligence": 8,
            "wisdom": 14,
            "charisma": 9,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "athletics": 4,
                "perception": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "fire",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 14",
            "languages": "Common, Draconic",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "attack_bonus": 4,
                    "damage_dice": "1d6+2",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.",
                    "name": "Cavalry Saber"
                },
                {
                    "attack_bonus": 3,
                    "damage_dice": "1d6+1",
                    "desc": "Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage.",
                    "name": "Shortbow"
                },
                {
                    "desc": "The dragonborn breathes fire in a 15-foot cone. All creatures in that area must make a DC 12 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.",
                    "name": "Fire Breath (Recharges after a Short or Long Rest)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "While mounted, the dragonborn has advantage on melee weapon attacks against creatures that are Medium or smaller and are not mounted.",
                    "name": "Infantry Slayer"
                },
                {
                    "desc": "While mounted, the dragonborn's mount can't be charmed or frightened.",
                    "name": "Mounted Warrior"
                }
            ],
            "spell_list": [],
            "page_no": 256,
            "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_light-cavalry/"
        },
        {
            "slug": "living-star",
            "desc": "",
            "name": "Living Star",
            "size": "Huge",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "any alignment",
            "armor_class": 19,
            "armor_desc": "natural armor",
            "hit_points": 207,
            "hit_dice": "18d12+90",
            "speed": {
                "fly": 60,
                "walk": 0
            },
            "strength": 24,
            "dexterity": 22,
            "constitution": 21,
            "intelligence": 21,
            "wisdom": 19,
            "charisma": 22,
            "strength_save": null,
            "dexterity_save": 12,
            "constitution_save": 11,
            "intelligence_save": null,
            "wisdom_save": 10,
            "charisma_save": null,
            "perception": 10,
            "skills": {
                "acrobatics": 12,
                "insight": 10,
                "perception": 10,
                "persuasion": 12
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "necrotic, poison, radiant",
            "condition_immunities": "charmed, frightened, poisoned, stunned",
            "senses": "truesight 120 ft., passive Perception 20",
            "languages": "Celestial, Common",
            "challenge_rating": "19",
            "cr": 19.0,
            "actions": [
                {
                    "desc": "The living star makes three starflare attacks. It can use its Silvered Ray in place of one starflare attack.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 13,
                    "damage_dice": "3d8+7",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage plus 14 (4d6) radiant damage.",
                    "name": "Starflare"
                },
                {
                    "attack_bonus": 12,
                    "damage_dice": "4d10+6",
                    "desc": "Ranged Spell Attack: +12 to hit, range 150 ft., one target. Hit: 28 (4d10 + 6) radiant damage, and the target must succeed on a DC 19 Charisma saving throw or be stunned until the end of its next turn.",
                    "name": "Silvered Ray"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The living star has advantage on saving throws against spells and other magical effects.",
                    "name": "Magic Resistance"
                },
                {
                    "desc": "As a bonus action, the living star can change its size. This trait works like the enlarge/reduce spell, except it deals 2d4 extra damage when enlarged and 2d4 less damage when reduced.",
                    "name": "Resize"
                },
                {
                    "desc": "A creature that starts its turn within 30 feet of the living star must make a DC 19 Intelligence saving throw. On a failed save, the creature is blinded for 1 minute. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the living star's Starshine for the next 24 hours.",
                    "name": "Starshine"
                },
                {
                    "desc": "When a living star dies, it erupts, and each creature within 30 feet of it must make a DC 19 Dexterity saving throw, taking 56 (16d6) radiant damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hp by this damage dies.",
                    "name": "Supernova"
                }
            ],
            "spell_list": [],
            "page_no": 256,
            "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_living-star/"
        },
        {
            "slug": "imy-ut-ushabti",
            "desc": "_These tomb guardians walk their rounds silently, an ornate sword in its hand. Glittering scarabs scurry from under their deformed and yellowed linen wrappings._  \n**Willing Sacrifices.** The undying servants of the god‑kings and queens of ancient times, the imy-ut ushabti guard the tombs of their masters and shepherd them toward their eventual awakening. Generals, trusted advisors, and close allies of their god-king willingly accompanied their dying lords into the afterlife through a horrifying transformation. Still alive, they are tightly bound in linens and sealed within a sarcophagus among a swarm of flesh‑eating scarabs that, over a period of days to weeks, fully consumed their bodies. The servant’s devotion to their task and the anguish of their passing transforms the scarab colony and animates the funerary wrappings to carry on the imy-ut’s duty.  \n**Scarab Mummies.** From a distance, the imy-ut ushabti are indistinguishable from the mummified form of their master, betrayed only by the reserved ornamentation of their lacquered armor and the ripples of movement beneath their wrappings from the mass of scarabs beneath it.  \n**Warding Triads.** Traditionally, imy‑ut ushabti appear only in triads—the warden, charged with ensuring the death sleep of their god‑queen is uninterrupted; the steward, tasked with escorting their master back from the land of the dead; and the herald, proclaiming their lord’s return to the world of the living.",
            "name": "Imy-Ut Ushabti",
            "size": "Medium",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 15,
            "armor_desc": "chain shirt",
            "hit_points": 97,
            "hit_dice": "15d8+30",
            "speed": {
                "walk": 30
            },
            "strength": 17,
            "dexterity": 14,
            "constitution": 15,
            "intelligence": 6,
            "wisdom": 10,
            "charisma": 5,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 2,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "fire",
            "damage_resistances": "bludgeoning",
            "damage_immunities": "",
            "condition_immunities": "exhaustion, frightened",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "Common (Ancient Nurian)",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Ceremonial Greatsword",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) slashing damage, and the target must make a successful DC 13 Constitution saving throw or take 5 (2d4) poison damage at the start of each of its turns. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                    "attack_bonus": 5,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Vomit Swarm (1/Day)",
                    "desc": "The imy-ut ushabti parts its wrappings voluntarily and releases a swarm of scarab beetles that follow its mental commands. The statistics of this swarm are identical to a swarm of insects, but with the following attack instead of a swarm of insects' standard bite attack:"
                },
                {
                    "name": "Bites",
                    "desc": "Melee Weapon Attack: +3 to hit, reach 0 ft., one creature. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer, and the target must make a successful DC 13 Constitution saving throw or take 5 (2d4) poison damage at the start of each of its turns. 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": 3,
                    "damage_dice": "4d4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Regeneration",
                    "desc": "The imy-ut ushabti regains 5 hit points at the start of its turn if it has at least 1 hit point."
                },
                {
                    "name": "Rent wrappings",
                    "desc": "A creature that touches or deals slashing or piercing damage to an imy-ut ushabti while within 5 feet of the creature shreds its delicate linen wrappings, releasing a flurry of skittering scarabs. The attacking creature must make a DC 12 Dexterity saving throw to avoid them. On a failure, these beetles flow onto the attacker and deal 3 (1d6) piercing damage to it at the start of each of its turns. A creature can remove beetles from itself or from another affected creature within reach by using an action and making a successful DC 12 Dexterity saving throw. The beetles are also destroyed if the affected creature takes damage from an area effect."
                }
            ],
            "spell_list": [],
            "page_no": 256,
            "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_imy-ut-ushabti/"
        },
        {
            "slug": "flying-lion-a5e",
            "desc": "",
            "name": "Flying Lion",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 12,
            "armor_desc": "",
            "hit_points": 57,
            "hit_dice": "6d10+24",
            "speed": {
                "walk": 30,
                "fly": 80
            },
            "strength": 18,
            "dexterity": 14,
            "constitution": 18,
            "intelligence": 2,
            "wisdom": 16,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "perception": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 15",
            "languages": "",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The griffon attacks once with its beak and once with its talons."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage."
                },
                {
                    "name": "Talons",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage  or 11 (2d6 + 4) slashing damage if the griffon started its turn at least 20 feet above the target  and the target is grappled (escape DC 14). Until this grapple ends  the griffon can't attack a different target with its talons."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Keen Smell",
                    "desc": "The flying lion has advantage on Perception checks that rely on smell."
                }
            ],
            "spell_list": [],
            "page_no": 256,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/mmenag_flying-lion/"
        },
        {
            "slug": "griffon-a5e",
            "desc": "",
            "name": "Griffon",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 12,
            "armor_desc": "",
            "hit_points": 57,
            "hit_dice": "6d10+24",
            "speed": {
                "walk": 30,
                "fly": 80
            },
            "strength": 18,
            "dexterity": 14,
            "constitution": 18,
            "intelligence": 2,
            "wisdom": 16,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "perception": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 15",
            "languages": "",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The griffon attacks once with its beak and once with its talons."
                },
                {
                    "name": "Beak",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage."
                },
                {
                    "name": "Talons",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage  or 11 (2d6 + 4) slashing damage if the griffon started its turn at least 20 feet above the target  and the target is grappled (escape DC 14). Until this grapple ends  the griffon can't attack a different target with its talons."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Keen Sight",
                    "desc": "The griffon has advantage on Perception checks that rely on sight."
                }
            ],
            "spell_list": [],
            "page_no": 256,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/mmenag_griffon/"
        },
        {
            "slug": "liosalfar-tob1-2023",
            "desc": "False",
            "name": "Liosalfar",
            "size": "Large",
            "type": "Elemental",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral",
            "armor_class": 17,
            "armor_desc": "",
            "hit_points": 132,
            "hit_dice": "24d10",
            "speed": {
                "walk": 60
            },
            "strength": 10,
            "dexterity": 25,
            "constitution": 10,
            "intelligence": 18,
            "wisdom": 18,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 4,
            "intelligence_save": 8,
            "wisdom_save": 8,
            "charisma_save": 5,
            "perception": 18,
            "skills": {
                "Arcana": 8,
                "Insight": 8,
                "Perception": 8
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison, psychic, radiant",
            "condition_immunities": "blinded, charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious",
            "senses": "truesight 120 ft., passive Perception 18",
            "languages": "Common, Celestial, Elvish, Giant",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The liosalfar makes two Radiant Touch or Ray of Light attacks. If both Radiant Touch attacks hit one creature, the target must succeed on a DC 16 Constitution saving throw or be stunned until the end of its next turn."
                },
                {
                    "name": "Radiant Touch",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 29 (4d10 + 7) radiant damage."
                },
                {
                    "name": "Ray of Light",
                    "desc": "Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 31 (6d8 + 4) radiant damage, and the target must succeed on a DC 16 Constitution saving throw or be blinded until the end of its next turn."
                },
                {
                    "name": "Mesmerizing Radiance",
                    "desc": "The liosalfar causes the light radiating from its body to shift color and pattern in a spellbinding display. Each creature within 60 feet of the liosalfar and that can see it must succeed on a DC 16 Wisdom saving throw or be charmed until the display ends. The liosalfar must take a bonus action on its subsequent turns to continue the display. It can stop the display at any time, and the display ends if the liosalfar is incapacitated. While charmed by the liosalfar's display, a creature is also incapacitated, and its speed is reduced to 0, as it is transfixed by the display. The effect ends for a charmed creature if it takes any damage or if someone uses an action to shake the creature out of its stupor."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Darkness Hypersensitivity",
                    "desc": "The liosalfar takes 15 necrotic damage when it starts its turn in magical darkness. While in magical darkness, it has disadvantage on attack rolls and ability checks."
                },
                {
                    "name": "Elemental Nature",
                    "desc": "The liosalfar doesn't require air, food, drink, or sleep."
                },
                {
                    "name": "Inscrutable",
                    "desc": "The liosalfar 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 liosalfar's intentions or sincerity have disadvantage."
                },
                {
                    "name": "Light Form",
                    "desc": "The liosalfar can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. In addition, it sheds bright light in a 10- to 30-foot radius and dim light for an additional number of feet equal to the chosen radius. The liosalfar can alter the radius as a bonus action."
                }
            ],
            "spell_list": [],
            "page_no": 256,
            "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_liosalfar/"
        },
        {
            "slug": "mari-lwyd",
            "desc": "A skeletal mare speaks in constant rhyme, its jaws moving as if something were puppeteering it._  \n**Unwelcome Lodger.** A mari lwyd seeks entry into a home, where it demands to be treated as if it were a guest. Though it doesn’t require food, drink, or sleep, it consumes as much as a horse of its size and requires bedding that is comfortable, clean, and large enough to suit its frame. Despite its apparently baleful nature, the mari lwyd does not seek to harm its hosts, physically or financially, and demands only what they can comfortably provide. It defends itself if attacked, reciting rhymes beseeching its hosts to calm themselves.  \nA mari lwyd may accompany itself with a “retinue” of skeletons. It refuses to animate zombies, because it doesn’t wish to trouble its hosts with the smell of rotting flesh. It also politely refuses hospitality on the behalf of its cohorts.  \n**Expelled by Rhyme.** Other than through its physical destruction, the only way to rid oneself of a mari lwyd is to win a rhyming battle. It speaks only in rhyme, often changing languages for the best rhyme scheme between verses, which may provide a clue to those inconvenienced by the mari lwyd. It is especially appreciative of clever rhymes. The mari lwyd usually incorporates winning rhymes into its repertoire. Should a mari lwyd revisit a location, the inhabitants must come up with an even better rhyme to oust the creature.  \nThe mari lwyd takes more conventional methods of turning away undead as an affront. If affected by a cleric’s turning attempt, it leaves for the duration and waits for the cleric to exit the premises before returning and increasing its demands for hospitality.  \n**Undead Nature.** A mari lwyd doesn’t require air, food, drink, or sleep.",
            "name": "Mari Lwyd",
            "size": "Large",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 66,
            "hit_dice": "7d10+28",
            "speed": {
                "walk": 40
            },
            "strength": 16,
            "dexterity": 13,
            "constitution": 19,
            "intelligence": 10,
            "wisdom": 14,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 4,
            "perception": null,
            "skills": {
                "intimidation": 4,
                "performance": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic",
            "damage_immunities": "poison",
            "condition_immunities": "exhaustion, frightened, poisoned, unconscious",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Common, Draconic, Elvish, Giant, Primordial",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The mari lwyd makes one bite attack and one hooves attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "2d8+3"
                },
                {
                    "name": "Hooves",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) bludgeoning damage.",
                    "attack_bonus": 5,
                    "damage_dice": "2d6+3"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Turn Resistance",
                    "desc": "The mari lwyd has advantage on saving throws against any effect that turns undead."
                },
                {
                    "name": "Turned by Rhyme",
                    "desc": "A creature can use its action to formally challenge the mari lwyd to a duel of rhymes. If no creature attacks the mari lwyd until the beginning of its next turn, it uses its action to recite a rhyme. The challenger must respond to the rhyme and succeed on a DC 14 Charisma (Performance) check. On a success, the mari lwyd is treated as if it is turned for 1 minute or until it takes damage."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The mari lwyd's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\nAt will: chill touch, mage hand\n3/day each: animate dead, hideous laughter, suggestion"
                }
            ],
            "spell_list": [],
            "page_no": 257,
            "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_mari-lwyd/"
        },
        {
            "slug": "lou-carcolh",
            "desc": "",
            "name": "Lou Carcolh",
            "size": "Medium",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 78,
            "hit_dice": "12d8+24",
            "speed": {
                "climb": 10,
                "swim": 20,
                "walk": 30
            },
            "strength": 15,
            "dexterity": 14,
            "constitution": 14,
            "intelligence": 3,
            "wisdom": 10,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "perception": 2,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "tremorsense 60 ft., passive Perception 12",
            "languages": "-",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "attack_bonus": 4,
                    "damage_dice": "2d8+2",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage and 2 (1d4) poison damage and the target must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn.",
                    "name": "Bite"
                },
                {
                    "attack_bonus": 4,
                    "damage_dice": "3d10",
                    "desc": "Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 16 (3d10) poison damage.",
                    "name": "Spit Venom"
                },
                {
                    "desc": "Melee Weapon Attack: +4 to hit, reach 60 ft., one target. Hit: The target is restrained and the lou carcolh can't use the same sticky tongue on another target.",
                    "name": "Sticky Tongue"
                },
                {
                    "desc": "The lou carcolh pulls in each creature of Large size or smaller who is restrained by one of its sticky tongues. The creature is knocked prone and dragged up to 30 feet towards the lou carcolh. If a creature is dragged within 5 feet of the lou carcolh, it can make one bite attack against the creature as a bonus action.",
                    "name": "Reel"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "Given half an hour, the lou carcolh can extend its 6 sticky tongues up to 60 feet from itself. A creature who touches one of these tongues must succeed on a DC 13 Dexterity saving throw or be restrained as it adheres to the tongue. The tongues can be attacked (AC 12, 10 hp), and any damage done to a tongue is also done to the lou carcolh. Killing a tongue ends the restrained condition, and the lou carcolh can't use that tongue for for the next 24.",
                    "name": "Sticky Tongues"
                },
                {
                    "desc": "For 1 minute, the lou carcolh leaves a slime trail behind it as it moves. The slime creates difficult terrain, and any creature walking through it must succeed on a DC 13 Dexterity (Acrobatics) check or fall prone. The slime remains effective for 1 hour.",
                    "name": "Slime Trail (1/Day)"
                }
            ],
            "spell_list": [],
            "page_no": 257,
            "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_lou-carcolh/"
        },
        {
            "slug": "isonade",
            "desc": "_The isonade’s gargantuan thrashing tail is lined with cruelly hooked barbs, and it delights in destruction. When it approaches a coastal village, its tail shoots high into the air from beneath the waves, and it smashes all ships, docks, and nets in its path._  \n**Coastal Destroyer.** The isonade is a beast of destruction, sweeping away entire islands and villages. It wrecks seaside communities with battering winds and carves coastlines with its powerful magic. Though not very intelligent, it singles out a community and tries to lure residents into the waves with its animal messenger ability, sending gulls bearing confused riddles, grand promises, and eerie noises to the townsfolk.  \n**Ocean Sacrifices.** When coastal villagers suffered from a hurricane or tsunami, they fell back on folklore and blamed the stirrings of the dreaded isonade. To some, appeasing a leviathan such as this makes sense. Some say that a degenerate group seeks to draw the beast forth by sailing from sight of land and dumping a long chain of bound and screaming sacrifices into the lightless depths of the sea.  \n**Enormous Age and Size.** The isonade is more than 45 feet long. The beast’s age is unknown, and many coastal bards tell some version of the legend—some believe it is the last of its kind, others believe that a small group of isonade remains.",
            "name": "Isonade",
            "size": "Gargantuan",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 222,
            "hit_dice": "12d20+96",
            "speed": {
                "swim": 100
            },
            "strength": 30,
            "dexterity": 14,
            "constitution": 26,
            "intelligence": 6,
            "wisdom": 18,
            "charisma": 8,
            "strength_save": 14,
            "dexterity_save": null,
            "constitution_save": 12,
            "intelligence_save": null,
            "wisdom_save": 8,
            "charisma_save": null,
            "perception": 8,
            "skills": {
                "athletics": 14,
                "perception": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "ability damage/drain",
            "condition_immunities": "",
            "senses": "darkvision 90 ft., passive Perception 18",
            "languages": "understands Aquan and Elvish, but cannot speak",
            "challenge_rating": "14",
            "cr": 14.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The isonade makes one tail slap attack and one bite attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 42 (5d12 + 10) piercing damage and the target is grappled (escape DC 20). If the target was already grappled from a previous bite, it's also swallowed whole (see below).",
                    "attack_bonus": 14,
                    "damage_dice": "5d12+10"
                },
                {
                    "name": "Tail Slap",
                    "desc": "Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 31 (6d6 + 10) bludgeoning damage.",
                    "attack_bonus": 14,
                    "damage_dice": "6d6"
                },
                {
                    "name": "Breach",
                    "desc": "The isonade leaps out of the water to crash down onto a target with devastating effect. The isonade must move 30 feet in a straight line toward its target before jumping. When jumping, the isonade travels up to 30 feet through the air before landing. Any creature occupying the space where the isonade lands takes 76 (12d10 + 10) bludgeoning damage and becomes submerged 10 feet below the surface of the water. Targets that make a successful DC 20 Strength saving throw take half damage and are not submerged, but are moved to the nearest unoccupied space. Boats and structures are not immune to this attack."
                },
                {
                    "name": "Swallow Whole",
                    "desc": "When the isonade's bite attack hits a target grappled from a previous bite attack, the target is also swallowed. The grapple ends, but the target is blinded and restrained, it has total cover against attacks and other effects outside the isonade, and it takes 36 (8d8) acid damage at the start of each of the isonade's turns. An isonade can have two Large, four Medium, or six Small creatures swallowed at a time. If the isonade takes 40 damage or more from a swallowed creature in a single turn, it must succeed on a DC 20 Constitution saving throw or regurgitate all swallowed creatures, which fall prone within 10 feet of the isonade. If the isonade dies, a swallowed creature is no longer restrained by it and can escape by using 20 feet of movement, exiting prone."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Atmospheric Immunity",
                    "desc": "The isonade can comfortably exist at any level of the sea and suffers no penalties at any depth."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The isonade has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Water Breathing",
                    "desc": "The isonade can breathe only underwater."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the isonade's innate spellcasting ability is Wisdom (spell save DC 16). It can innately cast the following spells, requiring no material components:\n\nat will: animal messenger\n\n3/day each: control water, earthquake\n\n1/day each: control weather, storm of vengeance, tsunami"
                }
            ],
            "spell_list": [],
            "page_no": 257,
            "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_isonade/"
        },
        {
            "slug": "livingwick-tob1-2023",
            "desc": "False",
            "name": "Living Wick",
            "size": "Small",
            "type": "Construct",
            "subtype": "",
            "group": "null",
            "alignment": "Unaligned",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 28,
            "hit_dice": "8d6",
            "speed": {
                "walk": 20
            },
            "strength": 14,
            "dexterity": 10,
            "constitution": 10,
            "intelligence": 5,
            "wisdom": 5,
            "charisma": 5,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 7,
            "skills": {},
            "damage_vulnerabilities": "fire",
            "damage_resistances": "False",
            "damage_immunities": "poison, psychic",
            "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "passive Perception 7",
            "languages": "understands the languages of its creator but can’t speak",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage."
                },
                {
                    "name": "Consuming Inferno",
                    "desc": "The living wick's controller can command the living wick to rapidly burn through the remains of its wick, creating a devastating ball of fire. Each creature within 20 feet of the living wick must make a DC 12 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects in the area and that aren't being worn or carried ignite. The living wick then dies, becoming a lifeless puddle of wax."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Construct Nature",
                    "desc": "The living wick doesn't require air, food, drink, or sleep."
                },
                {
                    "name": "Wick-Powered",
                    "desc": "The living wick is inactive and unconscious while its wick is unlit. When its wick is lit, it obeys the commands of the creature that lit the wick, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The living wick's hp maximum is reduced by 2 (1d4) for every 24 hours it remains lit and active, and no effect short of a wish spell can remove this reduction. The living wick dies when its hp maximum is reduced to 0."
                }
            ],
            "spell_list": [],
            "page_no": 257,
            "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_living-wick/"
        },
        {
            "slug": "kobold-sapper",
            "desc": "",
            "name": "Kobold, Sapper",
            "size": "Small",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "lawful neutral",
            "armor_class": 15,
            "armor_desc": "studded leather",
            "hit_points": 66,
            "hit_dice": "12d6+24",
            "speed": {
                "walk": 30,
                "burrow": 10
            },
            "strength": 7,
            "dexterity": 16,
            "constitution": 15,
            "intelligence": 16,
            "wisdom": 12,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 1,
            "skills": {
                "perception": 1
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60', passive Perception 13",
            "languages": "Common, Draconic",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "3 Mining Picks. Can replace 1 with Throw Explosive."
                },
                {
                    "name": "Mining Pick",
                    "desc": "Melee Weapon Attack: +5 to hit, 5 ft., one target, 6 (1d6+3) piercing damage. "
                },
                {
                    "name": "Throw Explosive",
                    "desc": "Throws a minor explosive at one creature it can see within 30' of it. Target: 9 (2d8) force and is knocked prone (DC 13 Dex half damage and isn't knocked prone)."
                },
                {
                    "name": "Explosive Charge (Recharge 5-6)",
                    "desc": "Throws a powerful explosive at a point it can see on the ground within 60' of it. Each creature within 15 ft. of that point: 9 (2d8) fire and 9 (2d8) force and is pushed up to 10 ft. away from the point and knocked prone (DC 13 Dex half damage and isn't pushed or knocked prone). If creature fails save by 5+ it is also deafened for 1 min. Alternatively sapper can place the explosive in a space within 5 ft. of it and delay the explosion until end of sapper's next turn or when a creature moves to a space within 5 ft. of the explosive whichever happens first."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Crafty",
                    "desc": "The sapper has advantage on ability checks made to pick locks or to detect disarm or set traps."
                },
                {
                    "name": "Evasion",
                    "desc": "If subject to effect that allows Dex save for half damage takes no damage on success and only half if it fails."
                },
                {
                    "name": "Pack Tactics",
                    "desc": "Advantage on attacks vs. creature if 1+ unincapacitated attacker ally is within 5 ft. of target."
                },
                {
                    "name": "Siege Monster",
                    "desc": "Double damage to objects/structures."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "In sunlight disadvantage on attacks and Wis (Perception) checks that use sight."
                }
            ],
            "spell_list": [],
            "page_no": 257,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_kobold-sapper/"
        },
        {
            "slug": "hoard-drake",
            "desc": "A plump, wingless drake with golden scales and glowing amber eyes lounges on a pile of treasure. When it opens its crooked mouth, molten gold drips from its jaws._  \n**Avarice Personified.** Hoard drakes are perhaps the most avaricious and lazy of all dragonkind, spending their days lying on huge mounds of copper, silver, and gold pieces, rarely—if ever—venturing out of their lairs. Hoard drakes feed irregularly, gorging themselves on metals, minerals, and the occasional dwarf or goat when hunger finally gets the better of them. Hoard drakes are almost as vain as they are greedy and meticulously clean their scales to a polished gleam that matches their golden treasure. Hoard drakes lust after the hoards of true dragons and sometimes attack small dragons to steal their treasure or take over their lairs.  \n**Robbers Beware.** Strangely, hoard drakes are docile creatures that are open to conversation with visitors. However, hoard drakes are roused to terrible anger when even the smallest portion of their treasure is taken. At such times, a hoard drake leaves its lair to relentlessly pursue the thief, not resting until its treasure is reclaimed and the offending party is slain and eaten. A hoard drake never gives up any part of its hoard unless threatened with certain death. Even then, it doesn’t rest until the indignity it has suffered has been repaid in full.",
            "name": "Hoard Drake",
            "size": "Large",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 147,
            "hit_dice": "14d10+70",
            "speed": {
                "walk": 40
            },
            "strength": 18,
            "dexterity": 7,
            "constitution": 20,
            "intelligence": 16,
            "wisdom": 10,
            "charisma": 12,
            "strength_save": 7,
            "dexterity_save": null,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "arcana": 6,
                "history": 6,
                "nature": 6,
                "perception": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "fire",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., passive Perception 13",
            "languages": "Common, Draconic",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The hoard drake makes three attacks: one with its bite and two with its claws."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "3d8+4"
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "3d6+4"
                },
                {
                    "name": "Midas Breath (Recharge 6)",
                    "desc": "The hoard drake spits molten gold in a 30-foot cone. Each creature in the area must make a DC 16 Dexterity saving throw. On a failure, a creature takes 36 (8d8) fire damage and the gold clings to it. On a success, a creature takes half the damage and the gold doesn't cling to it. A creature with gold clinging to it has its speed halved until it takes an action to scrape off the gold.\n\nThe gold produced by Midas Breath can be collected once it has cooled, providing roughly 50 gp worth of gold dust and scraps each time it spits molten gold."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Miser's Fury",
                    "desc": "The hoard drake knows the scent of every coin, gem and item of value in its hoard. The drake has advantage on Wisdom (Perception and Survival) checks to find and track its hoard. In addition, it has advantage on attack rolls against a creature if the creature is in possession of any portion of its hoard."
                },
                {
                    "name": "Treasure Sense",
                    "desc": "A hoard drake can pinpoint, by scent, the location of precious metals and minerals, such as coins and gems, within 60 feet of it. In addition, it can differentiate between various types of metals and minerals and can determine if the metal or mineral is magical."
                }
            ],
            "spell_list": [],
            "page_no": 258,
            "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_hoard-drake/"
        }
    ]
}