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

GET /monsters/?format=api&ordering=strength_save&page=18
HTTP 200 OK
Allow: GET, HEAD, OPTIONS
Content-Type: application/json
Vary: Accept

{
    "count": 3207,
    "next": "https://api.open5e.com/monsters/?format=api&ordering=strength_save&page=19",
    "previous": "https://api.open5e.com/monsters/?format=api&ordering=strength_save&page=17",
    "results": [
        {
            "slug": "iaaffrat",
            "desc": "",
            "name": "Ia'affrat",
            "size": "Large",
            "type": "Elemental",
            "subtype": "Swarm",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 170,
            "hit_dice": "20d10+60",
            "speed": {
                "hover": true,
                "walk": 5,
                "fly": 40
            },
            "strength": 3,
            "dexterity": 21,
            "constitution": 16,
            "intelligence": 20,
            "wisdom": 18,
            "charisma": 23,
            "strength_save": null,
            "dexterity_save": 10,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": 9,
            "charisma_save": 11,
            "perception": 9,
            "skills": {
                "arcana": 10,
                "deception": 11,
                "insight": 9,
                "perception": 9,
                "persuasion": 11
            },
            "damage_vulnerabilities": "cold",
            "damage_resistances": "",
            "damage_immunities": "fire, poison; bludgeoning, piercing, slashing",
            "condition_immunities": "charmed, frightened, paralyzed, petrified, prone, poisoned, restrained, stunned",
            "senses": "blindsight 10 ft., darkvision 120 ft., passive Perception 19",
            "languages": "Common, Draconic, Infernal, Primordial",
            "challenge_rating": "15",
            "cr": 15.0,
            "actions": [
                {
                    "name": "Bites",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 0 ft., one creature in the swarm's space. Hit: 21 (6d6) piercing damage plus 14 (4d6) fire damage plus 14 (4d6) poison damage, or 10 (3d6) piercing damage plus 7 (2d6) fire damage plus 7 (2d6) poison damage if Ia'Affrat has half of its hit points or fewer. The target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 minute. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                    "attack_bonus": 10,
                    "damage_dice": "6d6"
                },
                {
                    "name": "Smoke Jump",
                    "desc": "Ia'Affrat can travel instantly to a space in sight where there's smoke."
                },
                {
                    "name": "Whirlwind (Recharge 4-6)",
                    "desc": "Each creature in Ia'Affrat's space must make a DC 18 Strength saving throw. Each creature that fails takes 28 (8d6) bludgeoning damage plus 14 (4d6) fire damage plus 14 (4d6) poison damage and is flung up 20 feet away from Ia'Affrat in a random direction and knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it traveled. If the target collides with another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Elemental Swarm",
                    "desc": "Ia'Affrat can occupy another creature's space\n\nand vice versa, and the swarm can move through any opening\n\nlarge enough for a Tiny insect"
                },
                {
                    "name": "Magic Resistance",
                    "desc": "Ia'Affrat has advantage on saving throws against spells and other magical effects"
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "Ia'Affrat's spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). Ia'Affrat can innately cast the following spells, requiring no material components:\n\nat will: fire bolt, poison spray\n\n3/day each: burning hands, invisibility, ray of enfeeblement, ray of sickness\n\n1/day each: bestow curse, contagion, harm, insect plague, fireball"
                },
                {
                    "name": "Inhabit",
                    "desc": "Ia'Affrat can enter the body of an incapacitated or dead creature by crawling into its mouth and other orifices. Inhabiting requires 1 minute, and the victim must be Small, Medium, or Large. If Ia'Affrat inhabits a dead body, it can animate it and control its movements, effectively becoming a zombie for as long as it remains inside. Ia'Affrat can abandon the body as an action. Attacks against the host deal half damage to Ia'Affrat as well, but Ia'Affrat's resistances and immunities still apply against this damage. In a living victim, Ia'Affrat can control the victim's movement and actions as if using dominate monster (save DC 19) on the victim. Ia'Affrat can consume a living victim; the target takes 5 (2d4) necrotic damage per hour while Ia'Affrat inhabits its body, and Ia'Affrat regains hit points equal to the damage dealt. When inhabiting a body, Ia'Affrat can choose to have any spell it casts with a range of self, target the inhabited body rather than itself. The skin of a creature inhabited by Ia'Affrat crawls with the forms of the insects inside. Ia'Affrat can hide this telltale sign with a Charisma (Deception) check against a viewer's passive Insight. A greater restoration spell or comparable magic forces Ia'Affrat to abandon the host."
                },
                {
                    "name": "Smoke Shroud",
                    "desc": "Ia'Affrat is shrouded in a 5-foot-radius cloud of dark smoke. This area is lightly obscured to creatures other than Ia'Affrat. Any creature that needs to breathe that begins its turn in the area must make a successful DC 16 Constitution saving throw or be stunned until the end of its turn."
                }
            ],
            "spell_list": [],
            "page_no": 98,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_iaaffrat/"
        },
        {
            "slug": "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": "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": "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": "ink-devil",
            "desc": "_This small devil wears a small red hat. A wicked grin flashes black teeth, and the creature nervously wrings its hands, baring long, needle-like claws._  \nInk devils have small, pursed mouths and long, thin, bony fingers. Their nails resemble quills. Their heads are often bald or shaved in a monastic tonsure, and they have two small horns, no larger than an acorn. Their skin tends toward walnut, indigo, and black tones, though the eldest are as pale as parchment. They often wear robes and carry scroll cases, and many consider Titivillus the greatest of arch-devils.  \n**Cowards at Heart.** Ink devils are talkers and cowards. They prefer chatting, whining, and pleading to any form of combat. When they are forced to fight, they prefer to hide behind other devils. They force lesser devils, like lemures, to fight for them while they use teleportation, invisibility, and their ability to disrupt the concentration of spellcasters to harry the opposition.  \n**False Gifts.** They often give strangers false gifts, like letters of credit, charters, or scholarly papers inscribed with a glyph of warding to start combat.  \n**Bibliophiles and Bookworms.** Ink devils live in libraries and scriptoria in the hells and related planes. Their speed and keen vision make them excellent accountants, record keepers, translators, and note takers. They cannot be trusted, and they delight in altering documents for their own amusement or in their master’s service.",
            "name": "Ink Devil",
            "size": "Small",
            "type": "Fiend",
            "subtype": "devil",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 14,
            "armor_desc": "",
            "hit_points": 54,
            "hit_dice": "12d6+12",
            "speed": {
                "walk": 30
            },
            "strength": 12,
            "dexterity": 18,
            "constitution": 12,
            "intelligence": 20,
            "wisdom": 8,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "arcana": 9,
                "deception": 8,
                "history": 9,
                "stealth": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "fire, poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 120 ft., passive Perception 9",
            "languages": "Celestial, Common, Draconic, Infernal; telepathy (120 ft.)",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "3d6"
                },
                {
                    "name": "Disrupt Concentration",
                    "desc": "Their sharp, shrill tongues and sharper claws make ink devils more distracting than their own combat prowess might indicate. As a bonus action, an ink devil can force a single foe within 30 feet of the ink devil to make a DC 13 Wisdom saving throw or lose concentration until the beginning of the target's next turn."
                },
                {
                    "name": "Corrupt Scroll",
                    "desc": "An ink devil can corrupt the magic within any scroll by touch. Any such corrupted scroll requires a DC 13 Intelligence saving throw to use successfully. If the check fails, the scroll's spell affects the caster if it is an offensive spell, or it affects the nearest devil if it is a beneficial spell."
                },
                {
                    "name": "Devil's Mark",
                    "desc": "Ink devils can flick ink from their fingertips at a single target within 15 feet of the devil. The target must succeed on a Dexterity saving throw (DC 13), or the affected creature gains a devil's mark—a black, red, or purple tattoo in the shape of an archduke's personal seal (most often Mammon or Totivillus but sometimes Arbeyach, Asmodeus, Beelzebub, Dispater, or others). All devils have advantage on spell attacks made against the devil-marked creature, and the creature has disadvantage on saving throws made against spells and abilities used by devils. The mark can be removed only by a remove curse spell or comparable magic. In addition, the mark detects as faintly evil and often shifts its position on the body. Paladins, witchfinders, and some clerics may consider such a mark proof that a creature has made a pact with a devil."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Devil's Sight",
                    "desc": "Magical darkness doesn't impede the devil's darkvision."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The devil has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the ink devil's spellcasting ability is Charisma (spell save DC 14). The ink devil can cast the following spells, requiring no material components:\n\nat will: detect magic, illusory script, invisibility, teleport (self plus 50 lb of objects only)\n\n1/day each: glyph of warding, planar ally (1d4 + 1 lemures 40 percent, or 1 ink devil 25 percent)"
                }
            ],
            "spell_list": [],
            "page_no": 107,
            "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_ink-devil/"
        },
        {
            "slug": "jba-fofi-spider",
            "desc": "_A large, brown spider that resembles a tarantula with exaggeratedly long legs gracefully emerges from the bushes, followed by similar arachnids that are smaller and yellow in color._  \nThe j’ba fofi resembles an oversized tarantula with very long legs, although a flicker of intelligence indicates this species evolved above mere vermin.  \n**Spider Pack Leaders.** The youngest are yellow in color, but their hairs turn brown as they age. Immature j’ba fofi pull ordinary spiders into their fellowship in teeming masses that follow along wherever they roam.  \n**Fond of Camouflage.** The natural coloring of a j’ba fofi, along with its proficiency at camouflage—their hair-like bristles are usually covered in a layer of leaves—makes it virtually invisible in its natural environment. They weave leaves and other forest litter into their webs to create well-hidden, enclosed lairs.",
            "name": "J'ba Fofi Spider",
            "size": "Large",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 75,
            "hit_dice": "10d10+20",
            "speed": {
                "walk": 40,
                "climb": 40
            },
            "strength": 17,
            "dexterity": 17,
            "constitution": 15,
            "intelligence": 4,
            "wisdom": 13,
            "charisma": 6,
            "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_immunities": "",
            "condition_immunities": "",
            "senses": "blindsight 10 ft., darkvision 60 ft., passive Perception 11",
            "languages": "",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (1d10 + 3) piercing damage plus 22 (5d8) poison damage, or half as much poison damage with a successful DC 12 Constitution saving throw. A target dropped to 0 hit points by this attack is stable but poisoned and paralyzed for 1 hour, even after regaining hit points.",
                    "attack_bonus": 5,
                    "damage_dice": "1d10"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Jungle Stealth",
                    "desc": "The j'ba fofi spider gains an additional +2 to Stealth (+7 in total) in forest or jungle terrain."
                },
                {
                    "name": "Camouflaged Webs",
                    "desc": "It takes a successful DC 15 Wisdom (Perception) check to spot the j'ba fofi's web. A creature that fails to notice a web and comes into contact with it is restrained by the web. A restrained creature can pull free from the web by using an action and making a successful DC 12 Strength check. The web can be attacked and destroyed (AC 10; hp 5; vulnerable to fire damage; immune to bludgeoning, poison, and psychic damage)."
                },
                {
                    "name": "Spider Climb",
                    "desc": "The j'ba fofi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
                },
                {
                    "name": "Spider Symbiosis",
                    "desc": "No ordinary spider will attack the j'ba fofi unless magically controlled or the j'ba fofi attacks it first. In addition, every j'ba fofi is accompanied by a swarm of spiders (a variant of the swarm of insects), which moves and attacks according to the j'ba fofi's mental command (commanding the swarm does not require an action by the j'ba fofi)."
                },
                {
                    "name": "Web Sense",
                    "desc": "While in contact with a web, the j'ba fofi knows the exact location of any other creature in contact with the same web."
                },
                {
                    "name": "Web Walker",
                    "desc": "The j'ba fofi ignores movement restrictions caused by webbing."
                }
            ],
            "spell_list": [],
            "page_no": 362,
            "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_jba-fofi-spider/"
        },
        {
            "slug": "jotun-giant",
            "desc": "_The earth shudders with every footfall of a Jotun giant, the immortal enemies of the gods. Tall enough to look a titan in the eye and strong enough to wrestle a linnorm, Jotun gaints are the lords of giantkind. Their enormous halls are carved in mountains and glaciers throughout the frozen wastes._  \n**Foes of the Gods.** As foes of the northern gods, they plot to regain their former status as lords of Creation. Many know ancient secrets and snippets of antediluvian arcane lore, and so may have abilities beyond those listed below. More powerful Jotun giants straddle the line between mortal and demigod.  \n**Contests and Challenges.** Like many giants, the Jotun enjoy a challenge, even from tiny little humans. Only the mightiest heroes can challenge a Jotun giant’s might in physical combat. Using cunning or trickery is a safer bet—though being too cunning is also angers them, and Jotun giants are no fools.  \n**Seekers of Ragnarok.** The Jotun giants know great magic, and strive to bring about end times of Ragnarok.",
            "name": "Jotun Giant",
            "size": "Gargantuan",
            "type": "Giant",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 20,
            "armor_desc": "natural armor",
            "hit_points": 407,
            "hit_dice": "22d20+176",
            "speed": {
                "walk": 60
            },
            "strength": 30,
            "dexterity": 8,
            "constitution": 26,
            "intelligence": 18,
            "wisdom": 20,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 14,
            "intelligence_save": null,
            "wisdom_save": 11,
            "charisma_save": 8,
            "perception": null,
            "skills": {
                "arcana": 10,
                "history": 10,
                "nature": 10,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., passive Perception 15",
            "languages": "Common, Giant",
            "challenge_rating": "22",
            "cr": 22.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The giant makes two greatclub attacks and a frightful presence attack, or one rock throwing attack."
                },
                {
                    "name": "Greatclub",
                    "desc": "Melee Weapon Attack: +16 to hit, reach 30 ft., one target. Hit: 55 (10d8 + 10) bludgeoning damage.",
                    "attack_bonus": 16,
                    "damage_dice": "10d8"
                },
                {
                    "name": "Rock",
                    "desc": "Ranged Weapon Attack: +16 to hit, range 90/240 ft., one target. Hit: 49 (6d12 + 10) bludgeoning damage.",
                    "attack_bonus": 16,
                    "damage_dice": "6d12"
                },
                {
                    "name": "Frightful Presence",
                    "desc": "Each creature of the giant's choice that is within 120 feet of the giant and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. Once a creature's saving throw is successful, it is immune to the giant's Frightful Presence for the next 24 hours."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Rock Catching",
                    "desc": "If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it."
                }
            ],
            "legendary_desc": "The Jotun giant can take 1 legendary action, and only at the end of another creature's turn. The giant regains the spent legendary action at the start of its turn.",
            "legendary_actions": [
                {
                    "name": "Detect",
                    "desc": "The Jotun giant makes a Wisdom (Perception) check."
                },
                {
                    "name": "Planar Return",
                    "desc": "If banished, a Jotun giant can return to the plane it departed 2/day. If banished a third time, it cannot return."
                },
                {
                    "name": "Sweeping Blow",
                    "desc": "The Jotun giant can sweep its greatclub in an arc around itself. The sweep affects a semicircular path 30 feet wide around the giant. All targets in that area take 46 (8d8 + 10) bludgeoning damage, or no damage with a successful DC 19 Dexterity saving throw."
                }
            ],
            "special_abilities": [
                {
                    "name": "Immortality",
                    "desc": "Jotuns suffer no ill effects from age, and are immune to effects that reduce ability scores and hit point maximum."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the Jotun giant's innate spellcasting ability is Wisdom (spell save DC 19). It can innately cast the following spells, requiring no material components:\n\nat will: earthquake, shapechange, speak with animals\n\n3/day: bestow curse, gust of wind\n\n1/day: divination"
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The giant has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The giant's weapon attacks are magical."
                },
                {
                    "name": "Too Big to Notice",
                    "desc": "The sheer size of the Jotun giant often causes those near it to confuse one at rest for part of the landscape. The jotun has advantage on Stealth checks when not moving."
                }
            ],
            "spell_list": [],
            "page_no": 222,
            "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_jotun-giant/"
        },
        {
            "slug": "kalke",
            "desc": "_Combining the head of a goat and the body of a monkey makes the creature odd enough; combining the social grace of a baboon with pretensions of a scholar makes it more comical than threatening._  \nFiendish pests that infest derelict wizards’ towers and laboratories, the kalkes are either the by-product of botched gates into the lower realms or the personification of an evil deity’s contempt for wizards. All kalkes act with the arrogance of magi while having the social characteristics of baboons. Being of fiendish blood, kalkes do not age and require neither food nor drink. Though lacking any formal spellcasting ability, all kalkes can produce magical effects through the dramatic mumming of largely spontaneous and unstudied rituals.  \n**Hoard Magical Paraphernalia.** The drive to produce ever more fanciful rituals gives a kalke the compulsion to accumulate spell components, magical foci, and other occult paraphernalia. Although these objects serve no purpose, the kalkes seek out spellcasters in their vicinity and steal any paraphernalia they can find. Because they have no ability to distinguish what’s magically useful from what isn’t, they grab any jewelry, pouches, sticks, or ornate objects they uncover. Sometimes children, animals, or other small humanoids are taken to be used as sacrifices, if they can be easily carried away.  \n**Perform Rituals.** Troops of kalkes inhabit trees, caverns, and ruins around sites of significant magical activity. Twice a month, or more during major astrological and seasonal events, the kalkes gather to perform—by way of dance, chant, and sacrifice—an imagined rite of great magic. The effort has an equal chance of achieving nothing whatsoever, causing dangerous but short-lived misfortunes (snakes raining on the countryside, creatures summoned from the lower planes), or triggering calamities (great fires or floods).  \nAn additional side effect of these rituals is that the troop may gain or lose members magically. If the troop numbers less than 13, a new kalke appears as if from nowhere; if it contains 13 or more members, then 3d4 of them find themselves mysteriously gated to the nearest location of magical activity—often hundreds of miles away. Those teleported arrive in a state of hysteria, with individuals extinguishing flames, grabbing frippery, and running in all directions. Because kalkes have no control over their displacement, it’s not surprising to find them in abandoned dungeons or keeps, clutching the property of some long-lost wizard.  \n**Hagglers.** The kalkes will return the goods they've taken, in exchange for a ransom or fee. These exchanges need to have the outward appearance of being impressively in the kalke’s favor. A particularly generous (or devious) spellcaster may be able to reach an accommodation with a persistent local troop of kalkes.",
            "name": "Kalke",
            "size": "Small",
            "type": "Fiend",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 9,
            "hit_dice": "2d6+2",
            "speed": {
                "walk": 30,
                "climb": 30
            },
            "strength": 8,
            "dexterity": 17,
            "constitution": 12,
            "intelligence": 13,
            "wisdom": 7,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 0,
            "skills": {
                "perception": 0,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., passive Perception 10",
            "languages": "Abyssal, Common, Infernal",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Dagger",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Extinguish Flames",
                    "desc": "Kalkes can extinguish candles, lamps, lanterns and low-burning campfires within 120 feet as a bonus action."
                },
                {
                    "name": "Detect Spellcasting",
                    "desc": "Kalkes can sense spellcasting in a 5-mile radius, as long as the effect is not innate."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "Kalkes have advantage on saving throws against spells and magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 259,
            "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_kalke/"
        },
        {
            "slug": "kikimora",
            "desc": "_This strange-looking humanoid combines the features of an old crone and some manner of bird. A shawl covers her head but cannot contain her prominent beak and clawed hands. Her skirt reveals bird-like feet._  \n**Filthy Illusions.** Kikimoras are devious house spirits who torment those they live with unless they are catered to and cajoled. They delight in harassing homeowners with their illusions, making a house look much filthier than it actually is. Their favored illusions include mold, filth, and scuttling vermin.  \nThey love secretly breaking things or making such destruction seem like an accident. They then convince the house’s residents to leave gifts as enticement for making repairs in the night.  \n**Brownie Hunters.** Kikimoras hate brownies. While brownies can be mischievous, kikimoras bring pain and frustration on their housemates instead of remaining hidden and helping chores along. Some brownies seek out kikimora‑infested homes with the intention of evicting them.  \nIf homeowners refuse to appease the kikimora (or cannot rid themselves of her devious presence), the kikimora sends a swarm of spiders, rats, or bats. Many times inhabitants in a home plagued by a kikimora believe it is haunted.  \n**Fast Talkers.** While they try to avoid notice and aren’t great talespinners, kikimoras are convincing and use this influence to gain an upper hand—or to evade capture or avoid violence.",
            "name": "Kikimora",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 65,
            "hit_dice": "10d8+20",
            "speed": {
                "walk": 30
            },
            "strength": 13,
            "dexterity": 18,
            "constitution": 15,
            "intelligence": 12,
            "wisdom": 16,
            "charisma": 21,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "deception": 7,
                "persuasion": 7,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Common, Sylvan",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The kikimora makes two claw attacks."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Hidey-Hole",
                    "desc": "When a kikimora chooses a house to inhabit, she scrawls a symbol on a wall, baseboard, cupboard, or semi-permanent object (like a stove) to be her tiny domain. This ability creates a hidden extra-dimensional dwelling. After creating a hidey-hole, a kikimora can teleport herself and up to 50 lb of objects to the designated location instead of making a normal move. This extradimensional space can only be entered by the kikimora or by a creature using a plane shift spell or ability. The location can be determined by casting detect magic in the area of the sigil, but it takes a successful DC 15 Intelligence (Arcana) check to plane shift into the space. Inside the hidey-hole, a kikimora can see what is going on outside the space through a special sensor. This sensor functions like a window, and it can be blocked by mundane objects placed in front of the sigil. If she leaves an item in her space, it remains there even if she removes the sigil and places it in another location. If someone else removes the sigil, all contents are emptied into the Ethereal Plane (including any beings within her hidey-hole at the time). In this case, the kikimora can attempt a DC 15 Charisma saving throw to instead eject herself (but none of her possessions) into a space adjacent to the sigil."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Magic Resistance",
                    "desc": "The kikimora has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the kikimora's innate spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components:\n\nat will: invisibility (self only), mage hand, mending, minor illusion, prestidigitation\n\n3/day each: animal friendship, blinding smite, sleep\n\n1/day each: insect plague, major image"
                }
            ],
            "spell_list": [],
            "page_no": 260,
            "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_kikimora/"
        },
        {
            "slug": "kishi-demon",
            "desc": "",
            "name": "Kishi Demon",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "demon",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 18,
            "armor_desc": "natural armor, shield",
            "hit_points": 119,
            "hit_dice": "14d8+56",
            "speed": {
                "walk": 50
            },
            "strength": 19,
            "dexterity": 20,
            "constitution": 19,
            "intelligence": 15,
            "wisdom": 11,
            "charisma": 22,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": 3,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "deception": 9,
                "perception": 3,
                "performance": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 120 ft., passive Perception 13",
            "languages": "Celestial, Common, Draconic, Infernal, telepathy",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The demon makes one bite attack and three spear attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Spear",
                    "desc": "Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack.",
                    "attack_bonus": 7,
                    "damage_dice": "1d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Two Heads",
                    "desc": "The demon has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the demon's spellcasting ability is Charisma (spell save DC 17). The demon can innately cast the following spells, requiring no material components: At will: detect evil and good, detect magic, suggestion\n\n3/day: glibness\n\n1/day: dominate person"
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The demon has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Trophy Shield",
                    "desc": "If the kishi demon killed an opponent this turn, as a bonus action, it takes part of the slain creature's essence along with a grisly trophy and mounts it upon its shield. For 24 hours, the Armor Class of the kishi demon becomes 20, and creatures of the same race as the slain creature have disadvantage on attack rolls against the kishi demon."
                },
                {
                    "name": "Variant: Demon Summoning",
                    "desc": "some kishi demons have an action option that allows them to summon other demons.\n\nsummon Demon (1/Day): The kishi demon has a 35 percent chance of summoning one kishi demon"
                }
            ],
            "spell_list": [],
            "page_no": 77,
            "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_kishi-demon/"
        },
        {
            "slug": "kobold-alchemist",
            "desc": "More than anything, kobolds are survivors. Their scaly skin and keen night vision as well as their dextrous claws and sensitive snouts make them quick to sense danger, and their clawed feet move them out of danger with cowardly speed. They are small but fierce when fighting on their own terms, and their weight of numbers helps them survive in places where larger but less numerous races can’t sustain a settlement. Kobolds are great miners, good gearsmiths, and modest alchemists, and they have a curiosity about the world that frequently gets them into trouble.  \n_**Underworld Merchants.**_ Kobolds are merchants to both the surface world and the world beneath it, with their greatest cities hidden deep below the earth. Their enemies are the diabolical gnomes, the dwarves, and any other mining races that seek dominance of dark, rich territories.  \nKobolds are closely allied with and related to dragonborn, drakes, and dragons. The kobold kings (and there are oh‑so‑many kobold kings, since no kobold ruler is satisfied with being merely a chieftain) admire dragons as the greatest sources of wisdom, power, and proper behavior.  \n_This slight, reptilian humanoid is bedecked with ceramic flasks and glass vials. An acrid reek follows in the creature’s wake._  \nKobold alchemists are usually smelled before they are seen, thanks to the apothecary’s store of chemicals and poisons they carry. Alchemists often sport mottled and discolored scales and skin, caused by the caustic nature of their obsessions. They raid alchemy shops and magical laboratories to gather more material to fuel their reckless experiments.  \n_**Dangerous Assets.**_ Alchemists can be a great boon to their clan, but at a cost. Not only do the alchemists require rare, expensive, and often dangerous substances to ply their trade, they tend to be a little unhinged. Their experiments yield powerful weapons and defensive concoctions that can save many kobold lives, but the destruction caused by an experiment gone awry can be terrible.",
            "name": "Kobold Alchemist",
            "size": "Small",
            "type": "Humanoid",
            "subtype": "kobold",
            "group": null,
            "alignment": "lawful neutral",
            "armor_class": 15,
            "armor_desc": "studded leather",
            "hit_points": 44,
            "hit_dice": "8d6+16",
            "speed": {
                "walk": 30
            },
            "strength": 7,
            "dexterity": 16,
            "constitution": 15,
            "intelligence": 16,
            "wisdom": 9,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": 5,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "arcana": 5,
                "medicine": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 60 ft., passive Perception 9",
            "languages": "Common, Draconic",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The kobold makes two attacks."
                },
                {
                    "name": "Dagger",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 5 (2d4) poison damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d4"
                },
                {
                    "name": "Dart",
                    "desc": "Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 5 (2d4) poison damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d4"
                },
                {
                    "name": "Alchemical Protection (Recharge after a Short or Long Rest)",
                    "desc": "The kobold chooses up to six allied creatures within 10 feet. It releases alchemical vapors that grant those allies resistance to poison damage for 10 minutes. Instead of poison damage, the kobold can grant resistance to the damage type currently in effect for its Apothecary trait."
                },
                {
                    "name": "Explosive Flask (Recharge 5-6)",
                    "desc": "The kobold throws a flask of volatile substances at a point within 30 feet. The flask explodes in a 15-foot radius. Creatures in the area take 17 (5d6) poison damage and are poisoned for 1 minute, or take half damage and are not poisoned with a successful DC 13 Dexterity saving throw. A poisoned creature repeats the saving throw at the end of each of its turns, ending the poisoned condition on a success. Instead of poison damage, the kobold can deal the damage type currently in effect for its Apothecary trait."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Apothecary",
                    "desc": "As a bonus action the kobold can select one of the following damage types: acid, cold, or fire. Until it uses this action again, the kobold has resistance to the chosen damage type. Additionally, the kobold is proficient with a poisoner's kit."
                },
                {
                    "name": "Pack Tactics",
                    "desc": "The kobold has advantage on an attack roll against a target if at least one of the kobold's allies is within 5 feet of the target and the ally isn't incapacitated."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "While in sunlight, the kobold has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight."
                }
            ],
            "spell_list": [],
            "page_no": 261,
            "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_kobold-alchemist/"
        },
        {
            "slug": "kobold-chieftain",
            "desc": "More than anything, kobolds are survivors. Their scaly skin and keen night vision as well as their dextrous claws and sensitive snouts make them quick to sense danger, and their clawed feet move them out of danger with cowardly speed. They are small but fierce when fighting on their own terms, and their weight of numbers helps them survive in places where larger but less numerous races can’t sustain a settlement. Kobolds are great miners, good gearsmiths, and modest alchemists, and they have a curiosity about the world that frequently gets them into trouble.  \n_**Underworld Merchants.**_ Kobolds are merchants to both the surface world and the world beneath it, with their greatest cities hidden deep below the earth. Their enemies are the diabolical gnomes, the dwarves, and any other mining races that seek dominance of dark, rich territories.  \nKobolds are closely allied with and related to dragonborn, drakes, and dragons. The kobold kings (and there are oh‑so‑many kobold kings, since no kobold ruler is satisfied with being merely a chieftain) admire dragons as the greatest sources of wisdom, power, and proper behavior.  \n_This small, draconic humanoid struts as though it were ten feet tall. It wears the gilded skull of a small dragon as a helmet, and its beady eyes gleam out through the skull’s sockets. It hefts its spear and shield and lets out a blood-curdling shriek, signaling the attack._  \nWhile most kobolds are scuttling scavengers or pathetic sycophants, a few carry a spark of draconic nobility that can’t be ignored. These few forge their tribes into forces to be reckoned with, rising to the rank of chieftain. A kobold chieftain stands proud, clad in war gear of fine quality and good repair. Their weapons are tended by the tribe’s trapsmiths, particularly evident in their springspike shields.  \n_**Living Legend.**_ A kobold chieftain is more than a leader, it is a symbol of the tribe’s greatness. The strongest, most cunning, most ruthless of a kobold tribe embodies their connection to the revered dragons. When a chieftain sounds the call to battle, the kobolds meld into a fearless, deadly force.",
            "name": "Kobold Chieftain",
            "size": "Small",
            "type": "Humanoid",
            "subtype": "kobold",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 17,
            "armor_desc": "studded leather and shield",
            "hit_points": 82,
            "hit_dice": "15d6+30",
            "speed": {
                "walk": 30
            },
            "strength": 10,
            "dexterity": 17,
            "constitution": 14,
            "intelligence": 11,
            "wisdom": 13,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 5,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 4,
            "perception": null,
            "skills": {
                "intimidation": 6,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "charmed, frightened",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Common, Draconic",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The kobold makes 2 attacks."
                },
                {
                    "name": "Shortsword",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6) poison damage and the target must make a successful DC 12 Constitution saving throw or be poisoned for 1 minute. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on a success.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Shortbow",
                    "desc": "Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6) poison damage and the target must make a successful DC 12 Constitution saving throw or be poisoned for 1 minute. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on a success.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Inspiring Presence (Recharge after Short or Long Rest)",
                    "desc": "The chieftain chooses up to six allied kobolds it can see within 30 feet. For the next minute, the kobolds gain immunity to the charmed and frightened conditions, and add the chieftain's Charisma bonus to attack rolls."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Springspike Shield (5/rest)",
                    "desc": "When the kobold chieftain is hit by a melee attack within 5 feet, the kobold chieftain can fire one of its shield spikes at the attacker. The attacker takes 3 (1d6) piercing damage plus 3 (1d6) poison damage."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Pack Tactics",
                    "desc": "The kobold chieftain has advantage on an attack roll against a target if at least one of the chieftain's allies is within 5 feet of the target and the ally isn't incapacitated."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "While in sunlight, the kobold chieftain has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight."
                }
            ],
            "spell_list": [],
            "page_no": 263,
            "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_kobold-chieftain/"
        },
        {
            "slug": "kobold-trapsmith",
            "desc": "More than anything, kobolds are survivors. Their scaly skin and keen night vision as well as their dextrous claws and sensitive snouts make them quick to sense danger, and their clawed feet move them out of danger with cowardly speed. They are small but fierce when fighting on their own terms, and their weight of numbers helps them survive in places where larger but less numerous races can’t sustain a settlement. Kobolds are great miners, good gearsmiths, and modest alchemists, and they have a curiosity about the world that frequently gets them into trouble.  \n_**Underworld Merchants.**_ Kobolds are merchants to both the surface world and the world beneath it, with their greatest cities hidden deep below the earth. Their enemies are the diabolical gnomes, the dwarves, and any other mining races that seek dominance of dark, rich territories.  \nKobolds are closely allied with and related to dragonborn, drakes, and dragons. The kobold kings (and there are oh‑so‑many kobold kings, since no kobold ruler is satisfied with being merely a chieftain) admire dragons as the greatest sources of wisdom, power, and proper behavior.  \n_This kobold is bedecked in satchels, pouches, sacks, and bandoliers. All of these are bursting with tools, bits of scrap, wire, cogs and twine. Impossibly large eyes blink through the lenses of its goggles._  \nSome kobolds hatch a bit cleverer than their counterparts. These sharp-witted creatures feel driven to fiddle with the world, and those that don’t meet an early demise through accident or violence often take up tinkering. Trapsmiths make a kobold lair into a deadly gauntlet of hidden pain.  \n_**Shifting Peril.**_ Trapsmiths aren’t warriors; they avoid direct confrontation with enemies that aren’t mired in traps or engaged with other foes. If the trapsmith senses that invaders in its lair are likely to get past its traps, it tries to hide or escape.  \nA trapsmith delights in laying traps and snares behind invaders, along tunnels and paths they’ve already cleared and believe to be safe, then luring them back through its handiwork.",
            "name": "Kobold Trapsmith",
            "size": "Small",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "lawful neutral",
            "armor_class": 14,
            "armor_desc": "leather",
            "hit_points": 36,
            "hit_dice": "8d6+8",
            "speed": {
                "walk": 30
            },
            "strength": 7,
            "dexterity": 16,
            "constitution": 12,
            "intelligence": 16,
            "wisdom": 13,
            "charisma": 8,
            "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_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Common, Draconic",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Dagger",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d4"
                },
                {
                    "name": "Light Crossbow",
                    "desc": "Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) poison damage, or one-half poison damage with a successful DC 13 Constitution saving throw.",
                    "attack_bonus": 5,
                    "damage_dice": "1d8"
                },
                {
                    "name": "Shredder (Recharge 6)",
                    "desc": "The kobold trapsmith primes and throws a device at a point within 30 feet. The device explodes when it hits something solid, flinging razor-sharp spikes in a 15-foot-radius sphere. Every creature in the area takes 14 (4d6) piercing damage, or half damage with a successful DC 13 Dexterity saving throw. The ground inside the spherical area is littered with spikes; it becomes difficult terrain, and a creature that falls prone in the area takes 7 (2d6) piercing damage."
                },
                {
                    "name": "Stunner (1/Day)",
                    "desc": "Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage, and the target is restrained (escape DC 13). While restrained, the target takes 7 (2d6) lightning damage at the start of its turn and falls prone. The trapsmith has advantage on the attack roll if the target is wearing metal armor. A stunner is a bola made of metal wire, magnets, and static electricity capacitors. A kobold trapsmith can recharge it during a long rest.",
                    "attack_bonus": 5,
                    "damage_dice": "1d4+3"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "While in sunlight, the kobold trapsmith has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight."
                },
                {
                    "name": "Pack Tactics",
                    "desc": "The kobold trapsmith has advantage on attack rolls against a creature if at least one of the trapsmith's allies is within 5 feet of the creature and the ally isn't incapacitated."
                },
                {
                    "name": "Thief's Tools",
                    "desc": "The kobold trapsmith has proficiency with thief's tools and is seldom without them. If its tools are taken away or lost, it can cobble together a new set from wire, bits of metal, and other junk in 30 minutes."
                },
                {
                    "name": "Traps and Snares",
                    "desc": "The kobold trapsmith excels at setting mechanical traps. Detecting, disarming, avoiding, or mitigating its traps require successful DC 13 checks or saving throws, and the traps have +5 attack bonuses. With thief's tools and basic construction materials, a trapsmith can set up one of the simple but effective traps listed below in 5 minutes. Triggers involve pressure plates, tripwires, small catches in a lock, or other simple mechanisms."
                },
                {
                    "name": "Choke Bomb",
                    "desc": "This small incendiary device burns rapidly and releases choking smoke in a 20-foot sphere. The area is heavily obscured. Any breathing creature that's in the affected area when the cloud is created or that starts its turn in the cloud is poisoned. Once a poisoned creature leaves the cloud, it makes a DC 13 Constitution saving throw at the end of its turns, ending the poisoned condition on a success. The smoke dissipates after 10 minutes, or after 1 round in a strong wind."
                },
                {
                    "name": "Poisoned Sliver",
                    "desc": "A poisoned sliver or needle can be hidden almost anywhere: inside a lock or a box, in a carpeted floor, on the underside of a door handle, in a cup of liquid or a bowl of gems. When someone meets the conditions for being jabbed by the sliver, the trap makes a melee weapon attack with advantage: +5 to hit, reach 0 ft., one target; Hit: 2 (1d4) piercing damage plus 14 (4d6) poison damage, or one-half poison damage with a successful DC 13 Constitution saving throw."
                },
                {
                    "name": "Skullpopper",
                    "desc": "This trap consists of either a heavy weight, a spike, or a blade, set to fall or swing into a victim. When triggered, a skullpopper makes a melee weapon attack against the first target in its path: +5 to hit, reach 15 ft., one target; Hit: 11 (2d10) damage. The type of damage depends on how the skullpopper is built: a stone or heavy log does bludgeoning damage, a spiked log does piercing damage, a scything blade does slashing damage, etc."
                },
                {
                    "name": "Slingsnare",
                    "desc": "A concealed loop of rope or wire is affixed to a counterweight. When a creature steps into the snare, it must make a successful DC 13 Dexterity saving throw or be yanked into the air and suspended, upside down, 5 feet above the ground. The snared creature is restrained (escape DC 13). The cord is AC 10 and has 5 hit points."
                }
            ],
            "spell_list": [],
            "page_no": 264,
            "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_kobold-trapsmith/"
        },
        {
            "slug": "kongamato",
            "desc": "_The kongamato is an evolutionary holdover, a large pterodactyl with avian traits, such as emergent feathers and long, beaklike jaws._  \n**Boat Breaker.** Its name means \"breaker of boats,\" and as that implies, this creature systematically destroys the small vessels of those who come too close to its perch. No one knows what motivates this form of attack, although some sages suppose that the kongamato mistakes canoes for large prey like hippopotami or crocodiles.  \n**Spoken in Whispers.** For some tribes, kongamatos present a terrible threat, and they speak in whispers about them, fearing that mention of the beasts could attract their wrath. In some cases, evil priests and cultists summon these beasts as their servitors and use them to terrify villagers.  \n**Maneaters.** Kongamatos that have eaten human flesh develop a preference for it. These maneaters perform nightly raids on small towns, snatching children and Small humanoids with their claws and flying away.",
            "name": "Kongamato",
            "size": "Large",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 112,
            "hit_dice": "15d10+30",
            "speed": {
                "walk": 10,
                "fly": 60
            },
            "strength": 19,
            "dexterity": 18,
            "constitution": 14,
            "intelligence": 2,
            "wisdom": 10,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 13",
            "languages": "-",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The kongamato makes one bite attack and two claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained and the kongamato can't bite another target. When the kongamato moves, any target it is grappling moves with it.",
                    "attack_bonus": 7,
                    "damage_dice": "4d6"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "3d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Flyby",
                    "desc": "The kongamato doesn't provoke an opportunity attacks when it flies out of an enemy's reach."
                },
                {
                    "name": "Breaker of Boats",
                    "desc": "The kongamato deals double damage to objects and structures made of wood or lighter materials."
                },
                {
                    "name": "Carry Off",
                    "desc": "A single kongamato can carry away prey up to 50 lbs, or a single rider under that weight. A grouo of them can carry up to 100 lbs."
                }
            ],
            "spell_list": [],
            "page_no": 265,
            "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_kongamato/"
        },
        {
            "slug": "koralk-harvester-devil",
            "desc": "_The fiendish hulk bears features taken from a nightmare scorpion, with three stinging tails and four limbs, and wields a massive scythe._  \n_**Transforming Poison.**_ Poison from any one of the koralk’s three stingers liquefies the target’s insides in an agonizing transformation. The stung creature swells as its organs, muscle, and skeleton rapidly break down and reform. When the skin casing pops, it releases a spray of gelatinous goo and reveals the form of a lemure, the lowest form of devil. The new lemure is subject to the will of more powerful devils, and its fate from that moment on is the same as any lemure’s. Eventually it will be remolded into a higher form of devil and become another warrior in service to the arch-devils. Astoundingly, the koralk’s poison can even work this transformation on demons, converting them to the lowest form of devil.  \n_**Infernal Mounts.**_ A koralk is large and strong enough for Medium-size devils to ride as a mount. They don’t like being used this way, but being devils, they do what they’re told by their betters or suffer the consequences.",
            "name": "Koralk (Harvester Devil)",
            "size": "Large",
            "type": "Fiend",
            "subtype": "devil",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 136,
            "hit_dice": "16d10+48",
            "speed": {
                "walk": 40
            },
            "strength": 16,
            "dexterity": 13,
            "constitution": 17,
            "intelligence": 10,
            "wisdom": 11,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": 4,
            "charisma_save": 5,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "fire, poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 120 ft., passive Perception 10",
            "languages": "Infernal, telepathy 120 ft.",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The koralk can make three stinger attacks and two scythe attacks. It can also make a bite attack if it has a target grappled."
                },
                {
                    "name": "Scythe",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 16 (2d12 + 3) slashing damage, OR a Medium-sized or smaller target can be grappled by the koralk's smaller, vestigial arms instead (no damage, escape DC 13).",
                    "attack_bonus": 7,
                    "damage_dice": "2d12"
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one grappled target. Hit: 19 (3d10 + 3) piercing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "3d10"
                },
                {
                    "name": "Stinger",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage and the target must make a successful DC 15 Constitution saving throw or become poisoned. While poisoned this way, the target takes 10 (3d6) poison damage at the start of each of its turns, from liquefaction of its innards. A successful save renders the target immune to the koralk's poison for 24 hours. If a creature dies while poisoned by a koralk, its body bursts open, spewing vile liquid and a newly-formed lemure devil. The lemure is under the command of any higher-order devil nearby. The poison can be neutralized by lesser restoration, protection from poison, or comparable magic. If the lemure is killed, the original creature can be restored to life by resurrection or comparable magic.",
                    "attack_bonus": 7,
                    "damage_dice": "2d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Devil's Sight",
                    "desc": "Magical darkness does not impair the koralk's darkvision."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The koralk has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Steadfast",
                    "desc": "The koralk cannot be frightened while it can see an allied creature within 30 feet of it"
                }
            ],
            "spell_list": [],
            "page_no": 108,
            "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_koralk-harvester-devil/"
        },
        {
            "slug": "koschei",
            "desc": "",
            "name": "Koschei",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 135,
            "hit_dice": "18d8+54",
            "speed": {
                "walk": 30
            },
            "strength": 22,
            "dexterity": 12,
            "constitution": 17,
            "intelligence": 17,
            "wisdom": 13,
            "charisma": 21,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": 11,
            "perception": 7,
            "skills": {
                "arcana": 9,
                "insight": 7,
                "perception": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, lightning",
            "damage_immunities": "necrotic; bludgeoning, piercing, and slashing from nonmagical attacks",
            "condition_immunities": "charmed, exhaustion, frightened",
            "senses": "darkvision 60 ft., passive Perception 17",
            "languages": "Abyssal, Common, Celestial, Dwarvish, Infernal",
            "challenge_rating": "17",
            "cr": 17.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Koschei makes two longsword attacks and one drain life attack."
                },
                {
                    "name": "Longsword",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage or 11 (1d10 + 6) slashing damage if used in two hands plus 14 (4d6) necrotic damage.",
                    "attack_bonus": 12,
                    "damage_dice": "1d8"
                },
                {
                    "name": "Drain Life",
                    "desc": "Melee Spell Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) necrotic damage. The target must succeed on a DC 19 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken from this attack, and Koschei regains an equal number of hit points. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.",
                    "attack_bonus": 11,
                    "damage_dice": "4d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "Koschei 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. Koschei regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "name": "Attack",
                    "desc": "Koschei makes one attack with his longsword."
                },
                {
                    "name": "Teleport",
                    "desc": "Koschei teleports to an unoccupied space he can see within 40 feet."
                },
                {
                    "name": "Drain (2 actions)",
                    "desc": "Koschei makes one attack with Drain Life."
                }
            ],
            "special_abilities": [
                {
                    "name": "Hidden Soul",
                    "desc": "A creature holding the egg containing Koschei's soul can use an action to compel Koschei as if a dominate monster spell were cast on him and Koschei failed his saving throw. As long as the soul is within the needle, Koschei can't permanently die. If he is killed, his body reforms in his lair in 1d10 days. If the needle is broken, Koschei can be killed like any other creature."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "koschei's innate spellcasting attribute is Charisma (spell save DC 19, +11 to hit with spell attacks). He can innately cast the following spells, requiring no material components.\n\nat will: detect magic, phantom steed, scorching ray, sending\n\n3/day each: invisibility, magic missile, shield\n\n2/day each: animate objects, cone of cold, hypnotic pattern\n\n1/day each: disintegrate, meteor swarm, true polymorph"
                },
                {
                    "name": "Legendary Resistance (3/day)",
                    "desc": "If Koschei fails a saving throw, he can choose to succeed instead."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "Koschei's weapon attacks are magical and do an extra 14 (4d6) necrotic damage (included below)."
                },
                {
                    "name": "Koschei's Lair Actions",
                    "desc": "on initiative count 20 (losing initiative ties), Koschei takes a lair action to cause one of the following effects; Koschei can't use the same effect two rounds in a row:\n\n- Koschei creates a whirlwind centered on a point he can see within 100 feet. The whirlwind is 10 feet wide and up to 50 feet tall. A creature in the area of the whirlwind when it's created, or who enters the area for the first time on a turn, must make a DC 15 Strength saving throw. On a failed save, the creature is restrained and takes 18 (4d8) bludgeoning damage from the buffeting wind. A restrained creature can escape from the whirlwind by using its action to repeat the saving throw; on a success, it moves 5 feet outside the area of the whirlwind. The whirlwind lasts until Koschei uses this action again or dies.\n\n- Tortured spirits appear and attack up to three creatures Koschei can see within the lair. One attack is made against each targeted creature; each attack has +8 to hit and does 10 (3d6) necrotic damage.\n\n- Koschei disrupts the flow of magic in his lair. Until initiative count 20 on the following round, any creature other than a fiend who targets Koschei with a spell must make a DC 15 Wisdom saving throw. On a failure, the creature still casts the spell, but it must target a creature other than Koschei."
                },
                {
                    "name": "Regional Effects",
                    "desc": "the region containing Koschei's lair is warped by Koschei's magic, which creates one or more of the following effects:\n\n- Rabbits, ducks, and other game animals become hostile toward intruders within 5 miles of the lair. They behave aggressively, but only attack if cornered. Foraging for food by hunting is difficult and only yields half the normal amount of food.\n\n- Wind and snowstorms are common within 5 miles of the lair.\n\n- Koschei is aware of any spell cast within 5 miles of his lair. He knows the source of the magic (innate, the caster's class, or a magic item) and knows the direction to the caster.\n\nif Koschei dies, conditions in the area surrounding his lair return to normal over the course of 1d10 days."
                }
            ],
            "spell_list": [],
            "page_no": 266,
            "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_koschei/"
        },
        {
            "slug": "kot-bayun",
            "desc": "_This oddly colored cat appears at first to be a powerful panther. Its wide mouth pulls into something like a human grin, and its knowing eyes hint at intelligence beyond that of a typical predator._  \nEnemies of elves and blink dogs, kot bayuns are magical hunting cats gifted with eloquent speech and cunning abilities.  \n**Speaking Fey Cats.** These brutal and temperamental creatures get along well with cruel-minded fey. More gentle fey rightfully find the creatures to be a menace. A kot bayun measures six feet long and weighs over 200 lb. They are long-lived, and some stories record the same kot bayun in a region for over 400 years.  \n**Sing to Sleep.** In addition to their stealthy natures and physical prowess, kot bayun have the ability to put prey to sleep with song. They carefully choose victims and stalk them for a time, learning their strengths and weaknesses before making their attack. They lay in wait until their prey is vulnerable and then begin their slumbering song. Those resisting the call to slumber are always the kot bayun’s first victims as they launch from cover and attempt to disembowel their prey. In forests with a thick canopy, a kot bayun stealthily creeps among tree limbs, tracking the movement of its prey below.  \n**Healing Poetry.** If discovered by intelligent prey, a kot bayun opens with a parley instead of claws. In rare cases, a kot bayun finds something in its prey it likes and cold predation turns to a lukewarm association.  \nBefriending a kot bayun has benefits as the creature’s poems, tales, and sagas have the magical ability to heal negative conditions. A kot bayun tells its stories in the form of strange epics and poetry, ranging from simple rhyming folk poems to complex sonnets. This ability is not widely known (a secret the creatures intend to keep), but, as folktales spread, more and more adventurers and sages seek out these elusive beasts.",
            "name": "Kot Bayun",
            "size": "Medium",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 44,
            "hit_dice": "8d8+8",
            "speed": {
                "walk": 40,
                "climb": 20
            },
            "strength": 16,
            "dexterity": 16,
            "constitution": 13,
            "intelligence": 12,
            "wisdom": 16,
            "charisma": 17,
            "strength_save": null,
            "dexterity_save": 5,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Common, Sylvan",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The kot bayun makes one bite attack and one claws attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d8"
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 14 (2d10 + 3) slashing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "2d10"
                },
                {
                    "name": "Slumbering Song",
                    "desc": "The kot bayun puts creatures to sleep with its haunting melody. While a kot bayun sings, it can target one hearing creature within a 100-foot radius. This target must succeed on a DC 13 Charisma saving throw or fall asleep. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. Each round the kot bayun maintains its song, it can select a new target. A creature that successfully saves is immune to the effect of that kot bayun's song for 24 hours. The slumbering song even affects elves, but they have advantage on the Charisma saving throw."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Folk Cure",
                    "desc": "A kot bayun's tales have the effect of a lesser restoration spell at will, and once per week it can have the effect of greater restoration. The kot bayun designates one listener to benefit from its ability, and that listener must spend one uninterrupted hour listening to the cat's tales. Kot bayuns are reluctant to share this benefit and must be bargained with or under the effect of domination to grant the boon."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the kot bayun's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:\n\n3/day each: fog cloud, invisibility (self only)\n\n1/day: blink"
                }
            ],
            "spell_list": [],
            "page_no": 268,
            "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_kot-bayun/"
        },
        {
            "slug": "lake-troll",
            "desc": "",
            "name": "Lake Troll",
            "size": "Large",
            "type": "Giant",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 126,
            "hit_dice": "12d10+60",
            "speed": {
                "walk": 20,
                "swim": 40
            },
            "strength": 20,
            "dexterity": 13,
            "constitution": 20,
            "intelligence": 8,
            "wisdom": 10,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Common, Giant",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The lake troll makes one bite attack and two claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "1d8"
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. If the lake troll hits a creature with both claw attacks in the same turn, the target creature must make a successful DC 16 Dexterity saving throw or its weapon (if any) gains a permanent and cumulative -1 penalty to damage rolls. If the penalty reaches -5, the weapon is destroyed. A damaged weapon can be repaired with appropriate artisan's tools during a long rest.",
                    "attack_bonus": 8,
                    "damage_dice": "2d8+5"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The lake troll can breathe air and water."
                },
                {
                    "name": "Keen Smell",
                    "desc": "The lake troll has advantage on Wisdom (Perception) checks that rely on smell."
                },
                {
                    "name": "Regeneration",
                    "desc": "The lake troll regains 10 hit points at the start of its turn. If the lake troll takes cold or fire damage, it regains only 5 hit points at the start of its next turn; if it takes both cold and fire damage, this trait doesn't function at the start of the lake troll's next turn. The lake troll dies only if it starts its turn with 0 hit points and doesn't regenerate."
                }
            ],
            "spell_list": [],
            "page_no": 389,
            "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_lake-troll/"
        },
        {
            "slug": "lantern-dragonette",
            "desc": "_This cat-sized drake with a waxy appearance and a glow emanating from its belly can hover in midair, filling a small area with a warm glow._  \nThe lantern drake is named for its belly, which glows with a warm light. The beast's yellow, waxy scales darken with age, though lantern drakes rarely live more than 50 years or so. They weigh from 5 to 10 pounds and are 18 inches long. Most believe they are the result of an arcane fusion of a radiant spirit with a paper drake.  \n**Eat Candle Wax.** The drake devours four ounces of candle wax per day, plus four more ounces if it uses its belly lantern. A lantern dragonette’s unusual diet leads it to lair in libraries, abbeys, and other places of study. Even though the dragonettes eat candles essential for study during dark hours, they still provide light and protect their adopted homes. Residents and caretakers consider them good luck and enjoy conversing with them.  \n**Telepathic Chatterbox.** This gregarious drake prefers to speak with its companions but uses telepathy if necessary, and the creature hisses when surprised or displeased. It loves nothing more than discussing magic and history with an intelligent and informed individual.  \n**Adventurous Companions.** Occasionally, a dragonette wishing to learn more about the world finds a spellcaster or adventuring party to travel with, purely for the sake of learning or to acquire new sources of knowledge. Most parties enjoy the traveling light source and the abilities these companions bring to bear. A lantern dragonette avoids combat and uses its abilities only to escape or to defend its lair, family, and friends.  \nA dragonette lives up to 30 years. A mated pair produces one clutch of two to five eggs every five years, and one parent raises the young dragonettes until they mature after a year and leave to search for their own lairs. A cloister of lantern dragonettes taxes their lair’s resources, so the other parent often ventures out to retrieve more candles.",
            "name": "Lantern Dragonette",
            "size": "Tiny",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "lawful neutral",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 28,
            "hit_dice": "8d4+8",
            "speed": {
                "hover": true,
                "walk": 15,
                "fly": 40
            },
            "strength": 7,
            "dexterity": 12,
            "constitution": 13,
            "intelligence": 16,
            "wisdom": 13,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": 3,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 3,
            "charisma_save": 3,
            "perception": 3,
            "skills": {
                "arcana": 5,
                "history": 5,
                "nature": 5,
                "perception": 3,
                "religion": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "paralyzed, unconscious",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Common, Draconic, Elvish, Primordial; telepathy 60 ft.",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.",
                    "attack_bonus": 3,
                    "damage_dice": "1d4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Lantern Belly (1/Day)",
                    "desc": "If the dragonette has eaten 8 ounces of candle wax in the last 24 hours, it can emit a continual flame for 3d20 minutes. The continual flame can be dispelled, but the dragonette can resume it with a bonus action except in areas of magical darkness, if the time limit hasn't expired."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the lantern dragonette's innate spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\n1/day each: burning hands, color spray, scorching ray"
                },
                {
                    "name": "Vulnerable to Magical Darkness",
                    "desc": "A lantern dragonette in an area of magical darkness loses its lantern belly ability and its ability to fly. It also suffers 1d6 radiant damage for every minute of exposure."
                }
            ],
            "spell_list": [],
            "page_no": 270,
            "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_lantern-dragonette/"
        },
        {
            "slug": "lemurfolk",
            "desc": "_This furred humanoid glides silently through the canopy of trees, gripping a blowgun. It observes visitors cautiously with two intelligent, bulbous eyes._  \n**Jungle Rulers.** These small, intelligent, squirrel-like humanoids live in reclusive, primitive societies deep in the jungle. They are omnivorous, subsisting on fruits and roots, insects and larvae, bird and snake eggs, and birds and small mammals. They sometimes barter with more advanced creatures for metal and crafted items.  \n**Nocturnal Gliders.** Lemurfolk are nocturnal, though they can adopt daytime hours when they must. They prefer to hunt and move by gliding between trees, catching prey off guard.  \n**Greyfur Elders.** Greyfurs are the eldest and most revered kaguani, as much as 80 years old; their age can be estimated by the graying of their fur, but they don’t track the years. Greyfurs are cunning individuals and command the arcane arts, though they rarely pursue the art of necromancy—a strong taboo prohibits them from interacting with the dead.  \nA typical lemurfolk stands 2 feet tall and weighs 30 lb.",
            "name": "Lemurfolk",
            "size": "Small",
            "type": "Humanoid",
            "subtype": "lemurfolk",
            "group": null,
            "alignment": "neutral",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 14,
            "hit_dice": "4d6",
            "speed": {
                "walk": 20,
                "climb": 10,
                "fly": 40
            },
            "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": null,
            "skills": {
                "acrobatics": 4,
                "stealth": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "Common, Lemurfolk",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Kukri Dagger",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., 20/60 range, one target. Hit: 4 (1d4 + 2) piercing damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d4"
                },
                {
                    "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 13 Constitution saving throw or be poisoned and unconscious for 1d4 hours. Another creature can use an action to shake the target awake and end its unconsciousness but not the poisoning.",
                    "attack_bonus": 4,
                    "damage_dice": "1d4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Silent Glide",
                    "desc": "The lemurfolk can glide for 1 minute, making almost no sound. It gains a fly speed of 40 feet, and it must move at least 20 feet on its turn to keep flying. A gliding lemurfolk has advantage on Dexterity (Stealth) checks."
                },
                {
                    "name": "Sneak Attack (1/Turn)",
                    "desc": "The lemurfolk deals an extra 3 (1d6) damage when it hits with a weapon attack and it has advantage, or when the target is within 5 feet of an ally of the lemurfolk that isn't incapacitated and the lemurfolk doesn't have disadvantage on the attack roll."
                }
            ],
            "spell_list": [],
            "page_no": 271,
            "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_lemurfolk/"
        },
        {
            "slug": "lemurfolk-greyfur",
            "desc": "_This furred humanoid glides silently through the canopy of trees, gripping a blowgun. It observes visitors cautiously with two intelligent, bulbous eyes._  \n**Jungle Rulers.** These small, intelligent, squirrel-like humanoids live in reclusive, primitive societies deep in the jungle. They are omnivorous, subsisting on fruits and roots, insects and larvae, bird and snake eggs, and birds and small mammals. They sometimes barter with more advanced creatures for metal and crafted items.  \n**Nocturnal Gliders.** Lemurfolk are nocturnal, though they can adopt daytime hours when they must. They prefer to hunt and move by gliding between trees, catching prey off guard.  \n**Greyfur Elders.** Greyfurs are the eldest and most revered kaguani, as much as 80 years old; their age can be estimated by the graying of their fur, but they don’t track the years. Greyfurs are cunning individuals and command the arcane arts, though they rarely pursue the art of necromancy—a strong taboo prohibits them from interacting with the dead.  \nA typical lemurfolk stands 2 feet tall and weighs 30 lb.",
            "name": "Lemurfolk Greyfur",
            "size": "Small",
            "type": "Humanoid",
            "subtype": "lemurfolk",
            "group": null,
            "alignment": "neutral",
            "armor_class": 13,
            "armor_desc": "16 with mage armor",
            "hit_points": 67,
            "hit_dice": "15d6+15",
            "speed": {
                "walk": 20,
                "climb": 10,
                "fly": 40
            },
            "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": null,
            "skills": {
                "acrobatics": 5,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Common, Lemurfolk",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Kukri Dagger",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., range 20/60, one target. Hit: 5 (1d4 + 3) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d4"
                },
                {
                    "name": "Blowgun",
                    "desc": "Ranged Weapon Attack: +5 to hit, range 25/100 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned and unconscious for 1d4 hours. Another creature can use an action to shake the target awake and end its unconsciousness but not the poisoning.",
                    "attack_bonus": 5,
                    "damage_dice": "1d4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Silent Glide",
                    "desc": "The lemurfolk can glide for 1 minute, making almost no sound. It gains a fly speed of 40 feet, and it must move at least 20 feet on its turn to keep flying. A gliding lemurfolk has advantage on Dexterity (Stealth) checks."
                },
                {
                    "name": "Sneak Attack (1/Turn)",
                    "desc": "The greyfur deals an extra 7 (2d6) damage when it hits with a weapon attack and it has advantage, or when the target is within 5 feet of an ally of the greyfur that isn't incapacitated and the greyfur doesn't have disadvantage on the attack roll."
                },
                {
                    "name": "Spellcasting",
                    "desc": "the greyfur is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The greyfur has the following wizard spells prepared:\n\ncantrips (at will): light, mage hand, minor illusion, poison spray, resistance\n\n1st Level (4 slots): mage armor, sleep\n\n2nd Level (3 slots): detect thoughts, misty step\n\n3rd Level (2 slots): lightning bolt"
                }
            ],
            "spell_list": [],
            "page_no": 271,
            "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_lemurfolk-greyfur/"
        },
        {
            "slug": "leshy",
            "desc": "_A leshy is a strange man wearing loose scraps of clothing and covered in bark and root-like growths. The hair and beard that frame his piercing green eyes writhe like living vines._  \n**Expanding the Wild.** Solitary leshy tend plants and animals in groves around great forests, and they are the self-proclaimed protectors of the forest outskirts. Leshy have little patience for interlopers and often kill, abduct, or frighten off trailblazers and guides. With their plant growth ability, they sabotage cultivated land, wipe out trails, and create weed walls and thickets to keep civilization at bay. Using speak with plants, they transplant dangerous plant creatures to discourage new settlements. Some have wrangled rabid animals to the same purpose.  \n**Ax Thieves.** Leshy prefer trickery to combat, particularly enjoying leading interlopers astray through use of their mimicry. If challenged, they use their ability to change size to scare intruders away, but they never hesitate to fight to the death in service to the forest if necessary. Leshy hate metal, especially axes, and they go out of their way to steal metal items and lead those who use them astray.  \n**Accept Bribes.** With careful courting and appropriate gifts, it is possible to gain a leshy’s capricious assistance. This can be risky, because leshy love mischief. Still, at times a leshy’s help is essential to a group traversing ancient woodlands.",
            "name": "Leshy",
            "size": "Medium",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 84,
            "hit_dice": "13d8+26",
            "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": 4,
            "skills": {
                "deception": 5,
                "perception": 4,
                "stealth": 3,
                "survival": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "Common, Elvish, Sylvan",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The leshy makes two club attacks."
                },
                {
                    "name": "Change Size",
                    "desc": "The leshy appears to change its size, becoming as tall as a massive oak (Gargantuan) or as short as a blade of grass (Tiny). The change is entirely illusory, so the leshy's statistics do not change."
                },
                {
                    "name": "Club",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Innate Spellcasting",
                    "desc": "the leshy's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:\n\nat will: animal friendship, pass without trace, speak with animals\n\n1/day each: entangle, plant growth, shillelagh, speak with plants, hideous laughter"
                },
                {
                    "name": "Camouflage",
                    "desc": "A leshy has advantage on Stealth checks if it is at least lightly obscured by foliage."
                },
                {
                    "name": "Mimicry",
                    "desc": "A leshy can mimic the calls and voices of any creature it has heard. To use this ability, the leshy makes a Charisma (Deception) check. Listeners who succeed on an opposed Wisdom (Insight) or Intelligence (Nature)-DM's choice-realize that something is mimicking the sound. The leshy has advantage on the check if it's mimicking a general type of creature (a crow's call, a bear's roar) and not a specific individual's voice."
                }
            ],
            "spell_list": [],
            "page_no": 272,
            "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_leshy/"
        },
        {
            "slug": "library-automaton",
            "desc": "_The humming of servos, ticking of gears, and petite discharges of steam alert you to the presence of this library’s diminutive custodian._  \nThese small constructs were created to fulfill organizational responsibilities of huge libraries with staffing problems, but some invariably learn enough about the wider world to seek out adventure and new knowledge, rather than tending the items in their care.  \n**Eyes of the Past.** While largely constructed with mechanical components, the automatons include a single human eyeball that is mounted at the end of an articulated appendage. The eye is usually donated by one of the institution’s scholars (prescribed in their will) so that they can continue serving the repositories of knowledge that were their life’s work.  \n**Telekinetic.** While the automatons have no arms, they can move and manipulate written materials telekinetically. Powered by keen analytical engines, the library automaton tirelessly pores through tomes, translates ancient texts, catalogs the institution’s volumes, fetches texts for visitors, and occasionally rids the vast halls of uninvited pests.  \n**Sought by Wizards.** Wizards have discovered that these clockwork bureaucrats make particularly effective caretakers for their spellbooks and scrolls while on adventure.  \n**Constructed Nature.** A library automaton doesn’t require air, food, drink, or sleep.",
            "name": "Library Automaton",
            "size": "Small",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "lawful neutral",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 7,
            "hit_dice": "2d6",
            "speed": {
                "walk": 30
            },
            "strength": 8,
            "dexterity": 13,
            "constitution": 10,
            "intelligence": 14,
            "wisdom": 12,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "history": 4,
                "investigation": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, poisoned",
            "senses": "blindsight 60 ft., truesight 10 ft., passive Perception 11",
            "languages": "Common, Machine Speech",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Gaze of Confusion",
                    "desc": "The library automaton chooses one creature it can see within 40 feet. The target must succeed on a DC 12 Intelligence saving throw or take 9 (3d4 + 2) psychic damage and have disadvantage on Intelligence-based checks, saving throws, and attacks until the end of its next turn. If the saving throw succeeds, then the target takes half damage and suffers no other effect."
                },
                {
                    "name": "Bibliotelekinesis",
                    "desc": "This ability functions as the cantrip mage hand but can be used only on books, scrolls, maps, and other printed or written materials."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Extra-Dimensional Book Repository",
                    "desc": "A small door on the chest of the library automaton opens into an extra-dimensional bookcase. This bookcase functions exactly as a bag of holding except that it can store only written materials such as books, scrolls, tomes, parchment, folders, notebooks, spellbooks, and the like."
                }
            ],
            "spell_list": [],
            "page_no": 273,
            "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_library-automaton/"
        },
        {
            "slug": "lich-hound",
            "desc": "_Their howls echoing from another plane, lich hounds always arrive wreathed in mist. Half bone, half purple fire, they are creatures of hunger and the hunt. Nothing makes them happier than taking down creatures larger than themselves—or racing through the air to catch a surprised bat in mid-flight. All cruelty and fang, lich hounds are most satisfied when praised by their great undead lords._  \n**Fiery Bones.** Bright white skulls with a heavy jaw and thick, robust skeletal bodies define the ferocious lich hounds. Their eyes burn green or blue, and their tongues resemble black fire. Fueled by necromantic power, these creatures are loyal servants of either ghoul high priests or liches.  \n**Echoing Howls.** Even on their own, lich hounds are relentless hunters, pursuing their prey with powerful senses and a keen ability to find the living wherever they may hide. Lich hound howls fade into and out of normal hearing, with strangely shifted pitch and echoes.  \n**Murdered Celestials.** The dark process of creating a lich hound involves a perverse ritual of first summoning a celestial canine and binding it to the Material Plane. The hound’s future master then murders the trapped beast. Only then can the creature be animated in all its unholy glory. Hound archons have long been outraged by the creation of lich hounds, and they occasionally band together to rid the world of those who practice this particular dark magic.  \n**Undead Nature.** A lich hound doesn’t require air, food, drink, or sleep.",
            "name": "Lich Hound",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 14,
            "armor_desc": "",
            "hit_points": 119,
            "hit_dice": "14d8+56",
            "speed": {
                "walk": 30,
                "fly": 50
            },
            "strength": 10,
            "dexterity": 18,
            "constitution": 18,
            "intelligence": 6,
            "wisdom": 10,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": 4,
            "constitution_save": 4,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 3,
            "perception": 4,
            "skills": {
                "acrobatics": 6,
                "perception": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "piercing and bludgeoning from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "exhaustion, poisoned",
            "senses": "blindsight 100 ft., passive Perception 14",
            "languages": "understands Darakhul",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.",
                    "attack_bonus": 6,
                    "damage_dice": "1d12"
                },
                {
                    "name": "Ethereal Jaunt",
                    "desc": "As a bonus action, the lich hound can magically shift from the Material Plane to the Ethereal Plane, or vice versa."
                },
                {
                    "name": "Gut Rip",
                    "desc": "As a bonus action, the lich hound tears into any adjacent prone creature, inflicting 19 (3d12) slashing damage. The target must succeed on a DC 14 Constitution saving throw or be incapacitated for 1d4 rounds. An incapacitated creature repeats the saving throw at the end of each of its turns; a successful save ends the condition early."
                },
                {
                    "name": "Howl",
                    "desc": "The eerie howl of lich hounds as they close in on their prey plays havoc on the morale of living creatures that hear it. Howling requires and action, and creatures that hear the howl of a lich hound within 100 feet must succeed on a DC 14 Wisdom saving throw or become frightened for 5 rounds. Creatures that successfully save against this effect cannot be affected by a lich hound's howl for 24 hours."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Keen Hearing and Smell",
                    "desc": "The lich hound has advantage on Wisdom (Perception) checks that rely on hearing or smell."
                }
            ],
            "spell_list": [],
            "page_no": 274,
            "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_lich-hound/"
        },
        {
            "slug": "likho",
            "desc": "_Malformed like a goblin, this creature bears one large, strange eye in the middle of its face. It wears dark and dirty rags, and its spindly claws and arms match its hunched torso._  \n**Ferocious Attitude.** Likho are scrappy fighters; they weaken foes from afar with their magical attacks to curse and enfeeble enemies, then rush forward in a blazing charge and jump onto their foes, shredding them with their claws. Once a likho has leapt onto a creature, it shreds flesh using the claws on both its hands and feet.  \n**Jeers and Insults.** A likho uses its message spells to taunt and jeer its target from a distance during the hunt. In addition, to flinging curses and ill luck, likho frustrate and infuriate their enemies because they are difficult to hit. A likho enjoys stalking intelligent humanoids and tormenting them from hiding until discovered or when it grows tired of the hunt.  \n**Organ Eaters.** Likho thrive when they drain away luck and aptitude. Once the likho immobilizes a creature, it gnaws at the creature’s abdomen with its jagged teeth, devouring the organs of its still-living prey. A likho consumes only a humanoid’s organs and leaves the rest of the carcass behind.",
            "name": "Likho",
            "size": "Medium",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 90,
            "hit_dice": "12d8+36",
            "speed": {
                "walk": 40
            },
            "strength": 16,
            "dexterity": 18,
            "constitution": 16,
            "intelligence": 13,
            "wisdom": 16,
            "charisma": 21,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 8,
            "perception": 6,
            "skills": {
                "acrobatics": 7,
                "perception": 6,
                "stealth": 10
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "Common, Goblin, Void Speech",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The likho makes two claw attacks."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Disruptive Gaze",
                    "desc": "As a bonus action, the likho directs its gaze at any single creature it can see and afflicts it with a temporary bout of bad luck. The targeted creature has disadvantage on attack rolls, saving throws, and skill checks until the end of its next turn."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "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 14 Strength saving throw or be knocked prone. If the target is prone, the likho can use a bonus action to make two additional claw attacks against it."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the likho's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:\n\nat will: message\n\n3/day each: crown of madness, mirror image, ray of enfeeblement\n\n1/day: bestow curse"
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The likho has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 275,
            "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_likho/"
        },
        {
            "slug": "liosalfar",
            "desc": "_The curtain of rippling colors assumes a humanoid form. Its kaleidoscope body shifts and glitters with mesmeric patterns._  \nSometimes known as “light elves” because they assume a vaguely elfish shape, these enigmatic shapeshifters make their home at the edge of the world, where reality bends and physical laws unravel. Their mutable bodies are composed entirely of shifting colors. Among themselves they communicate through flashing patterns and hues, but they talk to other races in an echoing, choral tone that seems to emanate from everywhere and nowhere around them.  \n**Servants of Fate.** Their aims often seem inconsequential or simply baffling, but they’ve also sundered mountains and toppled kingdoms. Many believe they’re agents of Fate, others that their motivation is an alien aesthetic or their own amusement.  \n**Pattern Vision.** Those who’ve spoken with liosalfar say they talk as if all existence was a sea of patterns and colors to be set in pleasing shapes. They barely understand mortal concerns.  \n**Enemies of the Ramag.** The liosalfar have a longstanding rivalry with the portal-making ramag, whom they despise as “corruptors of the patterns.”  \n**Elemental Nature.** A liosalfar doesn’t require air, food, drink, or sleep.",
            "name": "Liosalfar",
            "size": "Large",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 17,
            "armor_desc": "",
            "hit_points": 110,
            "hit_dice": "20d10",
            "speed": {
                "fly": 60,
                "hover": true
            },
            "strength": 10,
            "dexterity": 25,
            "constitution": 10,
            "intelligence": 18,
            "wisdom": 18,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": 10,
            "constitution_save": 3,
            "intelligence_save": 7,
            "wisdom_save": 7,
            "charisma_save": 4,
            "perception": 7,
            "skills": {
                "arcana": 7,
                "insight": 7,
                "perception": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison, psychic, radiant",
            "condition_immunities": "blinded, charmed, exhaustion (see Lightform special ability), grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious",
            "senses": "blindsight 120 ft., truesight 60 ft., passive Perception 17",
            "languages": "Common, Celestial, Primordial, Elvish, Giant",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The liosalfar makes two Disrupting Touch attacks."
                },
                {
                    "name": "Disrupting Touch",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 26 (4d12) radiant damage, and the target must succeed on a DC 15 Wisdom saving throw or become stunned for 1 round.",
                    "attack_bonus": 10,
                    "damage_dice": "4d12"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Alien Mentality",
                    "desc": "A liosalfar's exotic consciousness renders it immune to psychic effects, and any attempt to read their thoughts leaves the reader confused for 1 round."
                },
                {
                    "name": "Darkness Vulnerability",
                    "desc": "Magical darkness is harmful to a liosalfar: They take 2d10 necrotic damage, or half damage with a successful DC 14 Constitution saving throw, each time they start their turn inside magical darkness. Natural darkness is unpleasant to them but not harmful."
                },
                {
                    "name": "Incorporeal Movement",
                    "desc": "The liosalfar can move through other creatures and objects as difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the liosalfar's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat Will: augury, color spray, dancing lights, detect magic, flare, light, silent image, spare the dying\n\n2/day each: alter self, blur, divination, hypnotic pattern, prismatic spray, scorching ray\n\n1/day each: hallucinatory terrain, plane shift, sunbeam"
                },
                {
                    "name": "Lightform",
                    "desc": "Liosalfar are composed entirely of light. They are incorporeal and not subject to ability damage, polymorph, petrification, or attacks that alter their form."
                },
                {
                    "name": "Prismatic Glow",
                    "desc": "Liosalfar shed rainbow illumination equal to a daylight spell. They cannot extinguish this glow without perishing but can reduce it to the level of torchlight at will. Even when using alter self they have a faint, diffused glow that's visible in dim light or darkness."
                }
            ],
            "spell_list": [],
            "page_no": 277,
            "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_liosalfar/"
        },
        {
            "slug": "living-wick",
            "desc": "_A living wick is a small, rough wax sculpture of a human that stands at attention, a halo of light flickering around its head from some source behind it._  \n**Enchanted Wicks.** Living wicks are obedient wax statues brought to life by an enchanted wick that runs from the nape of their neck to their lower back. When new, a living wick looks and moves like a human, but as the wick burns, the wax features melt and the statue takes on a twisted, hunchbacked appearance.  \n**Short-Lived as a Candle.** Living wicks are powered by flames, and therefore they have a predetermined life cycle. They are typically reduced to formless lumps in a month, but some say a living wick’s affordability more than makes up for its inevitable obsolescence. Individuals looking to quickly construct a building or fortification without the expense of paid labor or the questionable ethics of necromancy find living wicks obedient and efficient, as do those needing an army for a single battle.  \nLiving wicks are active only when their wicks are lit, and only respond to the telepathic commands of whoever lit them. This makes it easy to transfer living wicks between owners, even those not well-versed in the use of magic.  \n**Explosive Ends.** The amount of magical energy contained within a living wick, paired with the manner in which it is released, gives them a remarkable capability for selfdestruction. If their controller demands it, all living wicks can release the magic contained within their form all at once, engulfing themselves and anyone nearby in flames. This can make storing them a gamble, but many see it as an asset, especially those seeking to destroy evidence or anonymously attack their enemies.  \n**Constructed Nature.** A living wick doesn’t require air, food, drink, or sleep.",
            "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": 10,
            "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": null,
            "skills": {},
            "damage_vulnerabilities": "fire",
            "damage_resistances": "",
            "damage_immunities": "poison, psychic",
            "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious",
            "senses": "sight 20 ft. (blind beyond the radius of its own light), passive Perception 10",
            "languages": "shares a telepathic link with the individual that lit its wick",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.",
                    "attack_bonus": 2,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Consume Self",
                    "desc": "A living wick can be commanded to rapidly burn through the remains of its wick, creating a devastating fireball. All creatures within 20 feet of the living wick take 7 (2d6) fire damage, or half damage with a successful DC 13 Dexterity saving throw. The fire spreads around corners and ignites flammable objects in the area that aren't being worn or carried. The wick is reduced to a lifeless puddle of wax."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Controlled",
                    "desc": "Living wicks cannot move, attack, or perform actions when they are not lit. Living wicks only respond to the telepathic commands of the individual that lit them."
                },
                {
                    "name": "Light",
                    "desc": "Activated living wicks produce light as a torch."
                },
                {
                    "name": "Melting",
                    "desc": "A living wick loses one hit point for every 24 hours it remains lit."
                }
            ],
            "spell_list": [],
            "page_no": 278,
            "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_living-wick/"
        },
        {
            "slug": "lorelei",
            "desc": "_Lounging on large river rocks or within swirling eddies untouched by the rush of the current, these breathtakingly fey call plaintively to travelers and knights errant. They seek nothing less than the last breath of a drowning man._  \n**Death to Men.** These callous river sirens compete with one another in manipulating and destroying male travelers. A lorelei often taunts her prey for days before finally turning on it. When the opportunity presents itself, it quickly draws heavily armored warriors into deep water and kisses them as they drown.  \n**Voluptuous Humanoids.** Although legends describe the lorelei as golden-haired and fair-skinned, they come in all varieties, each more voluptuous than the next. While most resemble sensual humans, a lorelei’s form can also include elves, dwarves, and in some recorded cases even orcs and hobgoblins—a lorelei mimics her most frequent prey.  \n**Ignore Women.** Women travelers are vexing for the lorelei. While the siren’s powers affect women as readily as men, the lorelei lacks the urge to destroy them. Women traveling alone or in all-female groups may pass through a lorelei’s territory safely, and might even make peaceful contact. However, women who protect male companions are viewed as traitors, inspiring wrath.",
            "name": "Lorelei",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 15,
            "armor_desc": "18 mage armor",
            "hit_points": 76,
            "hit_dice": "9d8+36",
            "speed": {
                "walk": 30,
                "swim": 30
            },
            "strength": 10,
            "dexterity": 21,
            "constitution": 18,
            "intelligence": 16,
            "wisdom": 16,
            "charisma": 23,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 9,
            "perception": null,
            "skills": {
                "deception": 9,
                "performance": 9,
                "persuasion": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Common, Sylvan",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Dagger",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) piercing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "1d4"
                },
                {
                    "name": "Charm",
                    "desc": "The lorelei targets one humanoid she can see within 30 feet of her. If the target can see or hear the lorelei, it must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the lorelei. The charmed target regards the lorelei as its one, true love, to be heeded and protected. Although the target isn't under the lorelei's control, it takes the lorelei's requests or actions in the most favorable way it can. Each time the lorelei or her companions cause the target to take damage, directly or indirectly, it repeats the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the lorelei is killed, is on a different plane of existence than the target, or takes a bonus action to end the effect."
                },
                {
                    "name": "Stunning Glance",
                    "desc": "The lorelei mentally disrupts a creature within 30 feet with a look. The target must succeed on a DC 17 Wisdom saving throw or be stunned for 2 rounds. Anyone who successfully saves against this effect cannot be affected by it from the same lorelei for 24 hours."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Alluring Presence",
                    "desc": "All humanoids within 30 feet of a lorelei who look directly at her must succeed on a DC 17 Charisma saving throw or be drawn to her in the most direct path, regardless of the danger. This compulsion fades once the person gets within 5 feet of the lorelei. A creature can avoid this effect for one full round by choosing to avert its eyes at the start of its turn, but it then has disadvantage on any attacks or other rolls directed against the lorelei until the start of its next turn. A lorelei can suppress or resume this ability as a bonus action. Anyone who successfully saves against this effect cannot be affected by it from the same lorelei for 24 hours."
                },
                {
                    "name": "Unearthly Grace",
                    "desc": "A lorelei applies her Charisma modifier to all of her saving throws in place of the normal ability modifier."
                },
                {
                    "name": "Water Spirit",
                    "desc": "The lorelei is under the effect of freedom of movement whenever she is in contact with a body of water."
                },
                {
                    "name": "Spellcasting",
                    "desc": "the lorelei is an 8th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). She requires no material components to cast her spells. The lorelei has the following sorcerer spells prepared:\n\ncantrips (at will): detect magic, guidance, light, mending, poison spray, prestidigitation\n\n1st level (4 slots): comprehend languages, fog cloud, mage armor, ray of sickness\n\n2nd level (3 slots): hold person, misty step, suggestion\n\n3rd level (3 slots): hypnotic pattern, gaseous form, water walk\n\n4th level (2 slots): dominate beast, ice storm"
                }
            ],
            "spell_list": [],
            "page_no": 279,
            "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_lorelei/"
        },
        {
            "slug": "loxoda",
            "desc": "_Often called elephant centaurs by humans and gnolls, loxodas are massive creatures that combine the torso of an ogre and the body of an elephant. Hating and fearing all strangers, they live in open plains and scrubland._  \n**Nomadic Families.** Loxodas live in small herds of 2-3 extended families. Several of these communities will usually cluster together, allowing members to move between groups as they get older. They have no permanent settlements, and instead loxoda families travel to new areas when they deplete the available food. Voracious eaters, a family of loxodas will quickly strip trees bare of leaves, or hunt and cook an entire elephant. They devour both meat and vegetation.  \n**Often Underestimated.** Many people assume that loxodas are as dull witted as the ogres they resemble. This is often a fatal mistake, as the elephant centaurs are quite intelligent. Their simple equipment and straightforward living comes not from a lack of skill or knowledge, but their own isolationism and xenophobia. Their immense size and quadruped body makes it difficult for them to mine metal ore, and they violently reject communications and trade with other people. The little metal they can gather is either taken from the bodies of their prey or stolen in raids on dwarven, human, or gnoll settlements.  \n**Vestigial Tusks.** All loxodas have curved tusks. While they are too small for use in even ritual combat, they are often decorated with intricate carvings, inlays or dyed in a pattern developed by their family. Each individual also adapts the patterns with their own individual marks, often inspired by important events in their lives. Some loxodas put golden rings or jewelled bracelets stolen from humanoids onto their tusks as trophies—a loxoda matriarch may have long dangling chains of such ornaments, indicating her high status and long life. They stand 18 feet tall and weigh nearly 20,000 pounds.",
            "name": "Loxoda",
            "size": "Huge",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 147,
            "hit_dice": "14d12+56",
            "speed": {
                "walk": 40
            },
            "strength": 19,
            "dexterity": 12,
            "constitution": 19,
            "intelligence": 12,
            "wisdom": 14,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "survival": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 12",
            "languages": "Loxodan",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The loxoda makes two attacks, but no more than one of them can be a maul or javelin attack."
                },
                {
                    "name": "Maul",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 25 (6d6 + 4) bludgeoning damage.",
                    "attack_bonus": 7,
                    "damage_dice": "6d6"
                },
                {
                    "name": "Stomp",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) bludgeoning damage.",
                    "attack_bonus": 7,
                    "damage_dice": "3d10"
                },
                {
                    "name": "Javelin",
                    "desc": "Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 14 (3d6 + 4) piercing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "3d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Trampling Charge",
                    "desc": "If the loxoda moves at least 20 feet straight toward a Large or smaller creature it then attacks with a stomp, the stomp attack is made with advantage. If the stomp attack hits, the target must also succeed on a DC 15 Strength saving throw or be knocked prone."
                }
            ],
            "spell_list": [],
            "page_no": 280,
            "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_loxoda/"
        },
        {
            "slug": "mahoru",
            "desc": "_“I saw no more terrible beast on all my journeys north than the mahoru. The white bears had their aloof majesty, the lindwurm serpentine grace, but the monster that gnawed away the pack ice beneath our feet and savaged any who fell into the water was a thing of nightmare. The men it snatched were torn apart, like rags in the mouth of a rabid dog.”_  \nA hybrid of fish and mammal, a mahoru is eight feet long and looks like a small orca with a serpentine neck and seal-like head.  \n**Valuable Teeth and Fur.** Their heavy jaws are filled with triangular, serrated teeth adept at tearing flesh and sundering bone. Their white and black fur is highly prized for its warmth and waterproof qualities. Their pectoral fins feature stubby, claw-tipped paws. Skraeling use the mahoru’s fangs to make arrowheads or tooth-studded clubs, and the mahoru is a totem beast for many northern tribes.  \n**Iceberg Hunters.** Relatives of the bunyip, mahoru prowl northern coasts and estuaries, hunting among the fragmenting pack ice each summer. They lurk beneath the surface, catching swimmers chunks or lurching up onto the ice to break or tilt it and send prey tumbling into the water. When necessary, they stalk beaches and riverbanks in search of carrion or unwary victims.  \n**Work in Pairs and Packs.** Mahoru work together in mated pairs to corral everything from fish and seals to larger prey like kayaking humans and even polar bears. They gnaw at ice bridges and the frozen surface of lakes and rivers to create fragile patches that plunge unwary victims into their waiting jaws.",
            "name": "Mahoru",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 91,
            "hit_dice": "14d8+28",
            "speed": {
                "walk": 10,
                "swim": 60
            },
            "strength": 18,
            "dexterity": 19,
            "constitution": 14,
            "intelligence": 3,
            "wisdom": 12,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "-",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) slashing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "3d10"
                },
                {
                    "name": "Roar",
                    "desc": "When a mahoru roars all creatures with hearing within 30 feet of it must succeed on a DC 14 Wisdom saving throw or become frightened until the end of the mahoru's next turn. If the target fails the saving throw by 5 or more, it's also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Roar of all mahoru for the next 24 hours."
                },
                {
                    "name": "Vorpal Bite",
                    "desc": "a mahoru's saw-like jaws are excel at dismembering prey. When the mahoru scores a critical hit, the target must succeed on a DC 14 Strength saving throw or lose an appendage. Roll on the following table for the result:\n\n1-2: right hand\n\n3-4: left hand\n\n5-6: right food\n\n7-8: left foot\n\n9: right forearm\n\n10: left forearm\n\n11: right lower leg\n\n12: left lower leg"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The mahoru can breathe air and water."
                },
                {
                    "name": "Keen Sight and Smell",
                    "desc": "The mahoru has advantage on Wisdom (Perception) checks that rely on sight or smell."
                },
                {
                    "name": "Pack Tactics",
                    "desc": "The mahoru has advantage on attack rolls against a creature if at least one of the mahoru's allies is within 5 feet of the creature and the ally isn't incapacitated."
                },
                {
                    "name": "Blood Frenzy",
                    "desc": "The mahoru has advantage on melee attack rolls against any creature that isn't at maximum hit points."
                }
            ],
            "spell_list": [],
            "page_no": 281,
            "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_mahoru/"
        },
        {
            "slug": "malakbel",
            "desc": "_Within a blinding wave of heat and glare strides a long-limbed, misshapen form. The creature scorches everything in its path as it strides forward._  \nWhat most people recall most vividly from an encounter with a malakbel is the blinding light and blistering heat surrounding them. Rippling distortion obscures the creature’s body, which is roughly the size and shape of an adult human.  \n_**Demonic Messengers.**_ Malakbel demons are contradictory creatures. They are both messengers and destroyers who carry the words of demon lords or even dark gods to the mortal realm. Paradoxically, once their message is delivered, they often leave none of its hearers alive to spread the tale.  \n_**Where Virtue Cannot Look.**_ The malakbel is the embodiment of all that is forbidden and destructive. Despite its vital role as a messenger, its destructive nature always comes to the fore. A malakbel descends upon settlements and travelers with the merciless and relentless onslaught of the raging sun, burning all it sees to cinders before vanishing like heat shimmers at dusk.",
            "name": "Malakbel",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "demon",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 102,
            "hit_dice": "12d8+48",
            "speed": {
                "walk": 40
            },
            "strength": 14,
            "dexterity": 17,
            "constitution": 19,
            "intelligence": 13,
            "wisdom": 16,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": null,
            "perception": 7,
            "skills": {
                "perception": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "fire, radiant, poison",
            "condition_immunities": "blinded, poisoned",
            "senses": "truesight 30 ft., passive Perception 17",
            "languages": "Abyssal, telepathy 120 ft.",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The malakbel makes two scorching blast attacks."
                },
                {
                    "name": "Scorching Blast",
                    "desc": "Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 18 (3d8 + 5) fire damage.",
                    "attack_bonus": 9,
                    "damage_dice": "3d8"
                },
                {
                    "name": "Searing Flare (Recharge 5-6)",
                    "desc": "The malakbel intensifies its Blistering Radiance to withering levels. All creatures in the malakbel's aura take 31 (7d8) radiant damage and gain a level of exhaustion; a successful DC 16 Constitution saving throw reduces damage by half and negates exhaustion."
                },
                {
                    "name": "Teleport",
                    "desc": "The malakbel magically teleports to an unoccupied space it can see within 100 feet."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Blistering Radiance",
                    "desc": "The malakbel generates a 30-foot-radius aura of searing light and heat. A creature that starts its turn in the aura, or who enters it for the first time on a turn, takes 11 (2d10) radiant damage. The area in the aura is brightly lit, and it sheds dim light for another 30 feet. The aura dispels magical darkness of 3rd level or lower where the areas overlap."
                },
                {
                    "name": "Distortion",
                    "desc": "Ranged attacks against the malakbel have disadvantage."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The malakbel has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 78,
            "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_malakbel/"
        },
        {
            "slug": "mallqui",
            "desc": "_With skin stretched like vellum over wizened limbs, a desiccated humanoid form clad in splendid regalia emerges from a funerary tower. Suddenly, the air becomes so dry as to make the eyes sting and lips crack. The imposing figure has yellow points of light for eyes._  \n**Cold Plateau Mummies.** The people of the cold, rainless, mountain plateaus take advantage of their dry climes to mummify their honored dead, but without the embalming and curing of the corpse practiced in hotter lands. To preserve the knowledge and the place of their ancestors in the afterlife, their dead remain among them as counsellors and honorees on holy days.  \n**Undead Judges.** The mallqui are not seen as malevolent, though at times they are severe judges against transgressors of their culture’s ideals.  \n**Icons of Growth.** Through their ability to draw the very moisture from the air, they are seen as conduits to the fertility of the earth. “Mallqui” also means “sapling” in the language of the people who create them.  \n**Undead Nature.** A mallqui doesn’t require air, food, drink, or sleep.",
            "name": "Mallqui",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "lawful neutral",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 120,
            "hit_dice": "16d8+48",
            "speed": {
                "walk": 20
            },
            "strength": 16,
            "dexterity": 9,
            "constitution": 16,
            "intelligence": 11,
            "wisdom": 16,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": 3,
            "wisdom_save": null,
            "charisma_save": 5,
            "perception": null,
            "skills": {
                "history": 3,
                "insight": 6,
                "religion": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "the languages it knew in life",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The mallqui can use its xeric aura and makes two attacks with its desiccating touch."
                },
                {
                    "name": "Desiccating Touch",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 20 (5d6 + 3) necrotic damage.",
                    "attack_bonus": 7,
                    "damage_dice": "5d6"
                },
                {
                    "name": "Xeric Aura",
                    "desc": "All creatures within 20 feet of the mallqui must succeed on a DC 15 Constitution saving throw or take 11 (2d10) necrotic damage and gain a level of exhaustion. A creature becomes immune to the mallqui's xeric aura for the next 24 hours after making a successful save against it."
                },
                {
                    "name": "Xeric Blast",
                    "desc": "Ranged Spell Attack: +7 to hit, range 30/90 ft., one target. Hit: 13 (3d6 + 3) necrotic damage.",
                    "attack_bonus": 7,
                    "damage_dice": "3d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Regeneration",
                    "desc": "The mallqui regains 10 hit points at the start of its turn. If the mallqui takes damage from its Water Sensitivity trait, its regeneration doesn't function at the start of the mallqui's next turn. The mallqui dies only if it starts its turn with 0 hit points and doesn't regenerate."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the mallqui's innate spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It can cast the following spells, requiring no material components:\n\nat will: druidcraft, produce flame\n\n4/day each: create or destroy water, entangle\n\n2/day: locate animals or plants\n\n1/day each: dispel magic, plant growth, wind wall"
                },
                {
                    "name": "Water Sensitivity",
                    "desc": "the flesh of a mallqui putrefies and dissolves rapidly when soaked with water in the following ways:\n\n- Splashed with a waterskin or equivalent: 1d10 damage\n\n- Attacked by creature made of water: Normal damage plus an extra 1d10 damage\n\n- Caught in rain: 2d10 damage per round (DC 11 Dexterity saving throw for half)\n\n- Immersed in water: 4d10 damage per round (DC 13 Dexterity saving throw for half)\n\nalternatively, the saving throw and DC of the spell used to conjure or control the water damaging the mallqui can be used in place of the saving throws above"
                }
            ],
            "spell_list": [],
            "page_no": 282,
            "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_mallqui/"
        },
        {
            "slug": "malphas-storm-crow",
            "desc": "",
            "name": "Malphas (Storm Crow)",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 16,
            "armor_desc": "studded leather",
            "hit_points": 120,
            "hit_dice": "16d8+48",
            "speed": {
                "walk": 40,
                "fly": 30
            },
            "strength": 19,
            "dexterity": 19,
            "constitution": 16,
            "intelligence": 14,
            "wisdom": 13,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": 4,
            "charisma_save": 5,
            "perception": 4,
            "skills": {
                "perception": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "Common, Giant, Ravenfolk, Sylvan",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The malphas makes three longsword attacks."
                },
                {
                    "name": "Longsword",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "1d8"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Shadow Call",
                    "desc": "A malphas can cast magic missile as a reaction when it is hit by a ranged weapon attack."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Innate Spellcasting",
                    "desc": "the storm crow's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:\n\nat will: magic missile\n\n1/day: haste"
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "While in sunlight, the malphas has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
                },
                {
                    "name": "Night Terror (1/round)",
                    "desc": "As a bonus action immediately after making a successful melee attack, a malphas storm crow can cast magic missile through his or her sword at the same target."
                },
                {
                    "name": "Swordtrained",
                    "desc": "Malphas are trained from youth in combat. They are proficient with all martial melee and ranged weapons."
                }
            ],
            "spell_list": [],
            "page_no": 283,
            "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_malphas-storm-crow/"
        },
        {
            "slug": "mamura",
            "desc": "_This tiny monstrosity combines the worst elements of a dead frog and a rotting fish. Its slimy, scaly, vaguely humanoid form has three clawed arms arranged radially about its body. Its slimy green bat‑like wings seem too small to work, yet it flies very well._  \n**Twisted Field Sprites.** Mamuras are the twisted faeries of magical wastelands and barren plains. They were once goodaligned, pixie-like fey called “polevoi,” or “field sprites,” but at some point they swore their souls to a dark goddess and were corrupted by her foul magic. Now they are twisted, alien things.  \n**Cross-Dimensional.** The mamura is one degree out of phase with the usual five dimensions. As a result, it always appears blurry and indistinct even in bright light, and it seems translucent in dim light.  \nMamuras babble constantly, but their talk is mostly nonsense. Their minds operate in multiple dimensions in time as well as space, and this allows them to talk to creatures of the Realms Beyond. Because of this, their babble may be prophetic, but only few can decipher it.  \n**Prophetic Followers.** They occasionally align themselves with powerful goblin tribes or evil wasteland sorcerers for their own unknowable purposes.",
            "name": "Mamura",
            "size": "Small",
            "type": "Aberration",
            "subtype": "fey",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 97,
            "hit_dice": "13d6+52",
            "speed": {
                "walk": 20,
                "fly": 30
            },
            "strength": 8,
            "dexterity": 18,
            "constitution": 19,
            "intelligence": 17,
            "wisdom": 11,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 6,
            "perception": 6,
            "skills": {
                "acrobatics": 7,
                "perception": 6,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "Common, Elvish, Goblin, Sylvan, Void Speech",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The mamura makes three claw attacks and one whiptail sting attack."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, range 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 round. The poison duration is cumulative with multiple failed saving throws.",
                    "attack_bonus": 7,
                    "damage_dice": "1d8"
                },
                {
                    "name": "Whiptail Stinger",
                    "desc": "Melee Weapon Attack: +7 to hit, range 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or take 1d6 poison damage. If the target is also poisoned by the mamura's claws, it takes another 1d6 poison damage at the start of each of its turns while the poisoning remains in effect.",
                    "attack_bonus": 7,
                    "damage_dice": "1d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "All-Around Vision",
                    "desc": "Attackers never gain advantage on attacks or bonus damage against a mamura from the presence of nearby allies."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The mamura has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Friend to Darkness",
                    "desc": "In darkness or dim light, the mamura has advantage on Stealth checks. It can attempt to hide as a bonus action at the end of its turn if it's in dim light or darkness."
                },
                {
                    "name": "Distraction",
                    "desc": "Because of the mamura's alien and forbidding aura, any spellcaster within 20 feet of the mamura must make a successful DC 14 spellcasting check before casting a spell; if the check fails, they lose their action but not the spell slot. They must also make a successful DC 14 spellcasting check to maintain concentration if they spend any part of their turn inside the aura."
                },
                {
                    "name": "Flyby",
                    "desc": "The mamura doesn't provoke an opportunity attack when it flies out of an enemy's reach."
                }
            ],
            "spell_list": [],
            "page_no": 284,
            "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_mamura/"
        },
        {
            "slug": "manabane-scarab-swarm",
            "desc": "_These clicking, turquoise-colored beetles have faintly luminescent golden glyphs on their backs, which grow brighter as they draw near._  \nManabane scarabs are vermin infused with the ancient magic of fallen desert empires.  \n_**Devour Magic.**_ Whether from gnawing on the flesh of the undead or nesting in areas rife with lingering enchantment, these beetles have developed a taste for the power of magic even as its power has marked them. The graven glyphs on their carapaces resemble the priestly cuneiform of long-dead kingdoms, and the more magical energy they consume, the brighter they glow, up to the equivalent of a torch.  \nManabane scarabs pursue magic without hesitation or fear, tirelessly seeking to drain it for sustenance.",
            "name": "Manabane Scarab Swarm",
            "size": "Medium",
            "type": "Beast",
            "subtype": "Swarm",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 75,
            "hit_dice": "10d8+30",
            "speed": {
                "walk": 20,
                "burrow": 5,
                "climb": 20
            },
            "strength": 3,
            "dexterity": 16,
            "constitution": 16,
            "intelligence": 1,
            "wisdom": 13,
            "charisma": 2,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, slashing",
            "damage_immunities": "",
            "condition_immunities": "charmed, frightened, paralyzed, petrified, prone, restrained, stunned",
            "senses": "blindsight 10 ft., darkvision 30 ft., tremorsense 30 ft., passive Perception 13",
            "languages": "-",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Bites",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer. The target must succeed on a DC 15 Dexterity saving throw or one randomly determined magic item in its possession is immediately affected by the Mana Erosion trait. A spellcaster hit by this attack must succeed on a DC 15 Charisma saving throw or one of its lowest-level, unused spell slots is expended.",
                    "attack_bonus": 5,
                    "damage_dice": "4d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Swarm",
                    "desc": "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points."
                },
                {
                    "name": "Magic Immunity",
                    "desc": "The manabane scarab swarm is immune to spells and other magical effects."
                },
                {
                    "name": "Scent Magic",
                    "desc": "The manabane scarab swarm can detect the presence of magical creatures, active spells or spell effects, and magical items within 120 feet."
                },
                {
                    "name": "Mana Erosion",
                    "desc": "The manabane scarab swarm consumes magic. Unattended magic items in the swarm's space at the end of the swarm's turn have their effects suppressed for 1 minute. Additionally, charged items in the swarm's space lose 1d6 charges at the start of each of the swarm's turns; items with limited uses per day lose one daily use instead, and single-use items such as potions or scrolls are destroyed. Magical effects in the swarm's space are dispelled (as if affected by dispel magic cast with +5 spellcasting ability)."
                }
            ],
            "spell_list": [],
            "page_no": 374,
            "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_manabane-scarab-swarm/"
        },
        {
            "slug": "map-mimic",
            "desc": "",
            "name": "Map Mimic",
            "size": "Tiny",
            "type": "Aberration",
            "subtype": "shapechanger",
            "group": null,
            "alignment": "neutral",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 32,
            "hit_dice": "5d8+10",
            "speed": {
                "walk": 30,
                "fly": 15
            },
            "strength": 10,
            "dexterity": 15,
            "constitution": 14,
            "intelligence": 13,
            "wisdom": 15,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "acid",
            "condition_immunities": "prone",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "-",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Pseudopod",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. If the mimic is in object form, the target is subjected to its Constrict Face trait.",
                    "attack_bonus": 4,
                    "damage_dice": "1d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Shapechanger",
                    "desc": "The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."
                },
                {
                    "name": "Constrict Face",
                    "desc": "When a map mimic touches a Medium or smaller creature or vice versa, it adheres to the creature, enveloping the creature's face and covering its eyes and ears and airways (escape DC 13). The target creature is immediately blinded and deafened, and it begins suffocating at the beginning of the mimic's next turn."
                },
                {
                    "name": "False Appearance (Object Form Only)",
                    "desc": "While the mimic remains motionless, it is indistinguishable from an ordinary object."
                },
                {
                    "name": "Mimic Page",
                    "desc": "The mimic can disguise itself as any tiny, flat object-a piece of leather, a plate-not only a map. In any form, a map mimic can make a map on its skin leading to its mother mimic."
                }
            ],
            "spell_list": [],
            "page_no": 289,
            "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_map-mimic/"
        },
        {
            "slug": "mbielu",
            "desc": "_This lumbering saurian quadruped has large, oblong plates of bone covered in greenish slime protruding from its back and its thick, club-like tail._  \n_**Large Plates.**_ People describe this reptilian herbivore as “the animal with planks growing out of its back.” The mbielu is a large dinosaur akin to a stegosaurus, with square dorsal plates that support symbiotic colonies of toxic, green algae. The plates themselves are as large as shields.  \n_**Aquatic Herbivore.**_ An mbielu spends most of its life underwater, feeding on aquatic plants and avoiding the withering glare of the harsh sun, but it comes onto land frequently to sun itself for a few hours before immersing itself once again.  \n_**Toxic Alchemy.**_ Its dorsal plate algae undergo an alchemical reaction in the continual transition between water and sky, especially during mbielu migrations to new watery dens. The algae produce a hallucinogenic contact poison that clouds the minds of most creatures. Mbielus themselves are immune to the toxin.",
            "name": "Mbielu",
            "size": "Huge",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 95,
            "hit_dice": "10d12+30",
            "speed": {
                "walk": 30,
                "swim": 20
            },
            "strength": 19,
            "dexterity": 14,
            "constitution": 16,
            "intelligence": 2,
            "wisdom": 12,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 13",
            "languages": "-",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.",
                    "attack_bonus": 6,
                    "damage_dice": "3d10"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Rollover",
                    "desc": "If the mbielu is grappled by a Large creature, it rolls on top of the grappler and crushes it. The mbielu automatically escapes from the grapple and the grappler takes 20 (3d10 + 4) bludgeoning damage."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Toxic Skin",
                    "desc": "A creature that touches the mbielu or hits it with a melee attack exposes itself to the mbielu's poisonous skin. The creature must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, a creature also suffers disadvantage on Intelligence, Wisdom, and Charisma saving throws."
                }
            ],
            "spell_list": [],
            "page_no": 114,
            "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_mbielu/"
        },
        {
            "slug": "millitaur",
            "desc": "_The millitaur is a purplish-black segmented worm the size of a horse, with hundreds of legs, black multifaceted eyes and thick powerful mandibles. They wield crude stone axes._  \n**Mulch Eaters.** Millitaurs roam jungles and woodlands, where dense undergrowth rots beneath the canopy and piles high; leaves and plants provide much of the millitaur diet. Though millitaurs are territorial, they sometimes chase away threats rather than kill intruders. However, they also are good hunters and supplement their diet with squirrel, monkey, and even gnome or goblin.  \n**Poisonous Drool.** As formidable as they appear, millitaurs are the preferred prey of some dragons and jungle giants, and tosculi often hunt them for use as slaves and pack animals. In defense, they’ve developed a mild poison. Millitaur handaxes often drip with this substance, smeared onto them from the beast’s mandibles. They use their axes for breaking up mulch for easier digestion, as well as using them for hunting and self-defense.  \n**Clicking Speech.** Millitaurs communicate via body language, antennae movements, scent, and clicking sounds. Although they have no voice boxes, millitaurs can make sounds by artfully clicking and grinding their mandibles, and they can mimic the sounds of Common in a peculiar popping tone. They can be good sources for local information so long as they are treated with respect and their territory is not encroached.",
            "name": "Millitaur",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 85,
            "hit_dice": "10d10+30",
            "speed": {
                "walk": 40,
                "burrow": 20,
                "climb": 30
            },
            "strength": 18,
            "dexterity": 14,
            "constitution": 16,
            "intelligence": 8,
            "wisdom": 12,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "acrobatics": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "poison; bludgeoning and slashing from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "prone",
            "senses": "darkvision 60 ft., tremorsense 30 ft., passive Perception 11",
            "languages": "Common",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The millitaur makes two handaxe attacks."
                },
                {
                    "name": "Handaxe",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 2 (1d4) poison damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 288,
            "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_millitaur/"
        },
        {
            "slug": "mindrot-thrall",
            "desc": "_A heavily cloaked figure reeks of decay and spreads a floating cloud of spores with every step._  \n**Fungal Rot.** Mindrot fungus is an intelligent hive-mind parasite that consumes creatures from the inside out. When inhaled, mindrot spores enter the brain through the bloodstream. As the fungus grows, it dissolves the host’s body and slowly replaces the creature’s flesh with its own.  \nThe fungus’s first target is the motor function of the brain. It takes control of the creature’s movement while the victim is still alive and fully conscious—but no longer controls his or her own body! Indeed, sensory awareness may be the last function that the fungus attacks. Eventually, even the victim’s skin and muscle are replaced with fungal fibers. At that point, the affected creature no longer looks like its former self. Such a newly-born mindrot thrall conceals its alarming appearance under heavy robes or cloaks so it can travel without causing alarm.  \n**Spore Blisters.** A thrall’s skin is taut and waxy. Blisters form just beneath the surface, and when they grow as large as a child’s fist they burst, releasing a spray of spores. It seeks to infect as many new victims as possible during the few weeks that it survives in humanoid form. At the end of that time, the thrall shrivels to a dried, vaguely humanoid husk. Even a dead mindrot thrall, however, is still dangerous because its half-formed spore blisters can remain infectious for months. Disturbing the husk can burst these blisters and trigger a Mindrot Spores attack.  \n**Dimensional Horrors.** Wizards hypothesize the fungus was brought to the mortal world by a shambling horror crossing through a dimensional portal. The remoteness of that wasteland is likely whythe mindrot fungus hasn’t destroyed whole cities, though someday it may find a more fertile breeding ground.",
            "name": "Mindrot Thrall",
            "size": "Medium",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 82,
            "hit_dice": "11d8+33",
            "speed": {
                "walk": 30
            },
            "strength": 15,
            "dexterity": 14,
            "constitution": 17,
            "intelligence": 11,
            "wisdom": 14,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 5,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning and piercing from nonmagical attacks",
            "damage_immunities": "acid, poison",
            "condition_immunities": "charmed, frightened, poisoned",
            "senses": "tremorsense 30 ft., passive Perception 12",
            "languages": "understands Common but cannot speak",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The mindrot thrall makes two claw attacks."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.",
                    "attack_bonus": 4,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Acid Breath (Recharge 4-6)",
                    "desc": "The thrall exhales a blast of acidic spores from its rotten lungs in a 15-foot cone. Each creature in that area takes 36 (8d8) acid damage, or half damage with a successful DC 13 Dexterity saving throw. If the saving throw fails, the creature is also infected with mindrot spores."
                },
                {
                    "name": "Mindrot Spores",
                    "desc": "Infection occurs when mindrot spores are inhaled or swallowed. Infected creatures must make a DC 13 Constitution saving throw at the end of every long rest; nothing happens if the saving throw succeeds, but if it fails, the creature takes 9 (2d8) acid damage and its hit point maximum is reduced by the same amount. The infection ends when the character makes successful saving throws after two consecutive long rests, or receives the benefits of a lesser restoration spell or comparable magic. A creature slain by this disease becomes a mindrot thrall after 24 hours unless the corpse is destroyed."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Fungal Aura",
                    "desc": "A creature that starts its turn within 5 feet of a mindrot thrall must succeed on a DC 13 Constitution saving throw or become infected with mindrot spores."
                }
            ],
            "spell_list": [],
            "page_no": 290,
            "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_mindrot-thrall/"
        },
        {
            "slug": "mirager",
            "desc": "_This lovely lass is clad in diaphanous veils and a revealing skirt, and she shows graceful skill while dancing through the dust._  \n**Humanoid Sand.** In its natural form, a mirager resembles a shifting mass of sand and dust with a vaguely humanoid shape, crumbling away like a sandcastle in the wind.  \n**Enticing Illusion.** A mirage can take on the guise of a lovely man or woman with luminous eyes, delicate features, and seductive garments. Whether male or female, a mirager dresses in veils and flowing robes that accentuate its enticing beauty.  \n**Thirst for Blood.** Whatever its apparent form, a mirager’s existence is one of unnatural and endless thirst. They hunger for flesh and thirst for blood, and they draw especial pleasure from leeching a creature’s fluids in the throes of passion. A victim is drained into a lifeless husk before the mirager feasts on the dehydrated remains.",
            "name": "Mirager",
            "size": "Medium",
            "type": "Fey",
            "subtype": "shapechanger",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 78,
            "hit_dice": "12d8+24",
            "speed": {
                "walk": 30
            },
            "strength": 12,
            "dexterity": 16,
            "constitution": 14,
            "intelligence": 10,
            "wisdom": 14,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "deception": 7,
                "perception": 4,
                "performance": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "Common, Sylvan",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack.",
                    "desc": "The mirager makes two slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Thirst Kiss",
                    "desc": "The mirager feeds on the body moisture of creatures it lures into kissing it. A creature must be charmed, grappled, or incapacitated to be kissed. A kiss hits automatically, does 21 (6d6) necrotic damage, and fills the mirager with an exultant rush of euphoria that has the same effect as a heroism spell lasting 1 minute. The creature that was kissed doesn't notice that it took damage from the kiss unless it makes a successful DC 16 Wisdom (Perception) check."
                },
                {
                    "name": "Captivating Dance (Recharges after a Short or Long Rest, Humanoid Form Only)",
                    "desc": "The mirager performs a sinuously swaying dance. Humanoids within 20 feet that view this dance must make a successful DC 16 Wisdom saving throw or be stunned for 1d4 rounds and charmed by the mirager for 1 minute. Humanoids of all races and genders have disadvantage on this saving throw. A creature that saves successfully is immune to this mirager's dance for the next 24 hours."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Shapechanger",
                    "desc": "The mirager can use its action to polymorph into a Small or Medium humanoid, 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. It reverts to its true form if it dies."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the mirager's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:\n\n3/day: charm person\n\n1/day each: hallucinatory terrain, suggestion"
                },
                {
                    "name": "Enthralling Mirage",
                    "desc": "When the mirager casts hallucinatory terrain, the area appears so lush and inviting that those who view it feel compelled to visit. Any creature that approaches within 120 feet of the terrain must make a DC 15 Wisdom saving throw. Those that fail are affected as by the enthrall spell with the mirager as the caster; they give the mirage their undivided attention, wanting only to explore it, marvel at its beauty, and rest there for an hour. The mirager can choose to have creatures focus their attention on it instead of the hallucinatory terrain. Creatures affected by the enthrall effect automatically fail saving throws to disbelieve the hallucinatory terrain. This effect ends if the hallucinatory terrain is dispelled."
                }
            ],
            "spell_list": [],
            "page_no": 291,
            "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_mirager/"
        },
        {
            "slug": "miremal",
            "desc": "_The creature emerging from the shadows of the swamp is short and lean. Its pale-skinned body is covered in fungus and moss that seems to grow directly in its flesh, and its green eyes weep bloody tears._  \nMiremals are savage, degenerate fey who delight in crafting seemingly safe paths through treacherous swamps—though these paths are, instead, riddled with traps and ambush points.  \n**Unreliable Guides.** Miremals hunt in packs of three to six and often serve a more powerful creature, especially one that commands potent magic. As a result, many of these paths lead unwary travelers into the grove of a green hag coven or into the lair of a black dragon.  \n**Swamp.** Miremals have adapted from sylvan forests to the swamps: patches of red and green fungus sprout from their skin, mushrooms and branches grow haphazardly out of their bodies, and moss hangs from beneath their arms. Their eyes are forest green and are perpetually wet with bloody tears—their legends say their tears come from rage over their banishment and agony from knowing they can never return.  \n**Hate Moss Lurkers.** Miremals are occasionally confused with moss lurkers, but the two despise one another and both consider the comparison odious.",
            "name": "Miremal",
            "size": "Small",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 22,
            "hit_dice": "5d6+5",
            "speed": {
                "walk": 30,
                "swim": 30
            },
            "strength": 10,
            "dexterity": 16,
            "constitution": 12,
            "intelligence": 10,
            "wisdom": 12,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3,
                "stealth": 5,
                "survival": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Sylvan, Umbral",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The miremal makes two attacks, one of which must be a claw attack."
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Bog Spew (Recharge 5-6)",
                    "desc": "The miremal spews a noxious stream of bog filth mixed with stomach acid at a target up to 20 feet away. Target must succeed on a DC 11 Constitution saving throw or be blinded for 1d4 rounds."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Muddled Escape (1/Day)",
                    "desc": "If an attack would reduce the miremal's hit points to 0, it collapses into a pool of filth-laden swamp water and its hit points are reduced to 1 instead. The miremal can move at its normal speed in this form, including moving through spaces occupied by other creatures. As a bonus action at the beginning of the miremal's next turn, it can reform, still with 1 hit point."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The miremal can breathe air and water."
                },
                {
                    "name": "Swamp Camouflage",
                    "desc": "The miremal has advantage on Dexterity (Stealth) checks made to hide in swampy terrain."
                },
                {
                    "name": "Savage Move",
                    "desc": "If the miremal surprises a creature, it gets a bonus action it can use on its first turn of combat for a claw attack, a bite attack, or a Bog Spew attack."
                }
            ],
            "spell_list": [],
            "page_no": 292,
            "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_miremal/"
        },
        {
            "slug": "mirror-hag",
            "desc": "_A mirror hag forces an unsuspecting creature to reflect on its own superficiality by gazing into the hag’s horrible face._  \n**Hideous Hex.** Until a creature can see past the hag’s deformities, it suffers the pain of a disfigured life. Some mirror hags do this for the betterment of all, but most do it because causing pain amuses them.  \n**Warped Features.** Mirror hags are hunchbacked, with growths and lesions covering their skin. Their joints misalign, and the extremities of their bones press against their skin. However, it is their faces that inspire legends: the blackest moles sprouting long white hairs, noses resembling half-eaten carrots, and eyes mismatched in size, color, and alignment. If a creature recoils from a mirror hag’s looks, she bestows her reconfiguring curse on it.  \n**Mirror Covens.** Mirror hags can form a coven with two other hags. Generally, mirror hags only form covens with other mirror hags, but from time to time a mirror hag will join a coven of witches or green hags.",
            "name": "Mirror Hag",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 168,
            "hit_dice": "16d8+96",
            "speed": {
                "walk": 30,
                "fly": 10
            },
            "strength": 15,
            "dexterity": 16,
            "constitution": 22,
            "intelligence": 12,
            "wisdom": 14,
            "charisma": 19,
            "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": "thunder",
            "damage_immunities": "",
            "condition_immunities": "charmed, frightened",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Common",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "A mirror hag can use its Reconfiguring Curse and make one melee attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (4d8 + 3) piercing damage, or 39 (8d8 + 3) piercing damage against a stunned target.",
                    "attack_bonus": 6,
                    "damage_dice": "4d8"
                },
                {
                    "name": "Quarterstaff",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Reconfiguring Curse",
                    "desc": "The mirror hag curses a living creature within 60 feet, giving it beastly or hideous features. The target of the reconfiguring curse must succeed on a DC 15 Constitution saving throw or take 1d6 Charisma damage. A successful save renders the target immune to further uses of that hag's curse for 24 hours."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Innate Spellcasting",
                    "desc": "the hag's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). She can innately cast the following spells, requiring no material components:\n\nat will: disguise self, inflict wounds (4d10), message, ray of enfeeblement\n\n1/day each: detect thoughts, dispel magic, lightning bolt, locate creature, shillelagh, stinking cloud, teleport"
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The hag has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Confounding Ugliness",
                    "desc": "When confronting a mirror hag at any range, a creature must make a choice at the start of each of its turns: either avert its eyes so that it has disadvantage on attack rolls against the hag until the start of its next turn, or look at the hag and make a DC 15 Constitution saving throw. Failure on the saving throw leaves the character stunned until the start of its next turn."
                }
            ],
            "spell_list": [],
            "page_no": 243,
            "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_mirror-hag/"
        },
        {
            "slug": "mngwa",
            "desc": "_Tiny wisps of grayish smoke ooze from the slate-colored coat of this leonine beast._  \n**Ethereal Lions.** The elusive mngwa (MING-wah; “the strange ones”) are the offspring of a sentient feline beast from the Ethereal Plane that mated with a lioness long ago. Also called nunda (“smoke-cats”), mngwas are strong and cunning hunters that can elude pursuit or approach their prey unnoticed by disappearing into the ether for a brief time.  \n**Rocky Terrain.** Mngwas choose their hunting ground carefully, avoiding flatlands where competing predators are plentiful. They favor rocky and treacherous terrain where their talent for dancing along the veil between worlds allows them to easily outmaneuver their prey.  \n**Feline Allies.** The strongest mngwa recruit other great cats into their prides, though these associations tend to be shortlived. They hunt with especially savage groups of nkosi, though only a great pridelord can command one during a hunt. When the hunt is over, the mngwa move on, and sometimes they take one of the young nkosi with them to become a shaman.",
            "name": "Mngwa",
            "size": "Medium",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 16,
            "armor_desc": "",
            "hit_points": 91,
            "hit_dice": "14d8+28",
            "speed": {
                "walk": 40
            },
            "strength": 19,
            "dexterity": 17,
            "constitution": 15,
            "intelligence": 11,
            "wisdom": 17,
            "charisma": 17,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "perception": 5,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 15",
            "languages": "Common, Sylvan, can speak with felines",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The mngwa makes one bite attack and two claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d8"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Keen Smell",
                    "desc": "The mngwa has advantage on Wisdom (Perception) checks that rely on smell."
                },
                {
                    "name": "Pack Tactics",
                    "desc": "The mngwa has advantage on attack rolls against a creature if at least one of the mngwa's allies is within 5 feet of the creature and the ally isn't incapacitated."
                },
                {
                    "name": "Running Leap",
                    "desc": "With a 10-foot running start, the mngwa can long jump up to 25 feet."
                },
                {
                    "name": "Feline Empathy",
                    "desc": "The mngwa has advantage on Wisdom (Animal Handling) checks to deal with felines."
                },
                {
                    "name": "Ethereal Coat",
                    "desc": "The armor class of the mngwa includes its Charisma modifier. All attack rolls against the mngwa have disadvantage. If the mngwa is adjacent to an area of smoke or mist, it can take a Hide action even if under direct observation."
                }
            ],
            "spell_list": [],
            "page_no": 293,
            "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_mngwa/"
        },
        {
            "slug": "monolith-champion",
            "desc": "_This suit of armor stands motionless, its visor raised to reveal a black skull with eyes cold as a winter moon. A cloak of owl feathers hangs from its shoulders, and a greatsword is slung across its back._  \n**Beautiful Constructs.** Monolithic servitors are constructs designed to serve the courts of the shadow fey. As constructs go, these are uncommonly beautiful; they are meant to be as pleasing to the eyes as they are functional. Beauty, of course, is in the eye of the beholder, and what’s beautiful in the eyes of the shadow fey might be considered strange, disturbing, or even alarming by mortal folk.  \n**Expensive Armor.** Regardless of a viewer’s esthetic opinion, it’s obvious that a monolith champion incorporates amazing workmanship. Every fitting is perfect; every surface is masterfully burnished and etched with detail almost invisible to the naked eye or decorated with macabre inlays and precious chasing. The skull in the helmet is mere decoration, meant to frighten the weak of heart and mislead opponents into thinking the champion is some form of undead rather than a pure construct.  \n**Keeping Out the Rabble.** As its name implies, the monolith champion serves as a guardian, warrior, or sentry. In those roles, it never tires, never becomes distracted or bored, never questions its loyalty, and never swerves from its duty. It delights in throwing non-fey visitors out of fey settlements and buildings.  \n**Constructed Nature.** A monolith champion doesn’t require air, food, drink, or sleep.",
            "name": "Monolith Champion",
            "size": "Large",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 102,
            "hit_dice": "12d10+36",
            "speed": {
                "walk": 40
            },
            "strength": 19,
            "dexterity": 12,
            "constitution": 16,
            "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": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison, bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "Elvish, Umbral",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The champion makes two greatsword attacks or two slam attacks."
                },
                {
                    "name": "Greatsword",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage plus 11 (2d10) cold or fire damage.",
                    "attack_bonus": 7,
                    "damage_dice": "3d6"
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 11 (2d10) cold or fire damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Blatant Dismissal",
                    "desc": "While in a fey court or castle, a monolith champion that scores a successful hit with its greatsword can try to force the substitution of the target with a shadow double. The target must succeed at a DC 14 Charisma saving throw or become invisible, silent, and paralyzed, while an illusory version of itself remains visible and audible-and under the monolith champion's control, shouting for a retreat or the like. Outside fey locales, this ability does not function."
                },
                {
                    "name": "Fey Flame",
                    "desc": "The ritual powering a monolith champion grants it an inner flame that it can use to enhance its weapon or its fists with additional fire or cold damage, depending on the construct's needs."
                }
            ],
            "spell_list": [],
            "page_no": 294,
            "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_monolith-champion/"
        },
        {
            "slug": "monolith-footman",
            "desc": "_A suit of elven parade armor, beautifully ornate but perhaps not terribly functional, stands at attention._  \n**Beautiful Construct.** Like the Open Game License",
            "name": "Monolith Footman",
            "size": "Large",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 60,
            "hit_dice": "8d10+16",
            "speed": {
                "walk": 40
            },
            "strength": 18,
            "dexterity": 12,
            "constitution": 14,
            "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": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison, bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "Elvish, Umbral",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Longsword",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 9 (2d8) cold or fire damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 9 (2d8) cold or fire damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Blatant Dismissal",
                    "desc": "While in the courts or castles of the fey, a monolith footman that scores a successful hit with its longsword can try to force the substitution of the target with a shadow double. The target must succeed at a DC 10 Charisma saving throw or become invisible, silent, and paralyzed, while an illusory version of itself remains visible and audible-and under the monolith footman's control, shouting for a retreat or the like. Outside fey locales, this ability does not function."
                },
                {
                    "name": "Fey Flame",
                    "desc": "The ritual powering a monolith footman grants it an inner flame that it can use to enhance its weapon or its fists with additional fire or cold damage, depending on the construct's needs."
                },
                {
                    "name": "Simple Construction",
                    "desc": "Monolith footmen are designed with a delicate fey construction. They burst into pieces and are destroyed when they receive a critical hit."
                }
            ],
            "spell_list": [],
            "page_no": 295,
            "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_monolith-footman/"
        },
        {
            "slug": "mordant-snare",
            "desc": "_Mordant snares were created by war mages of ancient times. Each resembles an immense, dark gray, 11-armed starfish weighing eight tons, and yet a mordant snare is never obvious. Instead, it controls a few humanoids shuffling about aimlessly, their skin glistening with moisture, occasionally forming loose groups near the snare. These puppets pay little attention to their surroundings._  \n**Starfish Puppet Masters.** Snares bury themselves under loose soil to attack creatures walking above them. They attack by extruding filaments that inject acid into victims; this liquefies organs and muscle while leaving the skeleton, tendons, and skin intact. With the body thus hollowed out and refilled with acid and filaments, the mordant snare can control it from below like a puppet, creating a group of awkward, disoriented people. New victims fall prey to mordant snares when they approach to investigate.  \n**Brains Preferred.** The mordant snare prefers intelligent food. With its tremorsense, it can easily distinguish between prey; it prefers Small and Medium bipeds. A mordant snare hunts an area until it is empty, so a village can suffer tremendous losses or even be wiped out before discovering what’s happening. However, a mordant snare is intelligent enough to know that escaped victims may come back with friends, shovels, and weapons, ready for battle. When this occurs, the snare abandons its puppets, burrows deeper underground, and seeks a new home.  \n**Cooperative Killers.** Mordant snares are few in number and cannot reproduce. Since the secret of their creation was lost long ago, eventually they will disappear forever—until then, they cooperate well with each other, using puppets to lure victims to one another. A team is much more dangerous than a lone snare, and when three or more link up, they are especially deadly.",
            "name": "Mordant Snare",
            "size": "Gargantuan",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 264,
            "hit_dice": "16d20+96",
            "speed": {
                "walk": 10,
                "burrow": 20
            },
            "strength": 23,
            "dexterity": 16,
            "constitution": 22,
            "intelligence": 15,
            "wisdom": 14,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "deception": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning from nonmagical attacks",
            "damage_immunities": "acid",
            "condition_immunities": "prone",
            "senses": "darkvision 60 ft., tremorsense 60 ft., passive Perception 12",
            "languages": "Common, Primordial",
            "challenge_rating": "15",
            "cr": 15.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The mordant snare makes four melee attacks, using any combination of tentacle attacks, spike attacks, and filament attacks. No creature can be targeted by more than one filament attack per turn."
                },
                {
                    "name": "Spike",
                    "desc": "Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 12 (2d8 + 3) piercing damage plus 3 (1d6) acid damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d8"
                },
                {
                    "name": "Tentacle",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage plus 7 (2d6) acid damage.",
                    "attack_bonus": 11,
                    "damage_dice": "2d10"
                },
                {
                    "name": "Filaments",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage plus 10 (3d6) acid damage, and the target is grappled (escape DC 16) and restrained.",
                    "attack_bonus": 11,
                    "damage_dice": "3d10"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Magic Resistance",
                    "desc": "The mordant snare has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Absorb Channeled Energy",
                    "desc": "If a mordant snare is in the area of effect of a turn undead attempt, it gains temporary hit points. For each mordant puppet that would have been affected by the turning if it were a zombie, the mordant snare gains 10 temporary hit points, to a maximum of 60."
                },
                {
                    "name": "Buried",
                    "desc": "Until it does something to reveal its presence, a buried mordant snare is treated as if it's invisible."
                },
                {
                    "name": "Mordant Puppets",
                    "desc": "A mordant snare can control up to four bodies per tentacle. These \"puppets\"look and move like zombies. Treat each one as a zombie, but limited in movement to the 30-foot-by-30-foot area above the buried snare. Unlike normal zombies, any creature within 5 feet of a mordant puppet when the puppet takes piercing or slashing damage takes 3 (1d6) acid damage (spray from the wound). All puppets attached to a particular tentacle are destroyed if the mordant snare attacks with that tentacle; this does 9 (2d8) acid damage per puppet to all creatures within 5 feet of any of those puppets, or half damage with a successful DC 16 Dexterity saving throw. Damage done to puppet zombies doesn't affect the mordant snare. If the snare is killed, all of its puppets die immediately without causing any acid damage."
                }
            ],
            "spell_list": [],
            "page_no": 296,
            "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_mordant-snare/"
        },
        {
            "slug": "morphoi",
            "desc": "_These blue-skinned humanoids wield tridents and have unusual faces with vertical eyes but no mouth or nose._  \n**Shapeshifter Plants.** Morphoi are shape-shifting plant creatures indigenous to many islands. In their natural forms, the morphoi are androgynous beings between 5 and 6 feet tall. Their elliptical heads have eyes on both front and back. When harmed, they bleed a dark red sap.  \nAs plants, the morphoi don’t need to eat. Instead, they gather nutrients from the sun and air. When posing as humanoids, they consume small amounts of food to aid their disguise, but since they have no internal digestive system, the food is just stored inside their bodies until they can spit it out.  \n**Ship Travel.** Morphoi live in island communities and in nearby waters. Many travel by ship—usually by posing as beautiful women, handsome men, or stranded travelers. They harbor a powerful animosity toward intelligent animal life, and their disguised agents are behind many otherwise inexplicable acts of sabotage and murder. Unlike doppelgangers, morphoi can’t mimic specific individuals or read thoughts. Instead, they create intriguing backgrounds to go along with their disguises.  \n**Four Eyes Always.** No matter what form they shift into, morphoi always have four eyes, never two. They can relocate their eyes to anywhere on their bodies, however, and they try to keep the second pair of eyes on the back of the head or neck (concealed by long hair or a tall collar), or the backs of the hands (under gloves but useful to peer around corners).  \nAbout one in 30 morphoi are chieftains, and they have rangers, shamans, and warlocks among them. Those chosen as infiltrators are often rogues or bards. Stories tell of shapeshifted morphoi falling in love with humans, but it is impossible for the two species to interbreed.",
            "name": "Morphoi",
            "size": "Medium",
            "type": "Plant",
            "subtype": "shapechanger",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 13,
            "armor_desc": "may be higher with armor",
            "hit_points": 33,
            "hit_dice": "6d8+6",
            "speed": {
                "walk": 30,
                "swim": 30
            },
            "strength": 11,
            "dexterity": 16,
            "constitution": 13,
            "intelligence": 14,
            "wisdom": 10,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "Common",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d8"
                },
                {
                    "name": "Trident",
                    "desc": "Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft., or +5 to hit, range 20/60 ft., one target. Hit: 4 (1d8) piercing damage if used with both hands to make a melee attack, or 6 (1d6 + 3) if thrown.",
                    "attack_bonus": 2,
                    "damage_dice": "1d8"
                },
                {
                    "name": "Shortbow",
                    "desc": "Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The morphoi can breathe air and water."
                },
                {
                    "name": "Immunity to Temporal Effects",
                    "desc": "The morphoi is immune to all time-related spells and effects."
                },
                {
                    "name": "Shapeshifter",
                    "desc": "The morphoi can use its action to polymorph into a Medium creature or back into its true form. Its statistics are the same in each form. Any equipment the morphoi is carrying or wearing isn't transformed. The morphoi reverts to its true form when it dies."
                }
            ],
            "spell_list": [],
            "page_no": 297,
            "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_morphoi/"
        },
        {
            "slug": "myling",
            "desc": "_Mylings are the souls of the unburied, those who died in the forest from abandonment or exposure and can find no peace until their bodies are properly interred. Given the circumstances around their deaths, mylings tend to be solitary. They haunt the places where they died. When some tragedy resulted in multiple deaths, the resulting mylings stay together and hunt as a pack._  \n**Attack in a Rage.** Mylings prefer to attack lone wanderers, but they target a group when desperate or when there’s more than one myling in the pack. They shadow a target until after dark, then jump onto the target’s back and demand to be carried to their chosen burial ground. They cling tightly to a victim with arms and legs locked around the victim’s shoulders and midsection, begging, threatening, and biting until the victim gives in to their demands. Mylings will bite victims to death if they are unable or unwilling to carry them, or if a victim moves too slowly.  \n**Ungrateful Rest.** While all mylings seek a creature to carry them to their final resting place, even when a chosen “mount” is willing to carry the myling, the creature’s body grows immensely heavier as it nears its burial place. Once there, it sinks into the earth, taking its bearers with it. Being buried alive is their reward for helping the myling.  \n**Urchin Rhymes and Songs.** Some mylings maintain traces of the personalities they had while alive— charming, sullen, or sadistic—and they can speak touchingly and piteously. Dressed in ragged clothing, their skin blue with cold, they sometimes reach victims who believe they are helping an injured child or young adult. They hide their faces and sing innocent rhymes when they aren’t screeching in fury, for they know that their dead eyes and cold blue skin cause fright and alarm.  \n**Undead Nature.** A myling doesn’t require air, food, drink, or sleep.",
            "name": "Myling",
            "size": "Small",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 45,
            "hit_dice": "10d6+10",
            "speed": {
                "walk": 30,
                "burrow": 10
            },
            "strength": 15,
            "dexterity": 10,
            "constitution": 12,
            "intelligence": 10,
            "wisdom": 12,
            "charisma": 10,
            "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": "bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, frightened, poisoned, stunned, unconscious",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Common",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The myling makes one bite and two claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage, and the target is grappled (escape DC 12). If the target was grappled by the myling at the start of the myling's turn, the bite attack hits automatically.",
                    "attack_bonus": 4,
                    "damage_dice": "2d4"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) slashing damage.",
                    "attack_bonus": 4,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Buried Alive",
                    "desc": "If the myling starts its turn on its chosen burial ground, it sinks into the earth. If it has a creature grappled, that creature sinks with the myling. A Medium or larger creature sinks up to its waist; a Small creature sinks up to its neck. If the myling still has the victim grappled at the start of the myling's next turn, both of them disappear into the earth. While buried this way, a creature is considered stunned. It can free itself with a successful DC 20 Strength (Athletics) check, but only one check is allowed; if it fails, the creature is powerless to aid itself except with magic. The creature must also make a DC 10 Constitution saving throw; if it succeeds, the creature has a lungful of air and can hold its breath for (Constitution modifier + 1) minutes before suffocation begins. Otherwise, it begins suffocating immediately. Allies equipped with digging tools can reach it in four minutes divided by the number of diggers; someone using an improvised tool (a sword, a plate, bare hands) counts as only one-half of a digger."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 301,
            "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_myling/"
        },
        {
            "slug": "naina",
            "desc": "_These drakes are resplendent in their natural form, plumed and scaled in glittering, multicolored hues. In humanoid form, they appear as elderly homespun human crones or as young, beautiful elvish women._  \n**Drakes in Human Form.** These faerie drakes can take the shape of wise, old, human women. They retain full use of their sorcerous powers in their humanoid forms, and they can retain that form indefinitely.  \n**Difficult to Spot.** A naina shapeshifted into human form is nearly impossible to spot as anything but human unless she makes a mistake that gives away her true nature, and they seldom do. Draconic roars, a flash of scales, a fondness for raw meat, and a flash of wrathful dragon breath are the most common tells.  \n**Hunted by Rumor.** When rumors of a naina circulate, any woman who is a stranger may be persecuted, ostracized, or even tortured unless she can prove that she’s entirely human.",
            "name": "Naina",
            "size": "Large",
            "type": "Dragon",
            "subtype": "shapechanger",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 231,
            "hit_dice": "22d10+110",
            "speed": {
                "walk": 40,
                "fly": 120
            },
            "strength": 20,
            "dexterity": 16,
            "constitution": 21,
            "intelligence": 15,
            "wisdom": 18,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": 9,
            "intelligence_save": 6,
            "wisdom_save": 8,
            "charisma_save": 8,
            "perception": 8,
            "skills": {
                "arcana": 6,
                "deception": 8,
                "insight": 8,
                "perception": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "paralyzed, poisoned, unconscious",
            "senses": "darkvision 60 ft., passive Perception 18",
            "languages": "Common, Darakhul, Draconic, Elvish, Sylvan",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The naina makes two claw attacks and one bite attack."
                },
                {
                    "name": "Bite (drake form only)",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (3d12 + 5) piercing damage.",
                    "attack_bonus": 9,
                    "damage_dice": "3d12"
                },
                {
                    "name": "Claw (drake form only)",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (3d12 + 5) slashing damage.",
                    "attack_bonus": 9,
                    "damage_dice": "3d12"
                },
                {
                    "name": "Poison Breath (Recharge 5-6)",
                    "desc": "While in drake form (only), the naina breathes a 20-foot cone of poison gas, paralytic gas, or sleep gas."
                },
                {
                    "name": "Poison",
                    "desc": "A creature caught in this poison gas takes 18 (4d8) poison damage and is poisoned; a successful DC 17 Constitution saving throw reduces damage to half and negates the poisoned condition. While poisoned this way, the creature must repeat the saving throw at the end of each of its turns. On a failure, it takes 9 (2d8) poison damage and the poisoning continues; on a success, the poisoning ends."
                },
                {
                    "name": "Paralysis",
                    "desc": "A creature caught in this paralytic gas must succeed on a DC 17 Constitution saving throw or be paralyzed for 2d4 rounds. A paralyzed creature repeats the saving throw at the end of each of its turns; a successful save ends the paralysis."
                },
                {
                    "name": "Sleep",
                    "desc": "A creature caught in this sleeping gas must succeed on a DC 17 Constitution saving throw or fall unconscious for 6 rounds. A sleeping creature repeats the saving throw at the end of each of its turns; it wakes up if it makes the save successfully."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Magic Sensitive",
                    "desc": "The naina detects magic as if it were permanently under the effect of a detect magic spell."
                },
                {
                    "name": "Spellcasting",
                    "desc": "the naina is a 9th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The naina has the following sorcerer spells prepared:\n\ncantrips (at will): dancing lights, mage hand, mending, ray of frost, resistance, silent image\n\n1st level (4 slots): charm person, thunderwave, witch bolt\n\n2nd level (3 slots): darkness, invisibility, locate object\n\n3rd level (3 slots): dispel magic, hypnotic pattern\n\n4th level (3 slots): dimension door\n\n5th level (1 slot): dominate person"
                },
                {
                    "name": "Shapechanger",
                    "desc": "The naina can use her action to polymorph into one of her two forms: a drake or a female humanoid. She cannot alter either form's appearance or capabilities (with the exception of her breath weapon) using this ability, and damage sustained in one form transfers to the other form."
                }
            ],
            "spell_list": [],
            "page_no": 302,
            "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_naina/"
        },
        {
            "slug": "ngobou",
            "desc": "_This ill-tempered, six-horned creature resembles a triceratops the size of an ox, with pairs of horns atop its nose and brows, as well as great tusks jutting from each side of its mouth._  \n_**Hatred of Elephants.**_ Ngobous are ox-sized dinosaurs often at war with elephants over territory. Ngobous are irascible and suspicious by nature, prone to chasing after any creature that stays too long inside its territory. They also become aggressive when they can see or smell elephants. Even old traces of elephants’ scent are sufficient to trigger an ngobou’s rage.  \n_**Poor Beasts of War.**_ Grasslands tribes sometimes try to train ngobous as beasts of burden or war, but most have given up on the ill-tempered animals; their behavior is too erratic, especially if elephants are nearby or have been in the area recently.  \n_**Trample Crops.**_ Ngobou herds can smash entire crops flat in minutes—and their horns can tear through a herd of goats or cattle in little time as well.",
            "name": "Ngobou",
            "size": "Large",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 85,
            "hit_dice": "10d10+30",
            "speed": {
                "walk": 40
            },
            "strength": 20,
            "dexterity": 9,
            "constitution": 16,
            "intelligence": 2,
            "wisdom": 9,
            "charisma": 6,
            "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": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 15",
            "languages": "-",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Gore",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 38 (6d10 + 5) piercing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "6d10"
                },
                {
                    "name": "Stomp",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 18 (3d8 + 5) bludgeoning damage.",
                    "attack_bonus": 8,
                    "damage_dice": "3d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Trampling Charge",
                    "desc": "If the ngobou moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the ngobou can make one stomp attack against it as a bonus action."
                },
                {
                    "name": "Elephants' Bane",
                    "desc": "The ngobou has advantage on attacks against elephants. It can detect by scent whether an elephant has been within 180 feet of its location anytime in the last 48 hours."
                },
                {
                    "name": "Spikes",
                    "desc": "A creature that grapples an ngobou takes 9 (2d8) piercing damage."
                }
            ],
            "spell_list": [],
            "page_no": 115,
            "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_ngobou/"
        }
    ]
}