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=19
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=20",
    "previous": "https://api.open5e.com/monsters/?format=api&ordering=strength_save&page=18",
    "results": [
        {
            "slug": "nichny",
            "desc": "_These ancient creatures resemble nothing so much as black cats dressed in sumptuous, if archaic, clothing._  \n**Xenophobic.** The nichny are highly xenophobic and gleefully carnivorous fey who dwell in deep, primeval forests.  \n**True and False Prophets.** They can dispense luck to those they like and they certainly have oracular powers, but they rarely share their prophecies with outsiders. Their prophecies are always delivered in triples, and legend holds that two inevitably prove true and one proves false.  \n**Answer Three Questions.** One final legend claims that if a nichny can be bound with gold or orichalcum chains, it must answer three questions. As with their prophecies, two answers will be true and one will be a lie. All three questions must be posed before any will be answered. When the third answer is given, the nichny and the chains disappear.",
            "name": "Nichny",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 112,
            "hit_dice": "15d8+45",
            "speed": {
                "walk": 30,
                "climb": 30
            },
            "strength": 17,
            "dexterity": 19,
            "constitution": 17,
            "intelligence": 18,
            "wisdom": 18,
            "charisma": 19,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 7,
            "skills": {
                "acrobatics": 7,
                "insight": 7,
                "perception": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, frightened, paralyzed, poisoned, unconscious",
            "senses": "darkvision 60 ft., passive Perception 17",
            "languages": "Elvish, Primordial, Sylvan, Void Speech",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The nichny makes two claw attacks."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d12"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Freedom of Movement",
                    "desc": "A nichny ignores difficult terrain and cannot be entangled, grappled, or otherwise impeded in its movements as if it is under the effect of a constant freedom of movement spell. This ability is negated for grapple attempts if the attacker is wearing gold or orichalcum gauntlets or using a gold or orichalcum chain as part of its attack."
                },
                {
                    "name": "Imbue Luck (1/Day)",
                    "desc": "Nichny can enchant a small gem or stone to bring good luck. If the nichny gives this lucky stone to another creature, the bearer receives a +1 bonus to all saving throws for 24 hours."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the nichny's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat Will: detect magic, invisibility, magic missile, ray of frost\n\n3/day each: blink, dimension door, haste, polymorph (self only)\n\n1/day each: teleport, word of recall"
                },
                {
                    "name": "Luck Aura",
                    "desc": "A nichny is surrounded by an aura of luck. All creatures it considers friends within 10 feet of the nichny gain a +1 bonus to attack rolls, saving throws, and ability checks. Creatures that it considers its enemies take a -1 penalty to attack rolls, saving throws, and ability checks. The nichny can activate or suppress this aura on its turn as a bonus action."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The nichny has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Soothsaying",
                    "desc": "Once per week, a nichny can answer up to three questions about the past, present, or future. All three questions must be asked before the nichny can give its answers, which are short and may be in the form of a paradox or riddle. One answer always is false, and the other two must be true."
                }
            ],
            "spell_list": [],
            "page_no": 303,
            "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_nichny/"
        },
        {
            "slug": "night-scorpion",
            "desc": "",
            "name": "Night Scorpion",
            "size": "Large",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 90,
            "hit_dice": "12d10+24",
            "speed": {
                "walk": 40
            },
            "strength": 15,
            "dexterity": 14,
            "constitution": 14,
            "intelligence": 1,
            "wisdom": 9,
            "charisma": 3,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "blindsight 60 ft., passive Perception 9",
            "languages": "-",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The scorpion makes three attacks: two with its claws and one with its sting."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple one target.",
                    "attack_bonus": 4,
                    "damage_dice": "1d8+2"
                },
                {
                    "name": "Sting",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target takes 7 (2d6) poison damage and is blinded for 1d3 hours; a successful DC 12 Constitution saving throw reduces damage by half and prevents blindness. If the target fails the saving throw by 5 or more, the target is also paralyzed while poisoned. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.",
                    "attack_bonus": 4,
                    "damage_dice": "1d10"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 340,
            "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_night-scorpion/"
        },
        {
            "slug": "nightgarm",
            "desc": "_These humanoid creatures work with their lupine mother and their worg and winter wolf brothers and sisters to destroy human and dwarvish settlements. Their howls are songs of vengeance, and their fangs and jaws seem ready to swallow the world._  \n**Champions of the Northern Packs.** Created in a magical ritual performed over a pregnant worg by her packmates, nightgarms are always female and are always loyal followers of Fenris. They are dedicated to harassing servants of the gods, especially the northern gods of the sky, thunder, or wisdom. Their spawn infiltrate settlements to bring them down—treachery that always ends with a massed attack by wolves.  \n**Carry Off Plunder.** Nightgarms resemble enormous wolves, but up close their wide mouths, hate-filled eyes, and half-formed fingers give them away as something different from—and much worse than— worgs. They can wield items in their front paws and can walk on their hind limbs when necessary, though they are far swifter on four legs.  \n**Impossibly Wide Jaws.** A nightgarm’s jaws can open to swallow corpses, living creatures, and items larger than themselves, a magical trick that happens in a matter of seconds.",
            "name": "Nightgarm",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 114,
            "hit_dice": "12d10+48",
            "speed": {
                "walk": 20
            },
            "strength": 20,
            "dexterity": 14,
            "constitution": 18,
            "intelligence": 10,
            "wisdom": 15,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "perception": 5,
                "stealth": 5
            },
            "damage_vulnerabilities": "radiant; silvered weapons",
            "damage_resistances": "lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 15",
            "languages": "Common, Giant, Goblin, telepathy 200 ft. (with falsemen only)",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 27 (4d10 + 5) piercing damage, and a Medium or smaller target must succeed on a DC 15 Strength saving throw or be swallowed whole. A swallowed creature is blinded and restrained and has total cover against attacks and other effects outside the nightgarm. It takes 21 (6d6) acid damage at the start of each of the nightgarm's turns. A nightgarm can have only one creature swallowed at a time. If the nightgarm takes 25 damage or more on a single turn from the swallowed creature, the nightgarm must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone within 5 feet of the nightgarm. If the nightgarm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.",
                    "attack_bonus": 8,
                    "damage_dice": "4d10+5"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Spawn Falseman",
                    "desc": "If a nightgarm spends an entire round consuming a humanoid corpse, it immediately becomes pregnant. Nine hours later, it gives birth to a duplicate of the devoured creature. Known as a \"falseman,\"this duplicate has all the memories and characteristics of the original but serves its mother loyally, somewhat similar to a familiar's relationship to a wizard. A nightgarm can have up to 14 falsemen under her control at a time. A nightgarm can communicate telepathically with its falsemen at ranges up to 200 feet."
                },
                {
                    "name": "Quadruped",
                    "desc": "The nightgarm can drop any objects it is holding to run on all fours. When it does so, its speed increases to 40ft."
                },
                {
                    "name": "Distending Maw",
                    "desc": "Like snakes, nightgarms can open their mouths far wider than other creatures of similar size. This ability grants it a formidable bite and allows it to swallow creatures up to Medium size."
                },
                {
                    "name": "Superstitious",
                    "desc": "A nightgarm must stay at least 5 feet away from a brandished holy symbol or a burning sprig of wolf's bane, and it cannot touch or make melee attacks against a creature holding one of these items. After 1 round, the nightgarm can make a DC 15 Charisma saving throw at the start of each of its turns; if the save succeeds, the nightgarm temporarily overcomes its superstition and these restrictions are lifted until the start of the nightgarm's next turn."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the nightgarm's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:\n\n3/day each: darkness, dissonant whispers, hold person\n\n1/day each: conjure woodland beings (wolves only), dimension door, scrying (targets falsemen only)"
                }
            ],
            "spell_list": [],
            "page_no": 304,
            "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_nightgarm/"
        },
        {
            "slug": "nihilethic-zombie",
            "desc": "",
            "name": "Nihilethic Zombie",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 9,
            "armor_desc": "natural armor",
            "hit_points": 22,
            "hit_dice": "3d8+9",
            "speed": {
                "walk": 20,
                "swim": 30
            },
            "strength": 13,
            "dexterity": 6,
            "constitution": 16,
            "intelligence": 3,
            "wisdom": 6,
            "charisma": 5,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 0,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "cold, necrotic, poison; bludgeoning, piercing and slashing from nonmagical attacks (only when in ethereal form)",
            "condition_immunities": "poisoned",
            "senses": "darkvision 60 ft., passive Perception 8",
            "languages": "understand Void Speech and the languages it knew in life but can't speak",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Slam (Material Form Only)",
                    "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage and the target must make a successful DC 13 Constitution saving throw or become diseased. The disease has little effect for 1 minute; during that time, it can be removed by bless, lesser restoration, or comparable magic. After 1 minute, the diseased creature's skin becomes translucent and slimy. The creature cannot regain hit points unless it is at least partially underwater, and the disease can only be removed by heal or comparable magic. Unless the creature is either fully submerged or frequently doused with water, it takes 6 (1d12) acid damage every 10 minutes. If a creature dies while diseased, it rises in 2d6 rounds as a nihilethic zombie. This zombie is permanently dominated by the nihileth that commands the attacking zombie.",
                    "attack_bonus": 3,
                    "damage_dice": "4d6+1"
                },
                {
                    "name": "Withering Touch (Ethereal Form)",
                    "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) necrotic damage.",
                    "attack_bonus": 3,
                    "damage_dice": "1d6+1"
                },
                {
                    "name": "Form Swap",
                    "desc": "As a bonus action, the nihilethic zombie can alter between its material and ethereal forms at will."
                },
                {
                    "name": "Sacrifice Life",
                    "desc": "A nihilethic zombie can sacrifice itself to heal a nihileth within 30 feet of it. All of its remaining hit points transfer to the nihileth in the form of healing. The nihilethic zombie is reduced to 0 hit points and it doesn't make an Undead Fortitude saving throw. A nihileth cannot be healed above its maximum hit points in this manner."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Void Body",
                    "desc": "The nihilethic zombie can reduce the damage it takes from a single source by 1d12 points. This reduction cannot be applied to radiant damage."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Undead Fortitude",
                    "desc": "If damage reduces the nihileth to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the nihileth drops to 1 hit point instead."
                },
                {
                    "name": "Dual State",
                    "desc": "Like its nihileth creator, a nihilethic zombie can assume either a material or ethereal form. When in its material form, it has resistance to nonmagical weapons. In its ethereal form, it is immune to nonmagical weapons. Its ethereal form appears as a dark purple outline of its material form, with a blackish-purple haze within."
                }
            ],
            "spell_list": [],
            "page_no": 9,
            "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_nihilethic-zombie/"
        },
        {
            "slug": "nkosi",
            "desc": "_With a thick mane of beaded locks, these powerful-looking bestial humanoids grin with a huge mouthful of pointed teeth—as befits a shapeshifter that can turn into a noble lion._  \n**Beads and Braids.** The nkosi resemble bestial humans with cat’s eyes, slender tails, and the fangs and fur of a lion. Most grow their hair long, braiding colorful beads into their locks to mark important events in their lives. Although the nkosi’s true form is that of a feline humanoid with leonine features, the most striking feature of the nkosi is their ability to change their shape, taking the form of a lion. Although comfortable in the wilds, nkosi can adapt to any environment.  \n**Clawlike Blades.** In combat, they favor curved blades, wielded in a brutal fighting style in concert with snapping lunges using their sharp teeth. They prefer light armor decorated with bone beads, fetishes, and similar tokens taken from beasts they’ve slain.  \n**Pridelords.** Nkosi pridelords are exceptionally tall and muscular members of the race, and they are leaders among their kin. Pridelords feature impressive manes but they are more famous for their powerful roar, which wakes the feral heart inside all members of this race.",
            "name": "Nkosi",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "shapechanger, nkosi",
            "group": null,
            "alignment": "lawful neutral",
            "armor_class": 15,
            "armor_desc": "studded leather",
            "hit_points": 11,
            "hit_dice": "2d8+2",
            "speed": {
                "walk": 30
            },
            "strength": 16,
            "dexterity": 16,
            "constitution": 12,
            "intelligence": 10,
            "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": {
                "survival": 2
            },
            "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": "Scimitar (Nkosi Form Only)",
                    "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": "Mambele Throwing Knife (Nkosi Form Only)",
                    "desc": "Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage.",
                    "attack_bonus": 6,
                    "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"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Shapechanger",
                    "desc": "The nkosi can use its action to polymorph into a Medium lion or back into its true form. While in lion form, the nkosi can't speak, and its speed is 50 feet. Other than its speed, 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": "Keen Smell",
                    "desc": "The nkosi has advantage on Wisdom (Perception) checks that rely on smell."
                },
                {
                    "name": "Hunter's Maw",
                    "desc": "If the nkosi moves at least 20 feet straight toward a creature and then hits it with a scimitar attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is knocked prone, the nkosi can immediately make one bite attack against it as a bonus action."
                }
            ],
            "spell_list": [],
            "page_no": 306,
            "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_nkosi/"
        },
        {
            "slug": "nkosi-pridelord",
            "desc": "_With a thick mane of beaded locks, these powerful-looking bestial humanoids grin with a huge mouthful of pointed teeth—as befits a shapeshifter that can turn into a noble lion._  \n**Beads and Braids.** The nkosi resemble bestial humans with cat’s eyes, slender tails, and the fangs and fur of a lion. Most grow their hair long, braiding colorful beads into their locks to mark important events in their lives. Although the nkosi’s true form is that of a feline humanoid with leonine features, the most striking feature of the nkosi is their ability to change their shape, taking the form of a lion. Although comfortable in the wilds, nkosi can adapt to any environment.  \n**Clawlike Blades.** In combat, they favor curved blades, wielded in a brutal fighting style in concert with snapping lunges using their sharp teeth. They prefer light armor decorated with bone beads, fetishes, and similar tokens taken from beasts they’ve slain.  \n**Pridelords.** Nkosi pridelords are exceptionally tall and muscular members of the race, and they are leaders among their kin. Pridelords feature impressive manes but they are more famous for their powerful roar, which wakes the feral heart inside all members of this race.",
            "name": "Nkosi Pridelord",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "shapechanger, nkosi",
            "group": null,
            "alignment": "lawful neutral",
            "armor_class": 16,
            "armor_desc": "studded leather",
            "hit_points": 93,
            "hit_dice": "17d8+17",
            "speed": {
                "walk": 30
            },
            "strength": 18,
            "dexterity": 18,
            "constitution": 12,
            "intelligence": 10,
            "wisdom": 10,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "survival": 2
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "Common",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The pridelord makes two attacks with its scimitar or with its mambele throwing knife."
                },
                {
                    "name": "Scimitar (Nkosi Form Only)",
                    "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": "Mambele Throwing Knife (Nkosi Form Only)",
                    "desc": "Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d6"
                },
                {
                    "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": "Pridelord's Roar (Recharges after a Short or Long Rest)",
                    "desc": "Each nkosi of the pridelord's choice that is within 30 feet of it and can hear it can immediately use its reaction to make a bite attack. The pridelord can then make one bite attack as a bonus action."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Shapechanger",
                    "desc": "The nkosi can use its action to polymorph into a Medium lion or back into its true form. While in lion form, the nkosi can't speak and its walking speed is 50 feet. Other than its speed, 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": "Keen Smell",
                    "desc": "The nkosi has advantage on Wisdom (Perception) checks that rely on smell."
                },
                {
                    "name": "Brute",
                    "desc": "A melee weapon deals one extra die of damage when the pridelord hits with it (included in the attack)."
                },
                {
                    "name": "Hunter's Maw",
                    "desc": "If the nkosi moves at least 20 feet straight toward a creature and then hits it with a scimitar attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the nkosi can make one bite attack against it as a bonus action."
                }
            ],
            "spell_list": [],
            "page_no": 306,
            "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_nkosi-pridelord/"
        },
        {
            "slug": "nkosi-war-ostrich",
            "desc": "",
            "name": "Nkosi War Ostrich",
            "size": "Large",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 11,
            "armor_desc": "",
            "hit_points": 42,
            "hit_dice": "5d10+15",
            "speed": {
                "walk": 60
            },
            "strength": 15,
            "dexterity": 12,
            "constitution": 16,
            "intelligence": 2,
            "wisdom": 10,
            "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": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60ft, passive Perception 10",
            "languages": "-",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The ostrich makes two kicking claw attacks."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Standing Leap",
                    "desc": "The ostrich can jump horizontally up to 20 feet and vertically up to 10 feet, with or without a running start."
                },
                {
                    "name": "Battle Leaper",
                    "desc": "If a riderless ostrich jumps at least 10 feet and lands within 5 feet of a creature, it has advantage on attacks against that creature this turn."
                }
            ],
            "spell_list": [],
            "page_no": 307,
            "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_nkosi-war-ostrich/"
        },
        {
            "slug": "noctiny",
            "desc": "_A grinning man brandishes a staff surmounted by a rune-covered skull. Blasphemous sigils adorn his clothes, and ashes stain his skin a sickly gray._  \nNoctiny are wretched humanoids corrupted by fell power. Their skin is sallow and gaunt even before they smear it with ash, bone dust, and worse materials to wash all living color from their bodies. The noctiny embrace all manner of blasphemous and taboo behaviors to please their masters.  \n**Pyramid of Power.** The noctiny’s lust for power drives them away from decency and reason. They are initiates who form the lowest rung of fext society. They swear themselves into service to the undead fext as thugs, servants, acolytes, and cannon fodder, and in exchange draw a trickle of power for themselves.  \n**A Race Apart.** Though they arise from any humanoid stock, the noctiny are corrupted by the powers they serve. Noctiny retain the cosmetic traits that identify their original race if one looks hard enough, but any connection they once had to their fellows is overpowered by their transformation into noctiny.",
            "name": "Noctiny",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "noctiny",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 13,
            "armor_desc": "studded leather armor",
            "hit_points": 52,
            "hit_dice": "8d8+16",
            "speed": {
                "walk": 30
            },
            "strength": 12,
            "dexterity": 13,
            "constitution": 14,
            "intelligence": 10,
            "wisdom": 11,
            "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": "",
            "condition_immunities": "frightened",
            "senses": "passive Perception 10",
            "languages": "Common, plus the language spoken by the noctini's fext master",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The noctiny makes two melee attacks."
                },
                {
                    "name": "Pact Staff",
                    "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage or 8 (1d8 + 4) bludgeoning damage if used in two hands.",
                    "attack_bonus": 3,
                    "damage_dice": "1d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Magic Resistance",
                    "desc": "The noctiny has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Pact Wrath",
                    "desc": "One of the noctiny's weapons is infused with power. Its attacks with this weapon count as magical, and it adds its Charisma bonus to the weapon's damage (included below)."
                },
                {
                    "name": "Spellcasting",
                    "desc": "the noctiny is a 3rd-level spellcaster. Its spellcasting ability score is Charisma (save DC 13, +5 to hit with spell attacks). It knows the following warlock spells.\n\ncantrips (at will): chill touch, eldritch blast, poison spray\n\n1st level (4 slots): armor of agathys, charm person, hellish rebuke, hex\n\n2nd level (2 slots): crown of madness, misty step"
                }
            ],
            "spell_list": [],
            "page_no": 308,
            "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_noctiny/"
        },
        {
            "slug": "oculo-swarm",
            "desc": "_This collection of hundreds of eyes floats along, trailing ganglia and dripping caustic fluid that sizzles when it hits the ground._  \n**Failed Experiment.** An oculo swarm results from an experiment to create a live scrying sensor that went poorly. Once set loose, these horrors attain a form of distributed self‑awareness. Exactly what motivates them is unknown, except that they are driven to survive.  \n**Flesh Stealers.** A weakened oculo swarm can reinvigorate itself by tearing fresh eyes from almost any type of living creature. If a badly depleted oculus swarm escapes from battle— and they seldom fight to the death unless cornered—it attacks lone creatures or weak groups until the mass of gore-spattered eyeballs is replenished. The more dismembered eyeballs the swarm contains, the more powerful its paralyzing resonance field becomes.  \n**Single Eye Scouts.** The entire swarm sees what any single member sees. Before attacking or even entering a potentially dangerous area, individual eyes scout ahead for prospective victims or dangerous foes. A lone eye has no offensive capability and only 1 hp. It can travel only 100 feet away from the main swarm, and it must return to the swarm within an hour or it dies.",
            "name": "Oculo Swarm",
            "size": "Large",
            "type": "Aberration",
            "subtype": "Swarm",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 110,
            "hit_dice": "13d10+39",
            "speed": {
                "hover": true,
                "walk": 5,
                "fly": 40
            },
            "strength": 10,
            "dexterity": 20,
            "constitution": 16,
            "intelligence": 8,
            "wisdom": 15,
            "charisma": 17,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "insight": 6,
                "perception": 6,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, slashing",
            "damage_immunities": "",
            "condition_immunities": "charmed, frightened, paralyzed, petrified, prone, restrained, stunned",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "understands Common but can't speak",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Eye Extraction",
                    "desc": "Every creature that occupies the same space as the swarm must succeed on a DC 13 Constitution saving throw or become temporarily blinded as their eyes strain from their sockets. This blindness lasts for as long as the affected creature remains in the same space as the oculus; it ends at the end of the blinded creature's turn if the creature is out of the oculus's space. Also, any cure spell cast on the blinded creature ends the temporary blindness, but not restoration spells. If a creature that's already temporarily blinded is targeted again by eye extraction and fails the saving throw, that creature becomes permanently blind as its eyes are pulled from their sockets to join the swarm (causing 1d8 piercing damage). Success on either saving throw renders that creature immune to eye extraction for 24 hours (but it still doesn't recover its sight until it gets out of the swarm). An oculo swarm with 50 or fewer hit points can't use this ability."
                },
                {
                    "name": "Gaze (recharge 5-6)",
                    "desc": "The swarm targets every creature in its space with a gaze attack. The swarm can choose one of two effects for the attack: confusion or hold person. Every target in the swarm's space is affected unless it makes a successful DC 14 Charisma saving throw. Even creatures that avert their eyes or are blind can be affected by an oculus swarm's gaze. The confusion or hold person effect lasts 1d4 rounds."
                }
            ],
            "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 at least 2 inches square. The swarm can't regain hit points or gain temporary hit points."
                }
            ],
            "spell_list": [],
            "page_no": 209,
            "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_oculo-swarm/"
        },
        {
            "slug": "oozasis",
            "desc": "_The oasis appears as an idyllic desert respite, offering water, shade, and even perhaps edible fruit and nuts in the trees above._  \n**Mockmire.** The oozasis, or oasis ooze, is also known as a mockmire in other climates. It mimics a peaceful, pristine watering hole to draw in unsuspecting prey. An oozasis cycles seemingly at random between wakefulness and hibernation.  \n**Quest Givers.** Within its odd physiology stirs an ancient mind with an inscrutable purpose. Far from being a mere mindless sludge, its fractured intelligence occasionally awakens to read the thoughts of visitors. At these times, it tries to coerce them into undertaking quests for cryptic reasons.  \n**Ancient Minds.** Some tales claim these creatures preserve the memories of mad wizards from dead empires, or that they have unimaginably ancient, inhuman origins.",
            "name": "Oozasis",
            "size": "Gargantuan",
            "type": "Ooze",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 7,
            "armor_desc": "",
            "hit_points": 217,
            "hit_dice": "14d20+70",
            "speed": {
                "walk": 20,
                "climb": 20,
                "swim": 20
            },
            "strength": 18,
            "dexterity": 5,
            "constitution": 20,
            "intelligence": 12,
            "wisdom": 22,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": 5,
            "wisdom_save": 10,
            "charisma_save": 8,
            "perception": 10,
            "skills": {
                "deception": 8,
                "history": 5,
                "insight": 10,
                "perception": 10
            },
            "damage_vulnerabilities": "thunder",
            "damage_resistances": "fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "acid",
            "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, prone",
            "senses": "blindsight 60 ft. (blind beyond this radius), tremorsense 120 ft., passive Perception 20",
            "languages": "understands all languages but can't speak, telepathy 120 ft.",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The oozasis makes two pseudopod attacks."
                },
                {
                    "name": "Pseudopod",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 15 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage plus 10 (3d6) acid damage, and a target that's Large or smaller is grappled (escape DC 16) and restrained until the grapple ends. The oozasis has two pseudopods, each of which can grapple one target at a time.",
                    "attack_bonus": 8,
                    "damage_dice": "2d8"
                },
                {
                    "name": "Engulf",
                    "desc": "The oozasis engulfs creatures grappled by it. An engulfed creature can't breathe, is restrained, is no longer grappled, has total cover against attacks and other effects outside the oozasis, takes 21 (6d6) acid damage at the start of each of the oozasis's turns, and is subject to the oozasis's Waters of Unfathomable Compulsion trait. The creature takes no damage if the oozasis chooses not to inflict any. When the oozasis moves, the engulfed creature moves with it. An engulfed creature can escape by using an action and making a successful DC 16 Strength check. On a success, the creature enters a space of its choice within 5 feet of the oozasis."
                },
                {
                    "name": "Vapors of Tranquility or Turmoil (Recharges after a Short or Long Rest)",
                    "desc": "The oozasis sublimates its waters into a vapor that fills a disk centered on the oozasis, 60 feet in radius, and 10 feet thick. All creatures in the area are affected by either the calm emotions spell or the confusion spell (save DC 16). The oozasis chooses which effect to use, and it must be the same for all creatures."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amorphous",
                    "desc": "The oozasis can move through a space as narrow as 1 inch wide without squeezing."
                },
                {
                    "name": "Mirage",
                    "desc": "As a bonus action, the oozasis can create a mirage around itself to lure victims toward it while disguising its true nature. This functions as the mirage arcane spell (save DC 16) but is nonmagical, and therefore can't be detected using detect magic or similar magic, and can't be dispelled."
                },
                {
                    "name": "Waters of Unfathomable Compulsion",
                    "desc": "Any creature that drinks the water of an oozasis or eats fruit from the plants growing in it has a dream (as the spell, save DC 16) the next time it sleeps. In this dream, the oozasis places a compulsion to carry out some activity as a torrent of images and sensations. When the creature awakens, it is affected by a geas spell (save DC 16, cast as a 7th-level spell) in addition to the effects of dream."
                }
            ],
            "spell_list": [],
            "page_no": 310,
            "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_oozasis/"
        },
        {
            "slug": "ostinato",
            "desc": "_A bit of catchy, repetitive music emanates from nowhere, drifting and moving as if dancing in the empty air._  \n**Born from Drama.** Incredibly moving arias, passionate performances, and ditties that drive you mad are often the product of ostinatos. These creatures of living music are born from overwrought emotions, and they feed off the vitality and personality of mortals.  \n**Song Searchers.** Ostinatos wander the mortal world as repetitive snippets of song, searching for hosts and rich feeding grounds. They enter hosts secretly, remaining undetected to prolong their voracious feasting as long as possible.",
            "name": "Ostinato",
            "size": "Medium",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 39,
            "hit_dice": "6d8+12",
            "speed": {
                "fly": 50,
                "hover": true
            },
            "strength": 1,
            "dexterity": 20,
            "constitution": 15,
            "intelligence": 5,
            "wisdom": 12,
            "charisma": 17,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3
            },
            "damage_vulnerabilities": "thunder",
            "damage_resistances": "acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "telepathy 200 ft.",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The ostinato makes two cacophony ray attacks."
                },
                {
                    "name": "Cacophony Ray",
                    "desc": "Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 10 (3d6) thunder damage.",
                    "attack_bonus": 7,
                    "damage_dice": "3d6"
                },
                {
                    "name": "Aural Symbiosis (1/Day)",
                    "desc": "One humanoid that the ostinato can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or the ostinato merges with it, becoming an enjoyable, repetitive tune in its host's mind. The ostinato can't be targeted by any attack, spell, or other effect. The target retains control of its body and is aware of the ostinato's presence only as a melody, not as a living entity. The target no longer needs to eat or drink, gains the ostinato's Magic Resistance trait, and has advantage on Charisma checks. It also has disadvantage on Wisdom saving throws and it can't maintain concentration on spells or other effects for more than a single turn. The target can make a DC 13 Wisdom (Insight) check once every 24 hours; on a success, it realizes that the music it hears comes from an external entity. The Aural Symbiosis lasts until the target drops to 0 hit points, the ostinato ends it as a bonus action, or the ostinato is forced out by a dispel evil and good spell or comparable magic. When the Aural Symbiosis ends, the ostinato bursts forth in a thunderous explosion of sound and reappears in an unoccupied space within 5 feet of the target. All creatures within 60 feet, including the original target, take 21 (6d6) thunder damage, or half damage with a successful DC 13 Constitution saving throw. The target becomes immune to this ostinato's Aural Symbiosis for 24 hours if it succeeds on the saving throw or after the Aural Symbiosis ends."
                },
                {
                    "name": "Voracious Aura (1/Day)",
                    "desc": "While merged with a humanoid (see Aural Symbiosis), the ostinato feeds on nearby creatures. Up to nine creatures of the ostinato's choice within 60 feet of it can be targeted. Each target must succeed on a DC 13 Charisma saving throw or take 3 (1d6) necrotic damage and have its hit point maximum reduced by the same amount until it finishes a long rest. The target dies if its maximum hit points are reduced to 0. Victims notice this damage immediately, but not its source."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Incorporeal Movement",
                    "desc": "The ostinato 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": "Invisibility",
                    "desc": "The ostinato is invisible as per a greater invisibility spell."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The ostinato has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 312,
            "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_ostinato/"
        },
        {
            "slug": "owl-harpy",
            "desc": "_This winged woman’s face is wreathed in a headdress of feathers; her luminous eyes and aquiline nose lend beauty to her feral demeanor. Her sharp, taloned feet seem even more inhuman by comparison._  \n**Harpy Queens.** An owl harpy is a queen among her kind, possessing superior grace and intelligence and an owl's predatory instinct and savage appetite. Owl harpies never grow hair, only feathers, which often wreathe their faces and crown their heads like a headdress. Their taloned feet are strong and razor sharp. They are much stronger fliers than lesser harpies; they swoop and hover in mid-air with ease to tear their prey apart. They are found in temperate climates as well as in deserts and jungles.  \n**Noctural Magic.** Owl harpies practice a rare, potent magic associated with darkness and the night. They can counter most light sources easily. So refined is their hearing that neither darkness nor invisibility detracts from their ability to hunt their quarry. Their acute hearing also means that thunder attacks distress them.  \nOwl harpies are natural (if irredeemably evil) bards thanks to their sharp wits. Less common but not unheard of are owl harpy oracles, scholars, and collectors. These savants are known to exchange their knowledge and insights for companionship or for unusual gifts and treasures.",
            "name": "Owl Harpy",
            "size": "Medium",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 14,
            "armor_desc": "",
            "hit_points": 112,
            "hit_dice": "15d8+45",
            "speed": {
                "walk": 20,
                "fly": 80,
                "hover": true
            },
            "strength": 12,
            "dexterity": 17,
            "constitution": 16,
            "intelligence": 11,
            "wisdom": 14,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "performance": 7,
                "stealth": 6
            },
            "damage_vulnerabilities": "thunder",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "blindsight 60 ft., passive Perception 12",
            "languages": "Common, Abyssal, Giant",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The owl harpy makes two claw attacks and two talon attacks."
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d4"
                },
                {
                    "name": "Talons",
                    "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": "Hovering Darkness",
                    "desc": "An owl harpy that hovers in flight can shake a fine, magical dander from her wings over a creature within 20 feet and directly below her. The creature must succeed on a DC 15 Constitution saving throw or fall unconscious and be poisoned for 10 minutes. It wakes up if it takes damage or if a creature uses an action to shake it awake, but waking up doesn't end the poisoning."
                },
                {
                    "name": "Luring Song",
                    "desc": "The owl harpy sings a magical melody. Every humanoid and giant within 300 feet of the harpy that can hear the song must succeed on a DC 15 Wisdom saving throw or be charmed until the song ends. The harpy must use a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy becomes incapacitated. While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. A charmed target that is more than 5 feet away from the harpy must move at its highest rate (including dashing, if necessary) along the most direct route to get within 5 feet of the harpy. The charmed creature doesn't maneuver to avoid opportunity attacks, but it can repeat the saving throw every time it takes damage from anything other than the harpy. It also repeats the saving throw before entering damaging terrain (lava or a pit, for example), if the most direct route includes a dangerous space. A creature also repeats the saving throw at the end of each of its turns. A successful saving throw ends the effect on that creature and makes the creature immune to this harpy's song for 24 hours."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Quiet Flight",
                    "desc": "The owl harpy gains an additional +3 to Stealth (+9 in total) while flying."
                },
                {
                    "name": "Dissonance",
                    "desc": "The owl harpy can't use its blindsight while deafened."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the owl harpy's innate spellcasting ability is Charisma. The owl harpy can innately cast the following spells, requiring no material components:\n\n3/day: darkness"
                }
            ],
            "spell_list": [],
            "page_no": 246,
            "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_owl-harpy/"
        },
        {
            "slug": "paper-drake",
            "desc": "_With its sharp angles and translucent skin, this draconic creature looks as if it were carefully folded from a massive sheet of paper, including its razor-sharp claws and teeth._  \n**Book and Map Erasers.** These drakes originated in exotic lands far away, where paper is as common as parchment and vellum. They now inhabit wide stretches of the world, and they seem to have edited their origins out of history.  \nPaper drakes are a bane to historians and spellcasters because they can erase ink and pigments, and they often do so at random simply for aesthetic purposes. They adore the possibility of a blank page, but they also sometimes erase one selectively to make beautiful patterns in the remaining ink.  \n**Correcting Errors.** Some paper drakes have a compulsion to correct errors in text or speech, and in these cases their strange ability isn’t a nuisance. Indeed, these paper drakes help scribes correct mistakes, update outdated text, or erase entire volumes so they can be hand-lettered again with different text.  \n**Tattoo Magicians.** Paper drakes are sometimes subjected to strange magical rituals in which wizards tattoo powerful runes and symbols onto their skin. Those who survive this process gain even stranger, esoteric abilities, such as the ability to “stamp” text or images with their feet, the ability to make illustrations move as if alive, or even the ability to erase the memory of written words from a person’s mind, much as they erase text from a page.  \nIn their regular form, paper drakes reach just over four feet in length and weight around 30 lb. They are usually white or tan, but develop a brown or yellow tone as they age.",
            "name": "Paper Drake",
            "size": "Small",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 78,
            "hit_dice": "12d6+36",
            "speed": {
                "walk": 40,
                "fly": 100
            },
            "strength": 7,
            "dexterity": 17,
            "constitution": 16,
            "intelligence": 10,
            "wisdom": 12,
            "charisma": 13,
            "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": "paralysis, unconscious",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Common, Draconic, Dwarvish, Elvish",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The drake makes one bite attack, one claw attack, and one tail attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) slashing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "3d6"
                },
                {
                    "name": "Tail (Recharge 5-6)",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 16 (5d6 + 3) slashing damage, and the target must succeed on a DC 13 Constitution saving throw or be incapacitated for 1 round.",
                    "attack_bonus": 6,
                    "damage_dice": "5d6+3"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Shelve",
                    "desc": "A paper drake can fold itself into a small, almost flat form, perfect for hiding on bookshelves. The drake can still be recognized as something other than a book by someone who handles it (doesn't just glance at it on the shelf) and makes a successful DC 11 Intelligence (Nature or Investigation) check. The drake can hop or fly (clumsily, by flapping its pages) 5 feet per turn in this form."
                },
                {
                    "name": "Refold (Recharge 5-6)",
                    "desc": "A paper drake can fold its body into different sizes and shapes. The drake can adjust its size by one step in either direction, but can't be smaller than Tiny or larger than Medium size. Changes in size or shape don't affect the paper drake's stats."
                }
            ],
            "spell_list": [],
            "page_no": 154,
            "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_paper-drake/"
        },
        {
            "slug": "pombero",
            "desc": "_This squat little man has long limbs and skin the color of coal, and the backs of its hands and tops of its feet are covered in thick hair. Its face seems a bit too wide for its head, and its eyes gleam a little too brightly in the pale light._  \nPomberos are strange tricksters, born of shadows in the wild. At rest, they tend to adopt a squatting posture, which accentuates their too-long limbs. They shun bright light, though it doesn’t harm them, and seek out shadows and half-light. For this reason, they are known as the Night People.  \n**Joy of Trespassing.** Pomberos take delight from creeping into places where they don’t belong and stealing interesting objects. A pombero’s lair is littered with trinkets, both commonplace and valuable. The blame for all manner of misfortune is laid at the pombero’s hairy feet.  \n**Hatred of Hunters.** In contrast to their larcenous ways, pomberos take great umbrage over the killing of animals and the destruction of trees in their forests. Birds are particularly beloved pets, and they enjoy mimicking bird songs and calls most of all. Villagers in areas near pombero territory must be careful to treat the animals and trees with respect, and killing birds usually is a strong taboo in such areas.",
            "name": "Pombero",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 90,
            "hit_dice": "12d8+36",
            "speed": {
                "walk": 30
            },
            "strength": 17,
            "dexterity": 16,
            "constitution": 16,
            "intelligence": 8,
            "wisdom": 10,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "athletics": 5,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "Sylvan",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The pombero uses Charming Touch if able, and makes two fist attacks."
                },
                {
                    "name": "Fist",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage and the target is grappled (escape DC 13).",
                    "attack_bonus": 5,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Charming Touch (recharge 5-6)",
                    "desc": "The pombero chooses a creature it can see within 5 feet. The creature must make a successful DC 12 Wisdom saving throw or be charmed for 10 minutes. The effect ends if the charmed creature takes damage. The pombero can have only one creature at a time charmed with this ability. If it charms a new creature, the previous charm effect ends immediately."
                },
                {
                    "name": "Invisibility",
                    "desc": "The pombero becomes invisible until it chooses to end the effect as a bonus action, or when it attacks."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Beast's Voice",
                    "desc": "The pombero can magically speak with any beast and can perfectly mimic beast sounds."
                },
                {
                    "name": "Twisted Limbs",
                    "desc": "The pombero can twist and squeeze itself through a space small enough for a Tiny bird to pass through as if it were difficult terrain."
                },
                {
                    "name": "Sneak Attack (1/turn)",
                    "desc": "The pombero does an extra 7 (2d6) damage with a weapon attack when it has advantage on the attack roll, or when the target is within 5 feet of an ally of the pombero that isn't incapacitated and the pombero doesn't have disadvantage on the roll."
                },
                {
                    "name": "Soft Step",
                    "desc": "The pombero has advantage on Dexterity (Stealth) checks in forest terrain."
                }
            ],
            "spell_list": [],
            "page_no": 313,
            "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_pombero/"
        },
        {
            "slug": "possessed-pillar",
            "desc": "_This ancient animal-headed pillar is engraved with weathered symbols from ancient empires._  \n**Animal Headed.** Possessed pillars are carved from enormous blocks of stone to look like animal-headed gods of ancient pantheons, or sometimes demonic figures of zealous cults. The most common are the jackal-faced and the ibis-headed variants, but pillars with baboon, crocodile, elephant, or hawk heads also exist.  \n**Hijacked by Cults.** Some such pillars are claimed by various cults, and carved anew with blasphemous symbols or smeared with blood, oils, and unguents as sacrificial offerings.  \n**Weapon Donations.** Priests claim the weapons stolen by the pillars and distribute them to temple guards or sell them to fund temple activities.  \n**Constructed Nature.** A possessed pillar doesn’t require air, food, drink, or sleep.",
            "name": "Possessed Pillar",
            "size": "Large",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 95,
            "hit_dice": "10d10+40",
            "speed": {
                "walk": 20
            },
            "strength": 20,
            "dexterity": 8,
            "constitution": 19,
            "intelligence": 3,
            "wisdom": 11,
            "charisma": 1,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 120 ft., passive Perception 10",
            "languages": "understands the languages of its creator but can't speak",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The pillar makes two slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 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": "Immutable Form",
                    "desc": "The pillar is immune to any spell or effect that would alter its form."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The pillar has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The pillar's weapon attacks are magical."
                },
                {
                    "name": "Steal Weapons",
                    "desc": "The eldritch magic that powers the pillar produces a magnetic power that seizes metal objects that touch it, including metal weapons. When a creature successfully strikes the pillar with a metal melee weapon, the attacker must make a successful DC 15 Strength or Dexterity saving throw or the weapon becomes stuck to the pillar until the pillar releases it or is destroyed. The saving throw uses the same ability as the attack used. The pillar can release all metal weapons stuck to it whenever it wants. A pillar always drops all weapons stuck to it when it believes it's no longer threatened. This ability affects armor only during a grapple."
                },
                {
                    "name": "False Appearance",
                    "desc": "While the pillar remains motionless, it is indistinguishable from a statue or a carved column."
                }
            ],
            "spell_list": [],
            "page_no": 314,
            "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_possessed-pillar/"
        },
        {
            "slug": "prismatic-beetle-swarm",
            "desc": "_A dazzling explosion of multicolored lights erupts from this cloud of flying beetles, flashing every color of the rainbow._  \n_**Flesh-Eating Beauties.**_ The depths of the jungle are filled with lethal wildlife, and prismatic beetles are superlative examples of this. These flesh-eating, venomous insects distract and subdue their prey with sparkling beauty even as they devour it alive. Individual prismatic beetles sparkle like precious gems in the light; tosculi traders, gnolls, and humans often incorporate their carapaces into decorative jewelry or utilize them as special components in enchantment and illusion (pattern) spells and items.  \n_**Hypno-Paralytic.**_ When swarming in the thousands, these beautiful bugs create a hypnotic cascade of glimmering hues capable of enthralling creatures. As they descend on their dazed prey, the beetles’ bites slowly paralyze their victims while their toxins distract the mind with feelings of euphoria and delight.  \n_**Predator Partners.**_ Although carnivorous, prismatic beetles are not overly aggressive; they attack other creatures only when hungry or threatened. Even when they’re not attacking, however, they can be a threat; more than one unwary traveler has stopped to admire what they thought was a docile swarm of prismatic beetles, and became captivated. The unfortunates are often killed and eaten by lurking jungle predator, as such animals know the beetles stun and confuse prey.",
            "name": "Prismatic Beetle Swarm",
            "size": "Medium",
            "type": "Beast",
            "subtype": "Swarm",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 38,
            "hit_dice": "7d8+7",
            "speed": {
                "walk": 20,
                "burrow": 5,
                "fly": 30
            },
            "strength": 3,
            "dexterity": 16,
            "constitution": 12,
            "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., passive Perception 13",
            "languages": "-",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Bites",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. The target also takes 10 (4d4) poison damage and becomes euphoric for 1d4 rounds, or takes half as much poison damage and is not euphoric if it makes a successful DC 11 Constitution saving throw. A euphoric creature has disadvantage on saving throws.",
                    "attack_bonus": 5,
                    "damage_dice": "4d4"
                }
            ],
            "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": "Glittering Carapace",
                    "desc": "The glossy, iridescent carapaces of the beetles in the swarm scatter and tint light in a dazzling exhibition of colors. In bright light, a creature within 30 feet that looks at the prismatic beetle swarm must make a successful DC 13 Wisdom saving throw or be blinded until the end of its next turn. If the saving throw fails by 5 or more, the target is also knocked unconscious. Unless it's surprised, a creature can avoid the saving throw by choosing to avert its eyes at the start of its turn. A creature that averts its eyes can't see the swarm until the start of its next turn, when it can choose to avert its eyes again. If the creature looks at the swarm in the meantime, it must immediately make the saving throw. The saving throw is made with advantage if the swarm of prismatic beetles is in dim light, and this ability has no effect if the swarm is in darkness."
                }
            ],
            "spell_list": [],
            "page_no": 375,
            "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_prismatic-beetle-swarm/"
        },
        {
            "slug": "psoglav-demon",
            "desc": "",
            "name": "Psoglav Demon",
            "size": "Large",
            "type": "Fiend",
            "subtype": "demon",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 115,
            "hit_dice": "11d10+55",
            "speed": {
                "walk": 40,
                "fly": 60
            },
            "strength": 21,
            "dexterity": 23,
            "constitution": 20,
            "intelligence": 16,
            "wisdom": 19,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 9,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": 7,
            "perception": 6,
            "skills": {
                "acrobatics": 9,
                "intimidation": 7,
                "perception": 6,
                "stealth": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, lightning",
            "damage_immunities": "fire, poison",
            "condition_immunities": "poisoned",
            "senses": "blindsight 30 ft., darkvision 60 ft., passive Perception 16",
            "languages": "Common, Infernal; telepathy 60 ft.",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The psoglav demon makes three bite attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5).",
                    "attack_bonus": 8,
                    "damage_dice": "2d12"
                },
                {
                    "name": "Shadow Stealing Ray (Recharge 5-6)",
                    "desc": "The psoglav emits a beam from its single eye. One target within 60 feet of the psoglav is hit automatically by the ray. The target is knocked 20 feet back and must succeed on a DC 15 Dexterity saving throw or be knocked prone. The target's shadow stays in the space the target was originally in, and acts as an undead shadow under the command of the psoglav demon. If the creature hit with the shadow stealing ray flees the encounter, it is without a natural shadow for 1d12 days before the undead shadow fades and the creature's natural shadow returns. The undead shadow steals the body of its creature of origin if that creature is killed during the encounter; in that case, the creature's alignment shifts to evil and it falls under the command of the psoglav. The original creature regains its natural shadow immediately if the undead shadow is slain. A creature can only have its shadow stolen by the shadow stealing ray once per day, even if hit by the rays of two different psoglav demons, but it can be knocked back by it every time it is hit."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Innate Spellcasting",
                    "desc": "the psoglav's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spell, requiring no material components:\n\n1/day: greater invisibility"
                },
                {
                    "name": "Magic Weapon",
                    "desc": "The psoglav's weapon attacks are magical."
                },
                {
                    "name": "Shadow Door (4/Day)",
                    "desc": "The psoglav has the ability to travel between shadows as if by means of a dimension door spell. The magical transport must begin and end in an area with at least some dim light. The shadow door can span a maximum of 90 feet."
                }
            ],
            "spell_list": [],
            "page_no": 79,
            "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_psoglav-demon/"
        },
        {
            "slug": "putrid-haunt",
            "desc": "_These shambling corpses have twigs, branches, and other debris intertwined with their bodies, and their gaping maws often crawl with scrabbling vermin._  \n**Swamp Undead.** Putrid haunts are walking corpses infused with moss, mud, and the detritus of the deep swamp. They are the shambling remains of individuals who, either through mishap or misdeed, died while lost in a vast swampland. Their desperate need to escape the marshland in life transforms into a hatred of all living beings in death. They often gather in places tainted by evil deeds.  \n**Mossy Islands.** When no potential victims are nearby, putrid haunts sink into the water and muck, where moss and water plants grow over them and vermin inhabit their rotting flesh. When living creatures draw near, the dormant putrid haunt bursts from its watery hiding spot and attacks its prey, slamming wildly with its arms and stomping on prone foes to push them deeper into the muck. There’s no planning and little cunning in their assault, but they move through the marshes more freely than most intruders and they attack with a single-mindedness that’s easily mistaken for purpose.  \n**Leech Harbors.** Putrid haunts create especially favorable conditions for leeches. They are often hosts or hiding places for large gatherings of leeches.  \n**Undead Nature.** A putrid haunt doesn’t require air, food, drink, or sleep.",
            "name": "Putrid Haunt",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 44,
            "hit_dice": "8d8+8",
            "speed": {
                "walk": 30
            },
            "strength": 17,
            "dexterity": 8,
            "constitution": 13,
            "intelligence": 6,
            "wisdom": 11,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning and piercing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, exhaustion, poisoned",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "-",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.",
                    "attack_bonus": 5,
                    "damage_dice": "2d8"
                },
                {
                    "name": "Vomit Leeches (Recharge 6)",
                    "desc": "A putrid haunt can vomit forth the contents of its stomach onto a target within 5 feet. Along with the bile and mud from its stomach, this includes 2d6 undead leeches that attach to the target. A creature takes 1 necrotic damage per leech on it at the start of the creature's turn, and the putrid haunt gains the same number of temporary hit points. As an action, a creature can remove or destroy 1d3 leeches from itself or an adjacent ally."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Dead Still",
                    "desc": "Treat a putrid haunt as invisible while it's buried in swamp muck."
                },
                {
                    "name": "Swamp Shamble",
                    "desc": "Putrid haunts suffer no movement penalties in marshy terrain."
                }
            ],
            "spell_list": [],
            "page_no": 315,
            "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_putrid-haunt/"
        },
        {
            "slug": "qwyllion",
            "desc": "_These hideous, reeking creatures resemble toothless, cadaverous hags, their large eyes glowing with unearthly green light, and their fingers tipped with ragged claws._  \n**Twisted Nymphs.** Qwyllion (the name means “polluter” in Old Elvish) are nymphs who have been twisted by the corrupted mana of magical wastelands or warped alchemical experiments into baleful versions of their former selves.  \n**Frighten Animals.** Besides making them hideously ugly, the transformation leaves them with a deadly gaze attack and the ability to dominate a living creature with a mere glance. Animals refuse to approach within 20 feet of them.  \n**Goblin Mercenaries.** Qwyllion and their dominated thralls and enslaved specters are sometimes engaged by goblin sorcerers and evil mages to guard desecrated temples and despoiled gardens. The terms and payments for these arrangements vary wildly from one qwyllion to the next. Anyone who dares to employ a qwyllion must be constantly vigilant, because these creatures are prone to renege on any agreement eventually.",
            "name": "Qwyllion",
            "size": "Medium",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 110,
            "hit_dice": "13d8+52",
            "speed": {
                "walk": 30
            },
            "strength": 12,
            "dexterity": 20,
            "constitution": 19,
            "intelligence": 12,
            "wisdom": 13,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 6,
            "perception": 4,
            "skills": {
                "acrobatics": 11,
                "perception": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "Common, Goblin, Infernal, Sylvan, Void Speech",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The qwyllion uses its deadly gaze if it can, and makes two claw attacks."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 24 (3d12 + 5) slashing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "3d12"
                },
                {
                    "name": "Deadly Gaze (recharge 5-6)",
                    "desc": "The qwyllion turns its gaze against a single creature within 20 feet of the qwyllion. The target must succeed on a DC 14 Constitution saving throw or take 16 (3d8 + 3) necrotic damage and be incapacitated until the start of the qwyllion's next turn. A humanoid slain by a qwyllion's death gaze rises 2d4 hours later as a specter under the qwyllion's control."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the qwyllion's innate casting ability is Charisma (spell save DC 14). She can innately cast the following spells, requiring no material components:\n\n3/day each: dominate person (range 20 feet), shatter"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Disruptive",
                    "desc": "Because of the qwyllion's nauseating nature, spellcasters have disadvantage on concentration checks while within 40 feet of the qwyllion."
                },
                {
                    "name": "Nauseating Aura",
                    "desc": "The qwyllion is nauseatingly corrupt. Any creature that starts its turn within 20 feet of the qwyllion must succeed on a DC 14 Constitution saving throw or be poisoned for 1d8 rounds. If a creature that's already poisoned by this effect fails the saving throw again, it becomes incapacitated instead, and a creature already incapacitated by the qwyllion drops to 0 hit points if it fails the saving throw. A successful saving throw renders a creature immune to the effect for 24 hours. Creatures dominated by the qwyllion are immune to this effect."
                }
            ],
            "spell_list": [],
            "page_no": 316,
            "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_qwyllion/"
        },
        {
            "slug": "ramag",
            "desc": "_These few denizens of a blasted desert waste now huddle in the remains of an ancient city—a city magically scattered across hundreds of miles._  \n**Once Human.** The ramag were a powerful tribe of dimensional sorcerers allied with a great society of titans, and they were indeed human in ages past. Over time, strange practices warped them into their current state, and they are clearly no longer purely human. Their limbs grow too long in proportion to their bodies, giving them a stooped, odd posture. Their features are angular, and a ramag’s hair is impossibly thick; each strand is the width of a human finger. They wear their strange hair tied back in decorative clasps.  \n**Portal Network.** The ramag used their innate magical gifts to maintain powerful magical conduits, ley lines that crisscrossed the titan’s empire. This mastery of arcane might allowed instantaneous travel to the farthest-flung outpost. The ramag still maintain a network of magical monoliths that connect the scattered districts of their home, but this network is frayed and fading.  \n**Studious and Powerful.** Although physically weak, the ramag are sharp-witted, studious, and naturally infused with magic. Lifetimes of exposure to the warping effect of their runaway magical energy have given the ramag innate control over magic, as well as sharp resistance to it. They are acutely aware of their responsibility for keeping magic in check, and fully know the danger of uncontrolled magical energies. Even the the lowliest ramag has a sharp intellect and a natural understanding of magic. Many ramag take up the study of wizardry. Few become wandering adventurers, but well-equipped expeditions sometimes leave their homeland to inspect the surrounding countryside.",
            "name": "Ramag",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "ramag",
            "group": null,
            "alignment": "neutral",
            "armor_class": 13,
            "armor_desc": "leather armor",
            "hit_points": 27,
            "hit_dice": "6d8",
            "speed": {
                "walk": 30
            },
            "strength": 9,
            "dexterity": 14,
            "constitution": 10,
            "intelligence": 16,
            "wisdom": 12,
            "charisma": 11,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "arcana": 5,
                "investigation": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 11",
            "languages": "Common",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Scimitar",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Shortbow",
                    "desc": "Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Magic Resistance",
                    "desc": "The ramag has advantage on saving throws against spells or other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 317,
            "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_ramag/"
        },
        {
            "slug": "rat-king",
            "desc": "_A great knot of scabrous rats scrabbles together as a mass, with skulls, bones, and flesh entangled in the whole. Teeth, eyes, and fur all flow as a single disturbing rat swarm walking on two legs._  \n**Fused at the Tail.** A rat king forms when dozens of rats twist their tails together in a thick knot of bone and lumpy cartilage. Its numbers and powers grow quickly.  \n**Rule Sewers and Slums.** The rat king is a cunning creature that stalks city sewers, boneyards, and slums. Some even command entire thieves’ guilds or hordes of beggars that give it obeisance. They grow larger and more powerful over time until discovered.  \n**Plague and Dark Magic.** The rat king is the result of plague infused with twisted magic, and a malignant ceremony that creates one is called “Enthroning the Rat King.” Rats afflicted with virulent leavings of dark magic rites or twisted experiments become bound to one another. As more rats add to the mass, the creature’s intelligence and force of will grow, and it invariably goes quite mad.",
            "name": "Rat King",
            "size": "Medium",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 76,
            "hit_dice": "9d8+36",
            "speed": {
                "walk": 30,
                "burrow": 20
            },
            "strength": 6,
            "dexterity": 16,
            "constitution": 18,
            "intelligence": 11,
            "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": {
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, slashing",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, frightened, paralyzed, petrified, prone, restrained, stunned",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Common, Thieves' Cant",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The rat king makes four bite attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage, and a bitten creature must succeed on a DC 15 Constitution saving throw or be infected with a disease. A diseased creature gains one level of exhaustion immediately. When the creature finishes a long rest, it must repeat the saving throw. On a failure, the creature gains another level of exhaustion. On a success, the disease does not progress. The creature recovers from the disease if its saving throw succeeds after two consecutive long rests or if it receives a lesser restoration spell or comparable magic. The creature then recovers from one level of exhaustion after each long rest.",
                    "attack_bonus": 6,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Summon Swarm (1/Day)",
                    "desc": "The rat king summons three swarms of rats. The swarms appear immediately within 60 feet of the rat king. They can appear in spaces occupied by other creatures. The swarms act as allies of the rat king. They remain for 1 hour or until the rat king dies."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Absorption",
                    "desc": "When the rat king does damage to a rat or rat swarm, it can absorb the rat, or part of the swarm, into its own mass. The rat king regains hit points equal to the damage it did to the rat or swarm."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Keen Smell",
                    "desc": "The rat king has advantage on Wisdom (Perception) checks that rely on smell."
                },
                {
                    "name": "Plague of Ill Omen",
                    "desc": "The rat king radiates a magical aura of misfortune in a 30-foot radius. A foe of the rat king that starts its turn in the aura must make a successful DC 14 Charisma saving throw or be cursed with bad luck until the start of its next turn. When a cursed character makes an attack roll, ability check, or saving throw, it must subtract 1d4 from the result."
                }
            ],
            "spell_list": [],
            "page_no": 318,
            "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_rat-king/"
        },
        {
            "slug": "ratatosk",
            "desc": "_Chattering creatures with a superficial similarity to squirrels, the ratatosk have tiny tusks and fur that shimmers in a way that defies the surrounding light._  \n**Sleek-furred Celestials.** The ratatosk is a celestial being that is very much convinced of its own indispensable place in the multiverse. Its fur is sleek, and it takes great pride in the cleaning and maintaining of its tusks.  \n**Planar Messengers.** Ratatosks were created to carry messages across the planes, bearing word between gods and their servants. Somewhere across the vast march of ages, their nature twisted away from that purpose. Much speculation as to the exact cause of this change continues to occupy sages.  \n**Maddening Gossips.** Ratatosk are insatiable tricksters. Their constant chatter is not the mere nattering of their animal counterparts, it is a never-ending celestial gossip network. Ratatosk delight in learning secrets, and spreading those secrets in mischievous ways. It’s common for two listeners to hear vastly different words when a ratatosk speaks, and for that misunderstanding to lead to blows.",
            "name": "Ratatosk",
            "size": "Tiny",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 14,
            "armor_desc": "",
            "hit_points": 42,
            "hit_dice": "12d4+12",
            "speed": {
                "walk": 20,
                "climb": 20
            },
            "strength": 4,
            "dexterity": 18,
            "constitution": 12,
            "intelligence": 17,
            "wisdom": 10,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 4,
            "charisma_save": 4,
            "perception": null,
            "skills": {
                "deception": 6,
                "persuasion": 6,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "Celestial, Common; telepathy 100 ft.",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Gore",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 14 (4d6) psychic damage and the target must make a successful DC 14 Wisdom saving throw or be charmed for 1 round. While charmed in this way, the creature regards one randomly determined ally as a foe.",
                    "attack_bonus": 6,
                    "damage_dice": "4d6"
                },
                {
                    "name": "Divisive Chatter (recharge 5-6)",
                    "desc": "Up to six creatures within 30 feet that can hear the ratatosk must make DC 14 Charisma saving throws. On a failure, the creature is affected as if by a confusion spell for 1 minute. An affected creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Desperate Lies",
                    "desc": "A creature that can hear the ratatosk must make a DC 14 Wisdom saving throw when it attacks the ratatosk. If the saving throw fails, the creature still attacks, but it must choose a different target creature. An ally must be chosen if no other enemies are within the attack's reach or range. If no other target is in the attack's range or reach, the attack is still made (and ammunition or a spell slot is expended, if appropriate) but it automatically misses and has no effect."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Innate Spellcasting",
                    "desc": "the ratatosk's spellcasting attribute is Charisma (save DC 14). It can innately cast the following spells without requiring material or somatic components:\n\nat will: animal messenger, message, vicious mockery\n\n1/day each: commune, mirror image\n\n3/day each: sending, suggestion"
                },
                {
                    "name": "Skitter",
                    "desc": "The ratatosk can take the Dash, Disengage, or Hide action as a bonus action on each of its turns."
                }
            ],
            "spell_list": [],
            "page_no": 319,
            "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_ratatosk/"
        },
        {
            "slug": "ratfolk",
            "desc": "_Ratfolk are the size of halflings, though smaller in girth and quicker in their movements. At a glance they might even be mistaken for halflings if not for their twitching snouts, bony feet, and long, pink tails._  \nThe ratfolk are canny survivors, rogues and tricksters all. Their strong family ties make it easy for them to found or join criminal societies--though others serve as expert scouts and saboteurs, able to infiltrate army camps, city sewers, and even castle dungeons with equal ease. Ratfolk leaders are often spellcasters and rogues.  \n**Adaptable.** Ratfolk swim well and can survive on little. Some groups are endemic to tropical and subtropical islands. Others inhabit forests, sewers, labyrinths, and ancient, ruined cities.  \n**Fast Fighters.** Ratfolk prefer light weapons and armor, fighting with speed and using numbers to bring a foe down. They have been known to ally themselves with goblins, darakhul, and kobolds on occasion, but more often prefer to serve a “Rat King” who may or may not be a rat of any kind. Such rat rulers might include a wererat, a rat king, an ogre, a minor demon or intelligent undead.",
            "name": "Ratfolk",
            "size": "Small",
            "type": "Humanoid",
            "subtype": "ratfolk",
            "group": null,
            "alignment": "neutral",
            "armor_class": 14,
            "armor_desc": "studded leather armor",
            "hit_points": 7,
            "hit_dice": "2d6",
            "speed": {
                "walk": 25,
                "swim": 10
            },
            "strength": 7,
            "dexterity": 15,
            "constitution": 11,
            "intelligence": 14,
            "wisdom": 10,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "perception": 2
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Common",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Dagger",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d4"
                },
                {
                    "name": "Light crossbow",
                    "desc": "Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Nimbleness",
                    "desc": "The ratfolk can move through the space of any creature size Medium or larger."
                },
                {
                    "name": "Pack Tactics",
                    "desc": "The ratfolk has advantage on its attack roll against a creature if at least one of the ratfolk's allies is within 5 feet of the creature and the ally is capable of attacking."
                }
            ],
            "spell_list": [],
            "page_no": 320,
            "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_ratfolk/"
        },
        {
            "slug": "ratfolk-rogue",
            "desc": "_Ratfolk are the size of halflings, though smaller in girth and quicker in their movements. At a glance they might even be mistaken for halflings if not for their twitching snouts, bony feet, and long, pink tails._  \nThe ratfolk are canny survivors, rogues and tricksters all. Their strong family ties make it easy for them to found or join criminal societies--though others serve as expert scouts and saboteurs, able to infiltrate army camps, city sewers, and even castle dungeons with equal ease. Ratfolk leaders are often spellcasters and rogues.  \n**Adaptable.** Ratfolk swim well and can survive on little. Some groups are endemic to tropical and subtropical islands. Others inhabit forests, sewers, labyrinths, and ancient, ruined cities.  \n**Fast Fighters.** Ratfolk prefer light weapons and armor, fighting with speed and using numbers to bring a foe down. They have been known to ally themselves with goblins, darakhul, and kobolds on occasion, but more often prefer to serve a “Rat King” who may or may not be a rat of any kind. Such rat rulers might include a wererat, a rat king, an ogre, a minor demon or intelligent undead.",
            "name": "Ratfolk Rogue",
            "size": "Small",
            "type": "Humanoid",
            "subtype": "ratfolk",
            "group": null,
            "alignment": "neutral",
            "armor_class": 15,
            "armor_desc": "studded leather armor",
            "hit_points": 18,
            "hit_dice": "4d6+4",
            "speed": {
                "walk": 25,
                "swim": 10
            },
            "strength": 7,
            "dexterity": 16,
            "constitution": 12,
            "intelligence": 14,
            "wisdom": 10,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "acrobatics": 5,
                "perception": 2,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Common, Thieves' Cant",
            "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.",
                    "attack_bonus": 5,
                    "damage_dice": "1d8"
                },
                {
                    "name": "Rat Dagger Flurry",
                    "desc": "Ranged Weapon Attack: +5 to hit, range 20/60 ft., three targets. Hit: 7 (1d4 + 3) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Cunning Action",
                    "desc": "A ratfolk rogue can use a bonus action to Dash, Disengage, or Hide."
                },
                {
                    "name": "Nimbleness",
                    "desc": "A ratfolk rogue can move through the space of any creature size Medium or larger."
                },
                {
                    "name": "Pack Tactics",
                    "desc": "A ratfolk rogue has advantage on its attack roll against a creature if at least one of the ratfolk's allies is within 5 feet of the creature and the ally is capable of attacking."
                },
                {
                    "name": "Sneak Attack (1/Turn)",
                    "desc": "A ratfolk rogue deals an extra 3 (1d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of one of its allies that isn't incapacitated and the rogue doesn't have disadvantage on the attack roll."
                }
            ],
            "spell_list": [],
            "page_no": 320,
            "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_ratfolk-rogue/"
        },
        {
            "slug": "ravenala",
            "desc": "_Ravenalas guard tropical forests and watch after local flora and fauna. Their heads are crowned by long-stemmed, green-paddled fronds and spiked seed pods, and their dangling arms end in hooked wooden talons._  \n**Leafy Advisors.** Tribal humanoids respect and venerate ravenelas, and sometimes seek their advice or magical aid at times of great need. Ravenalas seldom interact with other species unless approached and questioned.  \n**Prisoners Lamentation.** Unlike treants, ravenalas avoid physical conflict in favor of magical responses. If annoyed, they imprison hostile creatures within their trunks rather than killing or eating them. Trapped creatures must sing their own lament as they are carried off to a distant, dangerous locale. Ravenalas grow to about 20 feet tall and can weigh 1,800 lb.",
            "name": "Ravenala",
            "size": "Large",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 126,
            "hit_dice": "12d10+60",
            "speed": {
                "walk": 30
            },
            "strength": 20,
            "dexterity": 10,
            "constitution": 20,
            "intelligence": 12,
            "wisdom": 16,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": 6,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "cold, fire",
            "damage_resistances": "bludgeoning, piercing",
            "damage_immunities": "",
            "condition_immunities": "blinded, deafened",
            "senses": "passive Perception 13",
            "languages": "Common, Druidic, Elvish, Sylvan",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The ravenala makes two slam attacks or two bursting pod attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d6+5"
                },
                {
                    "name": "Bursting Pod",
                    "desc": "Melee Ranged Attack: +8 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage, and the target and all creatures within 5 feet of it also take 5 (2d4) piercing damage, or half as much piercing damage with a successful DC 15 Dexterity saving throw.",
                    "attack_bonus": 8,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Lamenting Engulfment",
                    "desc": "The ravenala targets a creature within 5 feet of it. The target must succeed on a DC 13 Dexterity saving throw or be grappled and restrained by the ravenala. While restrained, the creature is engulfed inside the ravenala's trunk. The ravenala can grapple one creature at a time; grappling doesn't prevent it from using other attacks against different targets. The restrained creature must make a DC 14 Wisdom saving throw at the start of each of its turns. On a failure, the creature is compelled to sing a lament of all its various mistakes and misdeeds for as long as it remains restrained. Singing prevents uttering command words, casting spells with a verbal component, or any verbal communication. The restrained creature can still make melee attacks. When the ravenala moves, the restrained creature moves with it. A restrained creature can escape by using an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the ravenala."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Magic Resistance",
                    "desc": "The ravenala has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the ravenala's innate spellcasting ability is Wisdom (spell save DC 14). It can innately cast the following spells, requiring no material components:\n\nat will: entangle, sleep\n\n1/day each: heal, wall of thorns"
                },
                {
                    "name": "Green Walk",
                    "desc": "The ravenala can move across undergrowth, natural or magical, without needing to make an ability check and without expending additional movement."
                }
            ],
            "spell_list": [],
            "page_no": 321,
            "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_ravenala/"
        },
        {
            "slug": "ravenfolk-scout",
            "desc": "_While a huginn’s face resembles that of a great raven or crow, it lacks wings and has a much more solid frame. Most are pitch black, although a smattering have white feathers and red flecks._  \nThe ravenfolk are an avian race of scoundrels, schemers, and sneaks—and they are much more than that. Long ago when Odin brokered the truce that brought peace among the gods, the wily deity magically created the ravenfolk from feathers plucked from his ravens Huginn (Thought) and Muninn (Memory.) He placed this new race into the world alongside elves, dwarves, humans, and others to be his spies.  \n**Odin’s Children.** To this day, the ravenfolk are Odin’s agents and embody his thought and memory. They are thieves of objects, yes, but primarily, they are thieves of secrets. Their black feathers and long beaks are spotted on the road from place to place, trading information or helping to hatch plots. They are widely viewed as spies, informers, thieves, and troublemakers, but when the ravenfolk swear an oath, they abide by it.  \nOdin grants the best of his ravenfolk magical runespears and runestaves, two-handed heavy weapons enchanted to serve his messengers. These function as long spears or quarterstaves in the hands of other races. The ravenfolk consider them special tokens meant for their use, and no one else’s.  \n_**Flightless but Bold.**_ Though they have no wings and normally cannot fly, the physiology of ravenfolk is strikingly similar to that of true avians. They stand roughly 5 ft. tall and, because of their hollow bones, weigh just 95-105 lb. Albino ravenfolk are found in southern climates.  \nRavenfolk eat almost anything, but they prefer raw meat and field grains, such as corn, soy, and alfalfa. They even scavenge days-old carrion, a practice that repulses most other humanoids.  \n_**Feather Speech.**_ The huginn have their own language, and they have another language which they may use as well: the language of feathers, also known as Feather Speech or Pinion. Ravenfolk can communicate volumes without speaking a word through the dyeing, arrangement, preening, and rustling of their plumage. This language is inherent to ravenfolk and not teachable to unfeathered races.",
            "name": "Ravenfolk Scout",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "kenku",
            "group": null,
            "alignment": "neutral",
            "armor_class": 14,
            "armor_desc": "studded leather armor",
            "hit_points": 21,
            "hit_dice": "6d8 - 6",
            "speed": {
                "walk": 30
            },
            "strength": 10,
            "dexterity": 14,
            "constitution": 8,
            "intelligence": 10,
            "wisdom": 15,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": 4,
            "constitution_save": 1,
            "intelligence_save": null,
            "wisdom_save": 4,
            "charisma_save": 3,
            "perception": 6,
            "skills": {
                "deception": 3,
                "perception": 6,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., passive Perception 16",
            "languages": "Common, Feather Speech, Huginn",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The ravenfolk scout makes one peck attack and one other melee or ranged attack."
                },
                {
                    "name": "Ghost Wings",
                    "desc": "The ravenfolk scout furiously \"beats\"a set of phantasmal wings. Every creature within 5 feet of the ravenfolk must make a successful DC 12 Dexterity saving throw or be blinded until the start of the ravenfolk's next turn."
                },
                {
                    "name": "Longbow",
                    "desc": "Ranged Weapon Attack. +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage."
                },
                {
                    "name": "Peck",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d4"
                },
                {
                    "name": "Rapier",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Mimicry",
                    "desc": "Ravenfolk scouts can mimic the voices of others with uncanny accuracy. They have advantage on Charisma (Deception) checks involving audible mimicry."
                }
            ],
            "spell_list": [],
            "page_no": 322,
            "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_ravenfolk-scout/"
        },
        {
            "slug": "ravenfolk-warrior",
            "desc": "_While a huginn’s face resembles that of a great raven or crow, it lacks wings and has a much more solid frame. Most are pitch black, although a smattering have white feathers and red flecks._  \nThe ravenfolk are an avian race of scoundrels, schemers, and sneaks—and they are much more than that. Long ago when Odin brokered the truce that brought peace among the gods, the wily deity magically created the ravenfolk from feathers plucked from his ravens Huginn (Thought) and Muninn (Memory.) He placed this new race into the world alongside elves, dwarves, humans, and others to be his spies.  \n**Odin’s Children.** To this day, the ravenfolk are Odin’s agents and embody his thought and memory. They are thieves of objects, yes, but primarily, they are thieves of secrets. Their black feathers and long beaks are spotted on the road from place to place, trading information or helping to hatch plots. They are widely viewed as spies, informers, thieves, and troublemakers, but when the ravenfolk swear an oath, they abide by it.  \nOdin grants the best of his ravenfolk magical runespears and runestaves, two-handed heavy weapons enchanted to serve his messengers. These function as long spears or quarterstaves in the hands of other races. The ravenfolk consider them special tokens meant for their use, and no one else’s.  \n_**Flightless but Bold.**_ Though they have no wings and normally cannot fly, the physiology of ravenfolk is strikingly similar to that of true avians. They stand roughly 5 ft. tall and, because of their hollow bones, weigh just 95-105 lb. Albino ravenfolk are found in southern climates.  \nRavenfolk eat almost anything, but they prefer raw meat and field grains, such as corn, soy, and alfalfa. They even scavenge days-old carrion, a practice that repulses most other humanoids.  \n_**Feather Speech.**_ The huginn have their own language, and they have another language which they may use as well: the language of feathers, also known as Feather Speech or Pinion. Ravenfolk can communicate volumes without speaking a word through the dyeing, arrangement, preening, and rustling of their plumage. This language is inherent to ravenfolk and not teachable to unfeathered races.",
            "name": "Ravenfolk Warrior",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "kenku",
            "group": null,
            "alignment": "neutral",
            "armor_class": 15,
            "armor_desc": "studded leather armor",
            "hit_points": 78,
            "hit_dice": "12d8+24",
            "speed": {
                "walk": 30
            },
            "strength": 12,
            "dexterity": 16,
            "constitution": 14,
            "intelligence": 10,
            "wisdom": 13,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": 5,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 3,
            "charisma_save": 2,
            "perception": 5,
            "skills": {
                "deception": 2,
                "perception": 5,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., passive Perception 15",
            "languages": "Common, Feather Speech, Huginn",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "A ravenfolk warrior makes two runespear attacks, or two longbow attacks, or one ghost wings attack and one runespear attack. It can substitute one peck attack for any other attack."
                },
                {
                    "name": "Ghost Wings",
                    "desc": "The ravenfolk warrior furiously \"beats\"a set of phantasmal wings. Every creature within 5 feet of the ravenfolk must make a successful DC 13 Dexterity saving throw or be blinded until the start of the ravenfolk's next turn."
                },
                {
                    "name": "Longbow",
                    "desc": "Ranged Weapon Attack. +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage."
                },
                {
                    "name": "Peck",
                    "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": "Radiant Runespear",
                    "desc": "Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 7 (1d12 + 1) piercing damage plus 2 (1d4) radiant damage.",
                    "attack_bonus": 3,
                    "damage_dice": "1d12"
                },
                {
                    "name": "Rapier",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d8"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Odin's Call",
                    "desc": "A ravenfolk warrior can disengage after an attack reduces it to 10 hp or less."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Rune Weapons",
                    "desc": "Kept keen with runic magic, runespears and runestaves are two-handed weapons that count as magical, though they provide no bonus to attack. Their magic must be renewed each week by a doom croaker or by Odin's own hand."
                },
                {
                    "name": "Mimicry",
                    "desc": "Ravenfolk warriors can mimic the voices of others with uncanny accuracy. They have advantage on Charisma (Deception) checks involving audible mimicry."
                }
            ],
            "spell_list": [],
            "page_no": 323,
            "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_ravenfolk-warrior/"
        },
        {
            "slug": "red-banded-line-spider",
            "desc": "_These spiders are named for both the deep red swirls on their abdomens, unique to each spider, and for their peculiar hunting technique. The largest ones hunt in the dark canopy of temperate and subtropical forests._  \n**Hand-Sized Hunters.** These furry, brown spiders are not enormous monsters, but they are big enough to be alarming. A typical one is as big as a human hand with fingers spread wide, but some grow as large as small dogs.  \n**Webbed Line.** Line spiders don’t spin webs but instead perch and watch for prey. When prey wanders near, the spider launches a line of webbing to snare it, then pounces unerringly along that line to deliver a deep bite. Their potent venom can incapacitate creatures much larger than themselves, and they quickly devour flesh with their powerful jaws.  \n**City Dwellers.** Line spiders are often found in cities, and their size makes them a good replacement for a garroter crab in certain forms of divination. They’re favorites among exotic-pet dealers—usually with their venom sacs removed, sometimes not. Goblins, kobolds, and some humans use them rather than cats to control a mouse or rat infestation, and they make reasonably good pets if they’re kept well-fed. If they get hungry, line spiders may devour other small pets or even their owners.",
            "name": "Red-Banded Line Spider",
            "size": "Tiny",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 2,
            "hit_dice": "1d4",
            "speed": {
                "walk": 30,
                "climb": 30
            },
            "strength": 4,
            "dexterity": 16,
            "constitution": 10,
            "intelligence": 1,
            "wisdom": 10,
            "charisma": 2,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "perception": 2,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "psychic",
            "condition_immunities": "charmed, frightened",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "-",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 3 (1d6) poison damage and be poisoned until the start of the spider's next turn. The target fails the saving throw automatically and takes an extra 1d6 poison damage if it is bitten by another red-banded line spider while poisoned this way.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Swingline",
                    "desc": "Ranged Weapon Attack: +5 to hit, range 60 ft., one target. Hit: the spider immediately moves the full length of the webbing (up to 60 feet) to the target and delivers a bite with advantage. This attack can be used only if the spider is higher than its target and at least 10 feet away.",
                    "attack_bonus": 5,
                    "damage_dice": "0"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Spider Climb",
                    "desc": "The spider can climb difficult surfaces, including upside down and on ceilings, without needing to make an ability check."
                },
                {
                    "name": "Web Walker",
                    "desc": "The spider ignores movement restrictions caused by webbing."
                }
            ],
            "spell_list": [],
            "page_no": 363,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_red-banded-line-spider/"
        },
        {
            "slug": "red-hag",
            "desc": "_An elder race—much older than the elves, and as old as the dragons, they claim—red hags are the most cunning and longest-lived of the hags, having a lifespan of more than a thousand years._  \n**Beautiful and Strong.** Unlike their hag kin, red hags are not horrid to look upon, and most are considered comely in their own right. Few know anything about them, and the hags do little to enlighten them, preferring their seclusion.  \n**Tied to Nature.** The hags have a deep connection with all elements of nature, and they often make their homes in deep forests, in caves, or alongside coastlines.  \n**Blood Magic.** Because of their close connection to nature, red hags often serve as druids. Within their druidic circles, however, they practice blood sacrifices and perform ritualistic blood magic—both to slake their craving for humanoid blood, but also as a means to venerate Hecate, goddesses of dark magic. Red hags also favor the cleric and wizard classes; few ever seek a martial path. The ancient hags all answer to a hierarchy.",
            "name": "Red Hag",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 119,
            "hit_dice": "14d8+56",
            "speed": {
                "walk": 30,
                "swim": 30
            },
            "strength": 19,
            "dexterity": 16,
            "constitution": 18,
            "intelligence": 18,
            "wisdom": 22,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 9,
            "skills": {
                "arcana": 9,
                "deception": 5,
                "insight": 7,
                "perception": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "charmed, poisoned",
            "senses": "blood sense 90 ft., darkvision 60 ft., passive Perception 16",
            "languages": "Common, Druidic, Giant",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) slashing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "3d8"
                },
                {
                    "name": "Siphoning Aura (Recharge 5-6)",
                    "desc": "The red hag radiates an aura in a 30-foot radius, lasting for 3 rounds, that draws all fluids out through a creature's mouth, nose, eyes, ears, and pores. Every creature of the hag's choosing that starts its turn in the affected area takes 18 (4d6 + 4) necrotic damage, or half damage with a successful DC 15 Constitution saving throw."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The hag can breathe air and water."
                },
                {
                    "name": "Spellcasting",
                    "desc": "the hag is an 8th-level spellcaster. Her spellcasting ability is Wisdom (Spell save DC 17, +9 to hit with spell attacks). She requires no material components to cast her spells. The hag has the following druid spells prepared:\n\ncantrips (at will): animal friendship (red hags treat this as a cantrip), poison spray, thorn whip\n\n1st level (4 slots): cure wounds, entangle, speak with animals\n\n2nd level (3 slots): barkskin, flame blade, lesser restoration\n\n3rd level (3 slots): call lightning, conjure animals, dispel magic, meld into stone\n\n4th level (2 slots): control water, dominate beast, freedom of movement, hallucinatory terrain"
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The hag has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Blood Sense",
                    "desc": "A red hag automatically senses the presence of the blood of living creatures within 90 feet and can pinpoint their locations within 30 feet."
                }
            ],
            "spell_list": [],
            "page_no": 244,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_red-hag/"
        },
        {
            "slug": "redcap",
            "desc": "_This grizzled, weather-beaten creature looks like a sour old man at first glance, complete with scraggly beard. It carries a great pike and wears heavy boots, shod with iron, and the blood-soaked hat jammed on its head is hard to miss. It grins with massive yellow teeth._  \n**Blood-Soaked Caps.** Redcaps are exceedingly dangerous creatures who wear the mark of their cruelty and evil quite literally. The caps from which they take their name define their existence, and they must constantly be revived with fresh blood.  \n**Compelled to Kill.** Redcaps aren’t cruel and murderous by choice, but by necessity. A redcap must frequently bathe its cap in fresh, humanoid blood to sustain itself. If it fails to do so every three days, the creature withers and dies quickly. A redcap whose hat is nearly dry is a desperate, violent force of nature that prefers to die in battle rather than waste away to nothing.  \n**Bandits and Mercenaries.** Most long-lived redcaps are drawn to serve in marauding armies or make a living through constant banditry.",
            "name": "Redcap",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 105,
            "hit_dice": "14d8+42",
            "speed": {
                "walk": 40
            },
            "strength": 20,
            "dexterity": 10,
            "constitution": 17,
            "intelligence": 11,
            "wisdom": 13,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "athletics": 8,
                "intimidation": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "charmed, frightened",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Common, Sylvan, Undercommon",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The redcap makes two pike attacks and one bite attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage and the creature is bleeding profusely. A bleeding creature must make a successful DC 15 Constitution saving throw at the start of its turn or take 10 (3d6) necrotic damage and continue bleeding. On a successful save the creature takes no necrotic damage and the effect ends. A creature takes only 10 necrotic damage per turn from this effect no matter how many times it's been bitten, and a single successful saving throw ends all bleeding. Spending an action to make a successful DC 15 Wisdom (Medicine) check or any amount of magical healing also stops the bleeding. Constructs and undead are immune to the bleeding effect.",
                    "attack_bonus": 8,
                    "damage_dice": "2d8"
                },
                {
                    "name": "Pike",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "1d10"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Clomping Boots",
                    "desc": "The redcap has disadvantage on Dexterity (Stealth) checks."
                },
                {
                    "name": "Red Cap",
                    "desc": "The redcap must soak its cap in the blood of a humanoid killed no more than an hour ago at least once every three days. If it goes more than 72 hours without doing so, the blood on its cap dries and the redcap gains one level of exhaustion every 24 hours. While the cap is dry, the redcap can't remove exhaustion by any means. All levels of exhaustion are removed immediately when the redcap soaks its cap in fresh blood. A redcap that dies as a result of this exhaustion crumbles to dust."
                },
                {
                    "name": "Solid Kick",
                    "desc": "The redcap can kick a creature within 5 feet as a bonus action. The kicked creature must make a successful DC 15 Strength saving throw or fall prone."
                }
            ],
            "spell_list": [],
            "page_no": 325,
            "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_redcap/"
        },
        {
            "slug": "rift-swine",
            "desc": "_This enormous pig is as large as an ox, and its mouth bristles with mismatched tusks. Its body is a lopsided mass of tumorous flesh that gives way to eyes and vestigial mouths, and long tentacles trail from its sides._  \nFrom time to time, a breach forms in the fabric of the multiverse, and the Material Plane is bathed in the energy of alien dimensions. Living creatures exposed to this incursion can undergo horrible mutations, turning into monstrous mockeries of their former shapes. One example of this phenomenon is the rift swine: once-ordinary pigs transformed into slavering horrors after being bathed in eldritch light.  \n**Destructive Herds.** Rift swine travel in herds of 5-8 (and larger herds are possible). Their effect on an area can be catastrophic—they eat nearly anything, possess a fiendish cunning, and delight in the destruction they cause. A rift swine has difficulty perceiving anything smaller than itself as a threat, leading it to attack most other creatures on sight and fighting until it is destroyed.  \n**Abyssal Meat.** The rumors of vast herds of hundreds of rift swine on strongly chaos-aligned planes, cultivated by the lords of those places, are thankfully unconfirmed.",
            "name": "Rift Swine",
            "size": "Large",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 110,
            "hit_dice": "13d10+39",
            "speed": {
                "walk": 40
            },
            "strength": 18,
            "dexterity": 10,
            "constitution": 17,
            "intelligence": 4,
            "wisdom": 12,
            "charisma": 5,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "force, poison",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "-",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The rift swine makes one tusks attack and two tentacle attacks."
                },
                {
                    "name": "Tusks",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d8"
                },
                {
                    "name": "Tentacle",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the rift swine can't use this tentacle against another target.",
                    "attack_bonus": 7,
                    "damage_dice": "2d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "360-Degree Vision",
                    "desc": "The rift swine's extra eyes give it advantage on Wisdom (Perception) checks that rely on sight."
                },
                {
                    "name": "Chaos mutations",
                    "desc": "50% of rift swine have additional mutant features. Choose or roll on the table below.\n\n1 - Acid Boils: A creature that hits the rift swine with a melee attack must make a successful DC 12 Dexterity saving throw or take 3 (1d6) acid damage.\n\n2 - Tentacular Tongue: Instead of using its tusks, the rift swine can attack with its tongue: Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a creature, it is grappled and restrained as with a tentacle attack (escape DC 14).\n\n3 - Covered in Slime:Increase the rift swine's AC by 1.\n\n4 - Acid Saliva: The rift swine's tusk or tongue attack does an additional 3 (1d6) acid damage.\n\n5 - Poison Spit: Ranged Weapon Attack: +3 to hit, range 15 ft., one target. Hit: 6 (1d12) poison damage.\n\n6 - Roll Twice"
                }
            ],
            "spell_list": [],
            "page_no": 326,
            "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_rift-swine/"
        },
        {
            "slug": "risen-reaver",
            "desc": "_A body that might once have been human now has four legs and nightmarishly long, thick arms. What’s worse, its skin has been flayed off, revealing the dead muscle and sinew beneath._  \n**Spirt of War.** The risen reaver is an undead born from a warrior fallen on the battlefield. Its body becomes an avatar of combat, with four legs and a pair of long, heavy arms. In the process, it sheds its skin, becoming entirely undead muscle, bone, and sinew.  \n**Absorb Weapons.** When risen reavers take form, they absorb all weapons around them. Some of these weapons pierce their bodies, and others become part of the risen reaver’s armament. Their four legs are tipped with blades on which they walk like metallic spiders. Their arms are covered in weaponry infused into their flesh, which they use to crush and flay any living creatures they encounter.  \n**Battle Mad.** Risen reavers are battle‑maddened spirits of vengeance and slaughter, obsessed with the chaos of combat that led to their own death. They hunt the living with the sole purpose of killing, and they thrive on violence and murder. As they died, so should others die.  \n**Undead Nature.** A risen reaver doesn’t require air, food, drink, or sleep.",
            "name": "Risen Reaver",
            "size": "Large",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 15,
            "armor_desc": "studded leather",
            "hit_points": 168,
            "hit_dice": "16d10+80",
            "speed": {
                "walk": 40
            },
            "strength": 19,
            "dexterity": 16,
            "constitution": 20,
            "intelligence": 9,
            "wisdom": 7,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 1,
            "skills": {
                "perception": 1
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., passive Perception 11",
            "languages": "any languages it knew in life",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The risen reaver makes three blade attacks."
                },
                {
                    "name": "Blade",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) slashing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d10"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Life Sense",
                    "desc": "The risen reaver automatically detects all living creatures within 120 feet. This sense is blocked by 3 feet of wood, 1 foot of earth or stone, an inch of metal, or a thin sheet of lead."
                },
                {
                    "name": "Pounce",
                    "desc": "When the risen reaver hits an enemy with its blade attack after moving at least 20 feet, the target creature must make a DC 15 Strength saving throw. On a failure, the creature falls prone and the risen reaver can use a bonus action to make a single blade attack."
                },
                {
                    "name": "Infused Arsenal",
                    "desc": "As a bonus action, the risen reaver can absorb one unattended weapon into its body. For every weapon it absorbs, it deals +1 damage with its blade attacks ( maximum of +3)."
                },
                {
                    "name": "Skitter",
                    "desc": "The risen reaver can take the Dash action as a bonus action."
                }
            ],
            "spell_list": [],
            "page_no": 328,
            "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_risen-reaver/"
        },
        {
            "slug": "roachling-lord",
            "desc": "_The creature is humanoid but disturbingly roachlike. Its legs are too short, its arms too long, its skin is oily, and its back is covered by a carapace. Atop those features sits an incongruously humanlike face._  \nCombining the worst of human and cockroach qualities, these nimble creatures have a talent for stealth and for fighting dirty. Also known as scuttlers, roachlings are an unpleasant humanoid race—inquisitive and covetous, unclean and ill-mannered—and most other races shun them.  \n_**Devious Combatants.**_ Roachlings are skittish and easily frightened, but they aren’t cowards. Rather, they are practical about their weaknesses. They understand survival often depends on remaining unseen and out of reach. Most roachlings prefer to fight only when the chance for victory sits squarely on their side.  \nThey also have a well-deserved reputation for deviousness. Roachlings are adept at skulking, underhanded tactics, and hit‑and-run fighting. Filth and trickery are their most useful tools.  \n_**Deeply Paranoid.**_ Because they have long been hunted and persecuted, roachlings are naturally suspicious, and they extend their trust slowly. A deep-rooted paranoia infects the race, and unsurprisingly their paranoia often turns out to be justified.  \n_**Fused Carapace.**_ Roachlings have prominent, whip-like antennae, a carapace covering much of their backs, and small spines on their legs and arms. They have short, noticeably bowed legs. Hair is unusual among roachlings, but when present, it’s always oily and dark, pressed flat against the skull.  \nRoachling coloration varies across tan, yellow, dark brown, and black. Regardless of color, their thick, hardened skin appears shiny and slightly oily although it is dry. Roachlings have an internal skeleton, however, not the exoskeleton of a true insect.",
            "name": "Roachling Lord",
            "size": "Small",
            "type": "Humanoid",
            "subtype": "roachling",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 63,
            "hit_dice": "14d6+14",
            "speed": {
                "walk": 25
            },
            "strength": 10,
            "dexterity": 16,
            "constitution": 12,
            "intelligence": 10,
            "wisdom": 10,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": 5,
            "constitution_save": 3,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "acrobatics": 5,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., tremorsense 10 ft., passive Perception 9",
            "languages": "Common",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The roachling lord makes two melee attacks or throws two darts."
                },
                {
                    "name": "Begrimed Shortsword",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) poison damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Begrimed Dart",
                    "desc": "Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 7 (2d6) poison damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Resistant",
                    "desc": "The roachling skirmisher has advantage on Constitution saving throws."
                },
                {
                    "name": "Unlovely",
                    "desc": "The skirmisher has disadvantage on Performance and Persuasion checks in interactions with nonroachlings."
                }
            ],
            "spell_list": [],
            "page_no": 329,
            "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_roachling-lord/"
        },
        {
            "slug": "roachling-skirmisher",
            "desc": "_The creature is humanoid but disturbingly roachlike. Its legs are too short, its arms too long, its skin is oily, and its back is covered by a carapace. Atop those features sits an incongruously humanlike face._  \nCombining the worst of human and cockroach qualities, these nimble creatures have a talent for stealth and for fighting dirty. Also known as scuttlers, roachlings are an unpleasant humanoid race—inquisitive and covetous, unclean and ill-mannered—and most other races shun them.  \n_**Devious Combatants.**_ Roachlings are skittish and easily frightened, but they aren’t cowards. Rather, they are practical about their weaknesses. They understand survival often depends on remaining unseen and out of reach. Most roachlings prefer to fight only when the chance for victory sits squarely on their side.  \nThey also have a well-deserved reputation for deviousness. Roachlings are adept at skulking, underhanded tactics, and hit‑and-run fighting. Filth and trickery are their most useful tools.  \n_**Deeply Paranoid.**_ Because they have long been hunted and persecuted, roachlings are naturally suspicious, and they extend their trust slowly. A deep-rooted paranoia infects the race, and unsurprisingly their paranoia often turns out to be justified.  \n_**Fused Carapace.**_ Roachlings have prominent, whip-like antennae, a carapace covering much of their backs, and small spines on their legs and arms. They have short, noticeably bowed legs. Hair is unusual among roachlings, but when present, it’s always oily and dark, pressed flat against the skull.  \nRoachling coloration varies across tan, yellow, dark brown, and black. Regardless of color, their thick, hardened skin appears shiny and slightly oily although it is dry. Roachlings have an internal skeleton, however, not the exoskeleton of a true insect.",
            "name": "Roachling Skirmisher",
            "size": "Small",
            "type": "Humanoid",
            "subtype": "roachling",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 7,
            "hit_dice": "2d6",
            "speed": {
                "walk": 25
            },
            "strength": 10,
            "dexterity": 14,
            "constitution": 11,
            "intelligence": 10,
            "wisdom": 9,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": 4,
            "constitution_save": 2,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "acrobatics": 4,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., tremorsense 10 ft., passive Perception 9",
            "languages": "Common",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Shortsword",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Dart",
                    "desc": "Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Resistant",
                    "desc": "The roachling skirmisher has advantage on Constitution saving throws."
                },
                {
                    "name": "Unlovely",
                    "desc": "The skirmisher has disadvantage on Performance and Persuasion checks in interactions with nonroachlings."
                }
            ],
            "spell_list": [],
            "page_no": 329,
            "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_roachling-skirmisher/"
        },
        {
            "slug": "rotting-wind",
            "desc": "_A rotting wind brings a chilling gust to the air, turning nearby foliage to rot and raising a sense of dread in all creatures in its path._  \n**Air of Tombs.** A rotting wind is an undead creature made up of the foul air and grave dust sloughed off by innumerable undead creatures within lost tombs and grand necropoli.  \n**Scouts for Undead Armies.** A rotting wind carries the foul stench of death upon it, sometimes flying before undead armies and tomb legions or circling around long-extinct cities and civilizations.  \n**Withering Crops.** Rotting winds sometimes drift mindlessly across a moor or desert, blighting all life they find and leaving only famine and death in their wake. This is especially dangerous when they drift across fields full of crops; they can destroy an entire harvest in minutes.  \n**Undead Nature.** A rotting wind doesn’t require air, food, drink, or sleep.",
            "name": "Rotting Wind",
            "size": "Large",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 82,
            "hit_dice": "11d10+22",
            "speed": {
                "hover": true,
                "walk": 0,
                "fly": 60
            },
            "strength": 14,
            "dexterity": 20,
            "constitution": 15,
            "intelligence": 7,
            "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": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, exhaustion, grappled, frightened, paralyzed, petrified, poisoned, prone, restrained, unconscious",
            "senses": "blindsight 60 ft. (blind beyond this), passive Perception 10",
            "languages": "-",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Wind of Decay",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 0 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 14 (4d6) necrotic damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be cursed with tomb rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies and its body turns to dust. The curse lasts until removed by the remove curse spell or comparable magic.",
                    "attack_bonus": 8,
                    "damage_dice": "2d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Air Form",
                    "desc": "The rotting wind can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing."
                },
                {
                    "name": "Befouling Presence",
                    "desc": "All normal plant life and liquid in the same space as a rotting wind at the end of the wind's turn is blighted and cursed. Normal vegetation dies in 1d4 days, while plant creatures take double damage from the wind of decay action. Unattended liquids become noxious and undrinkable."
                },
                {
                    "name": "Invisibility",
                    "desc": "The rotting wind is invisible as per a greater invisibility spell."
                }
            ],
            "spell_list": [],
            "page_no": 330,
            "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_rotting-wind/"
        },
        {
            "slug": "rubezahl",
            "desc": "_Resembling a black-furred stag that walks like a man, this creature has a pair of immense, branching antlers arching above its coldly gleaming eyes. The fur is sleek over most of its body, but becomes shaggy around its goatlike legs. The creature’s hands are tipped with wicked claws, and its legs are goatlike with cloven hooves._  \n_**Assume Mortal Form.**_ Rubezahls are capricious creatures, driven by constantly shifting motivations and mannerisms. They are consummate tricksters who delight in taking the form of innocuous mortals like travelling monks, tinkers, or lost merchants. They love to play the friend with their nearly undetectable lies, slipping into the confidence of unsuspecting mortals before murdering them.  \n_**Counting Demons.**_ Rubezahls have a weakness, however. They are known as counting demons, and a savvy mortal who knows its nature can confound one with groups of objects: a handful of coins, a basket of apples, even a bed of flowers. If the objects are clearly pointed out to the rubezahl, the creature becomes distracted until it counts each item in the group. Unfortunately for mortals, rebezahls can count startlingly fast; even a mound of gravel takes no more than a few moments for a rubezahl to assess. Rubezahl loathe being compelled this way, and they are equally driven to annihilate any mortal bold enough to exploit this weakness.",
            "name": "Rubezahl",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "demon",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 110,
            "hit_dice": "17d8+34",
            "speed": {
                "walk": 50
            },
            "strength": 20,
            "dexterity": 15,
            "constitution": 14,
            "intelligence": 11,
            "wisdom": 12,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "deception": 8,
                "perception": 5,
                "survival": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "lightning, thunder, poison",
            "condition_immunities": "poisoned, stunned",
            "senses": "blindsight 10 ft., darkvision 120 ft., passive Perception 15",
            "languages": "Abyssal, Common, telepathy 120 ft.",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The rubezahl makes one gore attack and two claw attacks."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage.",
                    "attack_bonus": 9,
                    "damage_dice": "3d6"
                },
                {
                    "name": "Gore",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage and a target creature must succeed on a DC 15 Strength saving throw or be knocked prone.",
                    "attack_bonus": 9,
                    "damage_dice": "3d8"
                },
                {
                    "name": "Thunderstrike (Recharge 5-6)",
                    "desc": "The rubezahl calls a sizzling bolt of lightning out of the sky, or from the air if underground or indoors, to strike a point the rubezahl can see within 150 feet. All creatures within 20 feet of the target point take 36 (8d8) lightning damage, or half damage with a successful DC 16 Dexterity saving throw. A creature that fails its saving throw is stunned until the start of the rubezahl's next turn."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Counting Compulsion",
                    "desc": "If a creature uses an action to point out an ordered group of objects to the rubezahl, the demon is compelled to count the entire group. Until the end of its next turn, the rubezahl has disadvantage on attack rolls and ability checks and it can't take reactions. Once it has counted a given group of objects, it can't be compelled to count those objects ever again."
                },
                {
                    "name": "False Tongue",
                    "desc": "The rubezahl has advantage on Charisma (Deception) checks, and magical attempts to discern lies always report that the rubezahl's words are true."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the rubezahl's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat will: disguise self (humanoid forms only), fog cloud\n\n3/day each: call lightning, gust of wind, lightning bolt\n\n1/day: control weather"
                },
                {
                    "name": "Sneak Attack (1/turn)",
                    "desc": "The rubezahl does an extra 10 (3d6) damage if it hits a target with a weapon attack when it had advantage on the attack roll, or if the target is within 5 feet of an ally of the rubezahl that isn't incapacitated and the rubezahl doesn't have disadvantage on the attack roll."
                }
            ],
            "spell_list": [],
            "page_no": 80,
            "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_rubezahl/"
        },
        {
            "slug": "rum-gremlin",
            "desc": "",
            "name": "Rum Gremlin",
            "size": "Tiny",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 22,
            "hit_dice": "5d4+10",
            "speed": {
                "walk": 20,
                "climb": 10,
                "swim": 10
            },
            "strength": 10,
            "dexterity": 16,
            "constitution": 14,
            "intelligence": 12,
            "wisdom": 9,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "poisoned",
            "senses": "darkvision 120 ft., passive Perception 10",
            "languages": "Common",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The goblin makes one claw attack and one bite attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, range 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d4"
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +5 to hit, range 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Aura of Drunkenness",
                    "desc": "A rum gremlin radiates an aura of drunkenness to a radius of 20 feet. Every creature that starts its turn in the aura must make a successful DC 12 Constitution saving throw against poison or be poisoned for one hour."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Innate Spellcasting",
                    "desc": "the gremlin's innate spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:\n\nat will: prestidigitation\n\n3/day: hex"
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The gremlin has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 239,
            "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_rum-gremlin/"
        },
        {
            "slug": "rusalka",
            "desc": "_A barefoot woman with long hair and almost transparent skin sits upon a willow branch. Her hair and clothing are wet, as if she has just returned from a swim. Her smile seems friendly enough._  \nWhen a woman drowns, her dripping body may rise again as a rusalka. Some claim the drowning must be a suicide. Others say that the water itself must be tainted with murder or some great evil spirit.  \n**Near Water.** Rusalkas dwell in the water where they died, emerging only at night. Some climb a nearby tree, dangle their feet in the water, and sing alluring songs. Others sit on the bank, combing their wet tresses and awaiting prey. They must, however, remain in or near the water where they died, as part of their curse. However, during a full moon, the rusalki can leave the water to dance along the shore or the riverbank, singing all night long and inviting young men to join them.  \n**Songs and Poetry.** Rusalkas mesmerize and seduce passersby with song and dance and poetry. Young men are their usual victims, but they also prey on curious children, lonely older men, and other heartbroken women. When a potential victim comes near enough, the rusalki entangles the person with her hair and drags him or her beneath the water to drown.  \n**Lover’s Walks.** A rusalka cannot pass for human on any but the darkest night, but she might claim to be a lonely tree spirit or a benevolent nymph willing to grant a wish in exchange for a kiss. She may part the water of a lake and coax her victim toward the center with the promise of a kiss—delivered as her hair entraps the victim and the water rushes around him. Alternatively, she may use water walk so she and the victim can stroll across the surface of the water, reward him with a long kiss (to prevent him from catching a deep breath), then end the spell over deep water and drag him to the bottom.  \n**Undead Nature.** A rusalka doesn’t require air, food, drink, or sleep.",
            "name": "Rusalka",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 88,
            "hit_dice": "16d8+16",
            "speed": {
                "walk": 30,
                "swim": 40
            },
            "strength": 17,
            "dexterity": 13,
            "constitution": 12,
            "intelligence": 11,
            "wisdom": 15,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "necrotic, poison; piercing and slashing from nonmagical attacks",
            "condition_immunities": "charmed, frightened, paralyzed, poisoned",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Common",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Breathless Kiss",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: the target is grappled (escape DC 13) and the rusalka draws all the air from the target's lungs with a kiss. If the rusalka has movement remaining, she drags the grappled creature into deep water, where it begins suffocating.",
                    "attack_bonus": 6,
                    "damage_dice": "0"
                },
                {
                    "name": "Drowning Hair (1/Day)",
                    "desc": "The rusalka's long hair tangles around a creature the rusalka has grappled. The creature takes 33 (6d10) necrotic damage, or half damage with a successful DC 15 Constitution saving throw. In addition, until it escapes the rusalka's grapple, it is restrained and has disadvantage on Strength checks to break free of the grapple."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Withered Tresses",
                    "desc": "If a rusalka is kept out of water for 24 consecutive hours, its hair and body dry into desiccated swamp weeds and the creature is utterly destroyed."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the rusalka's innate casting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components:\n\nat will: control water, suggestion, tongues, water walk (can be ended freely at will)\n\n1/day: dominate person"
                },
                {
                    "name": "Watery Camouflage",
                    "desc": "In dim light or darkness, a rusalka that's underwater is invisible."
                }
            ],
            "spell_list": [],
            "page_no": 331,
            "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_rusalka/"
        },
        {
            "slug": "rust-drake",
            "desc": "_A motionless rust drake is easily mistaken for a pile of scrap metal._  \n**Shedding Rust.** Aside from fangs and claws like iron spikes, this dragon-like creature seems to be nothing more than a collection of rust. Each beating of its wings brings a shower of flakes.  \n**Warped Metallics.** Many sages claim that rust dragons are a perversion of nature’s order obtained either by the corruption of a metallic dragon’s egg or the transformation of such a dragon by way of a ritual. Others disagree and propose another theory about a malady that affects the skin of young metallic dragons and ferrous drakes alike. So far, no one has discovered the truth about their origins.  \n**Filthy Scrap Metal Eaters.** These foul creatures feed on rust and are known as disease carriers.",
            "name": "Rust Drake",
            "size": "Medium",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 161,
            "hit_dice": "19d8+76",
            "speed": {
                "walk": 30,
                "burrow": 5,
                "fly": 100
            },
            "strength": 20,
            "dexterity": 15,
            "constitution": 19,
            "intelligence": 12,
            "wisdom": 8,
            "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
            },
            "damage_vulnerabilities": "acid",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "paralyzed, poisoned",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Common, Draconic",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The drake makes one bite attack and one tail swipe attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage, and the target must succeed on a DC 16 Constitution save or contract Rust Drake Lockjaw.",
                    "attack_bonus": 8,
                    "damage_dice": "3d8"
                },
                {
                    "name": "Tail Swipe",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d8"
                },
                {
                    "name": "Vomits Scrap (Recharge 5-6)",
                    "desc": "A rust drake can vomit forth a 15-foot cone of rusted metal. Targets in the affected area take 55 (10d10) slashing damage, or half damage with a successful DC 15 Dexterity saving throw. In addition, affected creatures must also make a successful DC 15 Constitution saving throw or contract Rust Drake Tetanus."
                },
                {
                    "name": "Rust Drake Lockjaw",
                    "desc": "This disease manifests symptoms in 1d4 days, when the affected creature experiences painful muscle spasms, particularly in the jaw. After each long rest, the creature must repeat the saving throw. If it fails, the victim takes 1d3 Dexterity damage and is paralyzed for 24 hours; if the saving throw succeeds, the creature takes no damage and feels well enough to act normally for the day. This continues until the creature dies from Dexterity loss, recovers naturally by making successful saving throws after two consecutive long rests, or is cured with lesser restoration or comparable magic. After the disease ends, the victim recovers 1d3 lost Dexterity with each long rest; greater restoration or comparable magic can restore it all at once."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 155,
            "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_rust-drake/"
        },
        {
            "slug": "salt-devil",
            "desc": "_“They led that caravan without mercy or kindness. If you fell or stumbled, they struck you, making your tongue feel as sand or your body ache with pain, then laughed, telling you to get up. And once we arrived, gods, they had us take the tools from the dead, withered hands of the last slaves, and start digging.” He took a drink from his waterskin, as if just the memory made him thirsty._  \n**Sparkly Crystals.** Salt devils have sharp, crystalline teeth, sparkling skin studded with fine salt crystals, and long claws that leave jagged, burning wounds. They can also fight with saltencrusted blades seemingly forged from thin air.  \n**Servants of Mammon.** Salt devils claim to serve Mammon, and they often ally with gnolls and slavers with whom they seek out oases to use as ambush sites or just to poison the water.  \n**Slavers and Corruptors.** Salt devils create slave markets and salt mines, where they thrive on the misery of those indentured into their service. They detest summoning peers during combat because they hate being indebted to another devil. They prefer to forge alliances with mortals when partners are needed for an endeavor, and they are less grasping and greedy than one might expect of Mammon’s servants, preferring to encourage corruption in others.",
            "name": "Salt Devil",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "devil",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 93,
            "hit_dice": "11d8+44",
            "speed": {
                "walk": 30
            },
            "strength": 18,
            "dexterity": 13,
            "constitution": 18,
            "intelligence": 13,
            "wisdom": 14,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": 4,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 5,
            "perception": 5,
            "skills": {
                "perception": 5,
                "stealth": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, 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 15",
            "languages": "Celestial, Common, Gnoll, Infernal, telepathy 120 ft.",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The devil makes two scimitar attacks."
                },
                {
                    "name": "Scimitar",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. If the target is neither undead nor a construct, it also takes 5 (1d10) necrotic damage, or half damage with a successful DC 15 Constitution saving throw. Plants, oozes, and creatures with the Amphibious, Water Breathing, or Water Form traits have disadvantage on this saving throw. If the saving throw fails by 5 or more, the target also gains one level of exhaustion.",
                    "attack_bonus": 7,
                    "damage_dice": "1d6"
                }
            ],
            "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 devil's spellcasting ability is Charisma (spell save DC 13). The devil can innately cast the following spells, requiring no material components:\n\nat will: darkness\n\n1/day each: harm, teleport"
                },
                {
                    "name": "Variant: Devil Summoning",
                    "desc": "Summon Devil (1/Day): The salt devil has a 40 percent chance of summoning one salt devil"
                }
            ],
            "spell_list": [],
            "page_no": 113,
            "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_salt-devil/"
        },
        {
            "slug": "salt-golem",
            "desc": "_A salt golem is a crudely sculpted, roughly humanoid crystalline form that shuffles about on wide, stump-like feet. Tiny salt crystals fall from its body in a glittering cloud with every step._  \n**Coastal Druids.** These unnatural creatures are created by druids and others living in coastal or desert regions, or by those who seek to wage war with creatures susceptible to the warding powers of salt. Stories tell of a druid who built a squad of nine salt golems to combat a rampaging zmey. The salt warriors waged a long hunt and eventually killed the powerful dragon in its lair while the creator druid and her wizard companion reaped the spoils of its hoard.  \n**Crystalline and Silent.** A salt golem has a crudely formed humanoid body made of crystalline salts. It wears no clothing or armor and carries no weapons or other possessions. It cannot speak—the only sound it makes is the susurrus of sliding sand as it moves. A salt golem is incapable of strategy or tactics. It mindlessly fights until it destroys its opponents or until ordered to stop by its creator.  \n**Valuable Remains.** A salt golem stands about eight feet tall and weighs around 1,000 lb. A salt golem’s body is formed from a composite of at least 1,000 lb of rare salts and minerals worth at least 2,500 gp.  \n**Constructed Nature.** A golem doesn’t require air, food, drink, or sleep.",
            "name": "Salt Golem",
            "size": "Large",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 110,
            "hit_dice": "11d10+55",
            "speed": {
                "walk": 20
            },
            "strength": 20,
            "dexterity": 9,
            "constitution": 20,
            "intelligence": 3,
            "wisdom": 11,
            "charisma": 1,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "athletics": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 120 ft., passive Perception 10",
            "languages": "understands the languages of its creator but can't speak",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The golem makes two slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 27 (5d8 + 5) bludgeoning damage and the target must make a successful DC 17 Constitution saving throw or gain one level of exhaustion.",
                    "attack_bonus": 9,
                    "damage_dice": "5d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Blinding Salt Spray",
                    "desc": "Any time the golem is hit in combat, thousands of tiny salt crystals erupt from its body. All creatures within 5 feet of the golem must succeed on a DC 17 Dexterity saving throw or become blinded for 1d3 rounds."
                },
                {
                    "name": "Immutable Form",
                    "desc": "The golem is immune to any spell or effect that would alter its form."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The golem has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The golem's weapon attacks are magical."
                }
            ],
            "spell_list": [],
            "page_no": 235,
            "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_salt-golem/"
        },
        {
            "slug": "sand-hag",
            "desc": "_This withered crone glares malevolently, her face framed by lank gray hair. Her malicious grin is filled with shark teeth, and drool trickles from her lips._  \n**Hatred of Beauty.** Sand hags are terrifying crones that haunt desert ruins and forgotten oases. Their hatred for things of beauty and peace is terrible to behold. A sand hag uses her illusions and mimicry to lure travelers into an ambush.  \n**False Oasis.** They delight in tricking a caravan into an illusory oasis, killing all the riding animals and pack animals so the travelers can’t flee, and then terrifying and slaughtering them one by one.  \n**Drain Bodies.** For the slaughter of animals or humanoids, a sand hag prefers to rely on her claws, which drain the moisture from their victims. They leave the mummified remnants in postures of life—tied to a saddle, or atop a guard tower—to terrify others.  \nSand hags stand 6 to 7 feet tall, weigh less than 150 lb., and dress in torn and tattered robes. Although skeletally thin, a sand hag’s apparent frailty belies her prodigious strength.",
            "name": "Sand Hag",
            "size": "Medium",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 112,
            "hit_dice": "15d8+45",
            "speed": {
                "walk": 30,
                "burrow": 30
            },
            "strength": 18,
            "dexterity": 15,
            "constitution": 16,
            "intelligence": 16,
            "wisdom": 14,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "deception": 6,
                "perception": 5,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., passive Perception 15",
            "languages": "Common, Dwarvish, Giant, Gnomish",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The sand hag makes two claw attacks."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. If the target is a creature, it must make a successful DC 12 Constitution saving throw or gain one level of exhaustion.",
                    "attack_bonus": 7,
                    "damage_dice": "1d8"
                },
                {
                    "name": "Scouring Sirocco (Recharge 5-6)",
                    "desc": "The sand hag generates a blast of hot wind in a 30-foot line or a 15-foot cone. Creatures inside it take 14 (4d6) slashing damage plus 7 (2d6) fire damage and are blinded for 1 minute; a successful DC 14 Constitution saving throw halves the damage and negates the blindness. A blinded creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. The affected area (line or cone) is heavily obscured until the end of the sand hag's next turn."
                },
                {
                    "name": "Change Shape",
                    "desc": "The hag polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Magic Resistance",
                    "desc": "The sand hag has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the sand hag's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:\n\nat will: invisibility\n\n2/day each: hallucinatory terrain, major image"
                },
                {
                    "name": "Mimicry",
                    "desc": "The sand hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations only with a successful DC 14 Wisdom (Insight) check."
                },
                {
                    "name": "Scorpion Step",
                    "desc": "The sand hag walks lightly across sandy surfaces, never sinking into soft sand or leaving tracks. When in sand terrain, the sand hag ignores difficult terrain, doesn't leave tracks, and gains tremorsense 30 ft."
                }
            ],
            "spell_list": [],
            "page_no": 245,
            "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_sand-hag/"
        },
        {
            "slug": "sand-silhouette",
            "desc": "_Sand silhouettes are spirits of those who died in desperation in sandy ground, buried during sandstorms, thrown into dry wells, or the victims of a dune collapse. Looking like a shadow stretched out along the ground, a sand silhouette’s erratic movements are difficult to discern._  \n**Sand Bodies.** If disturbed or agitated, these restless souls cause the sand around them to swirl and form into a loose vortex that vaguely resembles their physical body in life. They can control these shapes as they controlled their physical bodies.  \n**Traceless Movement.** Sand silhouettes glide through the sand without leaving a trace or creating any telltale sign of their approach, which makes it easy for them to surprise even cautious travelers with their sudden attacks from below.  \n**Undead Nature.** A sand silhouette doesn’t require air, food, drink, or sleep.",
            "name": "Sand Silhouette",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 105,
            "hit_dice": "14d8+42",
            "speed": {
                "walk": 30,
                "burrow": 30
            },
            "strength": 18,
            "dexterity": 12,
            "constitution": 17,
            "intelligence": 7,
            "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": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, exhaustion, grappled, frightened, paralyzed, petrified, poisoned, prone, restrained, unconscious",
            "senses": "darkvision 60 ft., tremorsense 60 ft., passive Perception 11",
            "languages": "all languages it knew in life",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The sand silhouette makes two slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the sand silhouette engulfs it.",
                    "attack_bonus": 7,
                    "damage_dice": "3d6"
                },
                {
                    "name": "Engulf",
                    "desc": "The sand silhouette engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded and restrained, but no longer grappled. It must make a successful DC 15 Constitution saving throw at the start of each of the sand silhouette's turns or take 14 (3d6 + 4) bludgeoning damage. If the sand silhouette moves, the engulfed target moves with it. The sand silhouette can only engulf one creature at a time."
                },
                {
                    "name": "Haunted Haboob (Recharge 4-6)",
                    "desc": "The sand silhouette turns into a 60-foot radius roiling cloud of dust and sand filled with frightening shapes. A creature that starts its turn inside the cloud must choose whether to close its eyes and be blinded until the start of its next turn, or keep its eyes open and make a DC 15 Wisdom saving throw. If the saving throw fails, the creature is frightened for 1 minute. A frightened creature repeats the Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Camouflage",
                    "desc": "While in desert environments, the sand silhouette can use the Hide action even while under direct observation."
                },
                {
                    "name": "Sand Form",
                    "desc": "The sand silhouette can move through a space as narrow as 1 inch wide without squeezing."
                },
                {
                    "name": "Sand Glide",
                    "desc": "The sand silhouette can burrow through nonmagical, loose sand without disturbing the material it is moving through. It is invisible while burrowing this way."
                },
                {
                    "name": "Vulnerability to Water",
                    "desc": "For every 5 feet the sand silhouette moves while touching water, or for every gallon of water splashed on it, it takes 2 (1d4) cold damage. If the sand silhouette is completely immersed in water, it takes 10 (4d4) cold damage."
                }
            ],
            "spell_list": [],
            "page_no": 332,
            "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_sand-silhouette/"
        },
        {
            "slug": "sand-spider",
            "desc": "_When a sand spider attacks, its two speckled, tan legs erupt from the sand, plunging forward with murderous speed, followed by a spider the size of a horse. They attack as often in broad daylight as at night._  \n**Drag Prey into Tunnels.** Sand spiders lurk beneath the arid plains and dry grasslands. These carnivores hunt desert dwellers and plains travelers by burrowing into loose sand so they are completely hidden from view. When prey walks over their trap, the spider lunges up from hiding, snares the prey, and drags it down beneath the sand, where it can wrap the prey in webbing before quickly stabbing it to death.  \n**Spider Packs.** More terrifying than a lone sand spider is a group of sand spiders hunting together. They build connected lair networks called clusters, containing one female and 2 or 3 males. They work together with one sand spider attacking to draw attention, and 2 or 3 others attacking from trapdoors in the opposite direction, behind the skirmish line.",
            "name": "Sand Spider",
            "size": "Large",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 105,
            "hit_dice": "14d10+28",
            "speed": {
                "walk": 30,
                "burrow": 20
            },
            "strength": 20,
            "dexterity": 17,
            "constitution": 14,
            "intelligence": 4,
            "wisdom": 12,
            "charisma": 4,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "perception": 4,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., tremorsense 60 ft., passive Perception 14",
            "languages": "-",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The sand spider makes two attacks with its impaling legs and one bite attack."
                },
                {
                    "name": "Impaling Leg",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage. If the sand spider scores a critical hit with this attack, it rolls damage dice three times instead of twice. If both impaling leg attacks hit the same target, the second hit does an extra 11 (1d12 + 5) piercing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "1d12"
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 16 (2d10 + 5) piercing damage plus 13 (3d8) poison damage, or half as much poison damage with a successful DC 13 Constitution saving throw.",
                    "attack_bonus": 8,
                    "damage_dice": "2d10"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Trapdoor Ambush",
                    "desc": "When a creature walks over a sand spider's hidden burrow, the spider can use its reaction to attack that creature with two impaling leg attacks. The creature is considered a surprised target for both attacks. If one or both attacks hit and the target is a Medium or smaller creature, then the sand spider and the target engage in a Strength contest. If the creature wins, it can immediately move 5 feet away from the sand spider. If the contest results in a tie, the creature is grappled (escape DC 15). If the sand spider wins, the creature is grappled and dragged by the sand spider 30 feet into its lair. If the creature is still grappled at the start of the sand spider's next turn, it becomes restrained instead. The restrained creature can escape by using an action to make a successful DC 15 Strength (Athletics) check."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Sand Stealth",
                    "desc": "The sand spider gains an additional +3 to Stealth (+9 in total) in sand terrain."
                },
                {
                    "name": "Spider Climb",
                    "desc": "The sand spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
                },
                {
                    "name": "Ambusher",
                    "desc": "The sand spider has advantage on attack rolls against surprised targets."
                }
            ],
            "spell_list": [],
            "page_no": 364,
            "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_sand-spider/"
        },
        {
            "slug": "sandman",
            "desc": "_Stick-thin and moon-faced with a raptor’s eyes and a mane of hawk feathers, this grinning humanoid pirouettes as nimbly as a dancer. Between its long, taloned fingers trickles sand that gleams with the cold light of stars._  \n**Bringers of Nightmares.** Sandmen are sinister-looking bringers of sleep and dreams. Visiting the mortal world each night, sandmen ensure that their targets slumber deeply and experience vivid dreams that swell the dream realm’s power. Some sandmen develop a talent for a specific flavor of dream; fantasies of lost love or childhood, prophecies and religious visions, or terrible nightmares.  \n**Abduct Dreamers.** Powerful dreamers attract both the attention and the protection of sandmen: children, madmen, would-be tyrants, and heroes. They protect such charges fiercely but have also been known to abduct them, taking them on wild adventures to inspire yet greater dreams. To them, all dreams are vital and good, be they uplifting or terrifying. Although they bring horrific nightmares as well as idyllic dreams, sandmen are not specifically baneful. Their actions are motivated by their connection to the dream realm, not by concerns over good and evil.  \n**Ethereal Dreamscapes.** When not on the Material Plane, sandmen ride bubble-like dreamscapes through the Ethereal Plane, breaching the Sea of Possibilities, nurturing and harvesting its contents. Sandmen are a common and welcome sight in markets across the Fey Realms, elemental planes, and even in Hell—anywhere that dreams or nightmares are a valuable commodity. They are merciless to any who threaten the sanctity of dreams, but especially dream eaters.",
            "name": "Sandman",
            "size": "Medium",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 14,
            "armor_desc": "",
            "hit_points": 82,
            "hit_dice": "11d8+33",
            "speed": {
                "walk": 40
            },
            "strength": 11,
            "dexterity": 19,
            "constitution": 16,
            "intelligence": 13,
            "wisdom": 14,
            "charisma": 19,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 7,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison, psychic",
            "condition_immunities": "charmed, exhaustion, frightened, poisoned, unconscious",
            "senses": "truesight 60 ft., passive Perception 12",
            "languages": "Common, Celestial, Giant, Infernal, Umbral",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The sandman makes two claw attacks."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Eye-Closer's Curse",
                    "desc": "If a sandman obtains a critical hit or successful surprise attack against an opponent, its talons scratch a rune onto the target's eyeballs that snaps their eyelids shut, leaving them blinded. This effect can be ended with greater restoration, remove curse, or comparable magic."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the sandman's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:\n\nat will: darkness, minor illusion, plane shift (at night only), phantom steed, prestidigitation, sleep (11d8)\n\n3/day each: hypnotic pattern, major image\n\n1/day each: dream, phantasmal killer (5d10)"
                },
                {
                    "name": "Stuff of Dreams",
                    "desc": "Made partially from dreams and imagination, a sandman takes only half damage from critical hits and from sneak attacks. All of the attack's damage is halved, not just bonus damage."
                },
                {
                    "name": "Surprise Attack",
                    "desc": "If the sandman hits a surprised creature during the first round of combat, the target takes 14 (4d6) extra damage from the attack."
                }
            ],
            "spell_list": [],
            "page_no": 333,
            "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_sandman/"
        },
        {
            "slug": "sandwyrm",
            "desc": "_While they mimic the bleached bones of a desert creature, the bony adornments atop along their backs are part of their peculiar melding of bone and scale._  \n**Hidden by Sand.** These lethargic, horned, yellow-scaled lizards spend most of their lives underground, lying in wait under the desert sand with their long-necked, spine-tailed bulk hidden below the surface and only the long, jagged bones lining their backs exposed. These bones resemble a sun-bleached ribcage so perfectly that it attracts carrion birds—and curious travelers. When prey passes between the “ribs,” the sandwyrm snaps the rows of bone tightly over its prey. Once its victim is restrained, the sandwyrm paralyzes its meal with repeated stings before carrying it away.  \n**Torpid and Slow.** Sandwyrms sometimes wait for weeks in torpid hibernation before footsteps on the sand alert it to a fresh meal approaching. To guard against lean weeks, sandwyrms store excess prey in subterranean lairs. They’re not above eating carrion if fresh meat isn’t available. When outmatched in a fight, sandwyrms retreat to their lairs with their paralyzed prety.  \n**Peculiar Drakes.** Sandwyrms evolved as an offshoot to drakes or wyverns rather than from true dragons; their anatomy suggests they were originally four-limbed creatures and that their forearms are recent additions to the animal’s body. The bones on their backs may have once been wings, so that sandwyrms are the remnants of some primordial, winged reptiles that migrated to the deep deserts.",
            "name": "Sandwyrm",
            "size": "Large",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 142,
            "hit_dice": "15d10+60",
            "speed": {
                "walk": 20,
                "burrow": 40
            },
            "strength": 20,
            "dexterity": 12,
            "constitution": 18,
            "intelligence": 5,
            "wisdom": 13,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 7,
            "skills": {
                "perception": 7,
                "stealth": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., tremorsense 120 ft., passive Perception 17",
            "languages": "",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The sandwyrm makes one bite attack and one stinger attack. It can gore in place of the bite attack."
                },
                {
                    "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": "Gore",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "1d12"
                },
                {
                    "name": "Stinger",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 12 (2d6 + 5) piercing damage plus 24 (7d6) poison damage, or half as much poison damage with a successful DC 15 Constitution saving throw. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned and paralyzed for 1 hour. Regaining hit points doesn't end the poisoning or paralysis.",
                    "attack_bonus": 8,
                    "damage_dice": "2d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Spine Trap",
                    "desc": "When underground with its spines exposed, the sandwyrm can snap its spines closed on one Large, two Medium, or four Small or Tiny creatures above it. Each creature must make a successful DC 15 Dexterity saving throw or be restrained. A restrained creature can use its action to make a DC 15 Strength check to free itself or another restrained creature, ending the effect on a success. Creatures restrained by this trait move with the sandwyrm. The sandwyrm's stinger attack has advantage against creatures restrained by this trait."
                }
            ],
            "spell_list": [],
            "page_no": 334,
            "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_sandwyrm/"
        },
        {
            "slug": "sap-demon",
            "desc": "_When a sap demon leaves a tree, its milky amber fluid oozes from an axe wound on a stout maple’s trunk and shapes itself into a small, vaguely humanoid form on the forest floor beside the tree. This languid creature half walks and half flows forward, implacably following the axe wielder’s path to certain revenge._  \n**Tree Oozes.** Sap demons aren’t true demons, but rather are intelligent oozes that form when an enchanted tree is cut or injured. Though typically Small, the larger the sap source is, the larger the resulting creature can be. Over a few hours, they pool into a shape that vaguely resembles their tree’s attacker: for instance, if the tree cutter wore a hat, then a hat may be incorporated into the sap demon’s overall shape. The similarity is faint at best; no one would ever confuse a sap demon for the creature it hunts, because its shape has no sharp features or color other than amber.  \n**Called to Vengeance.** Sap demons can pummel their prey with partially-crystallized fists, but they especially enjoy claiming the weapon that wounded their tree and wielding it to deliver a final blow. Once their prey is destroyed, most sap demons return to their tree, but not all do. Some are curious or malevolent enough to explore the world further.  \n**Reckless Possessors.** A sap demon can possess another creature by grappling it and oozing down its throat. Once inside, the sap demon dominates its host and makes it bleed as the tree bled. Since the sap demon takes no damage when its host is wounded, it’s free to be as reckless as it likes. It might wander into a town to cause trouble. However, no matter how its new body is bandaged or cured, it never stops bleeding slowly. If the host body is killed, the sap demon oozes out during the next hour and either returns to its tree or seeks another host.",
            "name": "Sap Demon",
            "size": "Small",
            "type": "Ooze",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 13,
            "armor_desc": "natural",
            "hit_points": 67,
            "hit_dice": "15d6+15",
            "speed": {
                "walk": 20,
                "climb": 20
            },
            "strength": 14,
            "dexterity": 6,
            "constitution": 12,
            "intelligence": 10,
            "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": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "piercing and slashing from nonmagical attacks",
            "damage_immunities": "bludgeoning; acid, lightning",
            "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, prone",
            "senses": "blindsight 90 ft. (blind beyond this radius), passive Perception 12",
            "languages": "none in its natural form; knows the same languages as a creature it dominates",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The sap demon makes two slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 12), and the sap demon uses Soul Sap on it as a bonus action.",
                    "attack_bonus": 4,
                    "damage_dice": "2d8"
                },
                {
                    "name": "Soul Sap",
                    "desc": "The sap demon slides down the throat of a sleeping, helpless, or grappled living creature of Medium size or smaller. Once inside, the sap demon takes control of its host, as per the dominate monster spell (Wisdom DC 12 negates). While dominated, the host gains blindsight 90 feet. The host drips blood from its ears, nose, eyes, or from a wound that resembles the injury done to the sap demon's tree (1 damage/ hour). Damage inflicted on the host has no effect on the sap demon. If the host dies or is reduced to 0 hit points, the sap demon must leave the body within one hour."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amorphous",
                    "desc": "The sap demon can move through a space as narrow as 1 inch wide without squeezing."
                },
                {
                    "name": "Season's Change",
                    "desc": "If a sap demon (or its host) takes at least 10 fire damage, it also gains the effect of a haste spell until the end of its next turn. If it takes at least 10 cold damage, it gains the effect of a slow spell until the end of its next turn."
                }
            ],
            "spell_list": [],
            "page_no": 335,
            "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_sap-demon/"
        },
        {
            "slug": "sarcophagus-slime",
            "desc": "_The sarcophagus opens to reveal an eerie, scintillating light. Wisps of gelid amber ectoplasm undulate outward from a quivering mass with a blackened skull at its center._  \n**Vigilant Slime.** Sarcophagus slimes are amorphous undead guardians placed in the tombs of the powerful to guard them and to wreak terrible vengeance on would-be defilers of the ancient crypts. They seethe with baleful energy, and their blackened skulls retain a simple watchfulness.  \n**Muddled Origins.** Many sages speculate that the first sarcophagus slime was spawned accidentally, in a mummy creation ritual that gave life to the congealed contents of canopic jars rather than the intended, mummified body. Others maintain sarcophagus slime was created by a powerful necromancer-pharaoh bent on formulating the perfect alchemical sentry to guard his crypt.  \n**Death to Tomb Robbers.** These ectoplasmic slimes are the bane of burglars and a constant danger for excavators and antiquarians exploring ruins or tombs. The rituals for their creation have not been entirely lost; modern necromancers still create these undead abominations for their own fell purposes, and tomb robbers are turned into slimes if they lack proper caution.  \n**Undead Nature.** A sarcophagus slime doesn’t require air, food, drink, or sleep.",
            "name": "Sarcophagus Slime",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 11,
            "armor_desc": "",
            "hit_points": 105,
            "hit_dice": "14d8+42",
            "speed": {
                "walk": 20
            },
            "strength": 14,
            "dexterity": 12,
            "constitution": 18,
            "intelligence": 3,
            "wisdom": 12,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 4,
            "charisma_save": 4,
            "perception": null,
            "skills": {
                "stealth": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, necrotic",
            "damage_immunities": "poison",
            "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, poisoned, prone",
            "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 11",
            "languages": "understands the languages of its creator but can't speak",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The sarcophagus slime uses its Frightful Presence, uses its Corrupting Gaze, and makes two slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 14 (4d6) acid damage.",
                    "attack_bonus": 5,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Frightful Presence",
                    "desc": "Each creature of the sarcophagus slime's choice that is within 60 feet of the sarcophagus slime and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the sarcophagus slime's Frightful Presence for the next 24 hours."
                },
                {
                    "name": "Corrupting Gaze",
                    "desc": "The sarcophagus slime targets one creature it can see within 30 feet of it. If the target can see the sarcophagus slime, the target must succeed on a DC 15 Constitution saving throw or take 14 (4d6) necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage taken. If this effect reduces a creature's hit point maximum to 0, the creature dies and its corpse becomes a sarcophagus slime within 24 hours. This reduction lasts until the creature finishes a long rest or until it is affected by greater restoration or comparable magic."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amorphous",
                    "desc": "The sarcophagus slime can move through a space as narrow as 1 inch wide without squeezing."
                }
            ],
            "spell_list": [],
            "page_no": 336,
            "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_sarcophagus-slime/"
        },
        {
            "slug": "sathaq-worm",
            "desc": "_This titanic worm’s rocky hide is rough and hard as stone. Its yawning gullet writhes with miniature worms like itself._  \n**Elemental Predators.** Sathaq worms are nightmarish predators from the Plane of Elemental Earth, 30 feet long and 10 feet thick, with rugged brown hide embedded with stones. They devour stone and flesh with equal ease.  \n**Guts Filled with Larvae.** Sathaq worms are solitary; they approach each other only to mate. Their young incubate inside the worms’ gullets. Creatures they swallow are simultaneously digested by the parent worm and devoured by the larvae.  \n**Painful Presence.** Ultrasonic noise and magical ripples that tear at flesh and bone make the very presence of a sathaq worm extremely uncomfortable for creatures of the Material Plane.",
            "name": "Sathaq Worm",
            "size": "Huge",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 172,
            "hit_dice": "15d12+75",
            "speed": {
                "walk": 20,
                "burrow": 20,
                "swim": 20
            },
            "strength": 22,
            "dexterity": 6,
            "constitution": 20,
            "intelligence": 5,
            "wisdom": 12,
            "charisma": 9,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "perception": 5,
                "stealth": 2
            },
            "damage_vulnerabilities": "thunder",
            "damage_resistances": "fire; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "acid, poison",
            "condition_immunities": "exhaustion, paralyzed, petrified, poisoned, unconscious",
            "senses": "tremorsense 60 ft., passive Perception 15",
            "languages": "understands Deep Speech and Terran, but can't speak",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the sathaq worm. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the worm, and takes 7 (2d6) bludgeoning damage plus 7 (2d6) slashing damage plus 7 (2d6) acid damage at the start of each of the sathaq worm's turns. The sathaq worm can have only one creature swallowed at a time. If the sathaq worm takes 20 damage or more on a single turn from a creature inside it, the sathaq worm must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 5 feet of the sathaq worm. If the sathaq worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.",
                    "attack_bonus": 10,
                    "damage_dice": "4d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Agonizing Aura",
                    "desc": "The sathaq worms' presence induces pain in creatures native to the Material Plane. Any creature that starts its turn within 30 feet of the sathaq worm must make a DC 17 Fortitude saving throw. On a failed save, the creature is poisoned until the start of its next turn. If a creature's saving throw succeeds, it is immune to the sathaq worm's Agonizing Aura for the next 24 hours."
                },
                {
                    "name": "Earth Glide",
                    "desc": "The sathaq worm can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through."
                },
                {
                    "name": "Siege Monster",
                    "desc": "The sathaq worm deals double damage to objects and structures."
                },
                {
                    "name": "Earthen Camoflage",
                    "desc": "The sathaq worm's stealth bonus is increased to +6 in sand, mud, or dirt."
                }
            ],
            "spell_list": [],
            "page_no": 337,
            "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_sathaq-worm/"
        },
        {
            "slug": "savager",
            "desc": "_A porcupine-quilled creature built like a grizzly bear with claws and fangs like scimitars. A savager’s forelegs are mangled and scabbed, and its eyes shine with hatred and anticipation._  \n**Driven by Dark Spirits.** While druids claim these bear-like animals are not cursed or enchanted, the savager’s habit of killing any living creature on sight is not natural behavior. Hunger doesn’t explain their attacks, since savagers eat only part of their kills before abandoning the meal and looking for other animals to attack. Some dark forest spirit drives them.  \n**Gnaws Itself.** When there are no other creatures nearby to attack, a savager gnaws on its own forelimbs, resulting in scabs, scars, and calluses so thick and numb that they protect the savager from even the sharpest of swords.  \n**Rare Meetings.** The only creature a savager won’t attack on sight is another savager. If they are of the same sex, the two avoid each out of self-preservation, and if they’re of the opposite sex, they mate so ferociously that both creatures are left wounded, angry, and hungry. A savager litter contains anywhere from 10 to 25 cubs, all of them born able to walk and fend for themselves. This is important, because within 24 hours after giving birth, a savager mother no longer recognizes her own offspring, and she will attack and cannibalize any that don’t escape on their own.  \nA savager weighs 1,800 pounds and is 11 feet long.",
            "name": "Savager",
            "size": "Large",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 115,
            "hit_dice": "1d10+60",
            "speed": {
                "walk": 40,
                "climb": 20
            },
            "strength": 22,
            "dexterity": 14,
            "constitution": 22,
            "intelligence": 2,
            "wisdom": 10,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": 5,
            "constitution_save": 9,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "charmed, frightened",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The savager makes one bite attack and one claw attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) piercing damage.",
                    "attack_bonus": 9,
                    "damage_dice": "2d12"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 38 (5d12 + 6) slashing damage.",
                    "attack_bonus": 9,
                    "damage_dice": "5d12"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Mighty Swing",
                    "desc": "When a savager attacks without moving during its turn, it makes its claw attack with advantage."
                },
                {
                    "name": "Quills",
                    "desc": "A creature takes 4 (1d8) piercing damage at the start of its turn while it is grappling a savager."
                }
            ],
            "spell_list": [],
            "page_no": 338,
            "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_savager/"
        }
    ]
}