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

GET /monsters/?format=api&ordering=type&page=30
HTTP 200 OK
Allow: GET, HEAD, OPTIONS
Content-Type: application/json
Vary: Accept

{
    "count": 3207,
    "next": "https://api.open5e.com/monsters/?format=api&ordering=type&page=31",
    "previous": "https://api.open5e.com/monsters/?format=api&ordering=type&page=29",
    "results": [
        {
            "slug": "domovoi",
            "desc": "_The domovoi enjoy violence and bonebreaking; this makes them useful to more delicate creatures that need enforers._  \n**Long Armed Bruisers.** Domovoi resemble nothing so much as large, stony goblins, with oversized heads and leering grins, and with mossy beards as well as massive shoulders and forearms. Their large limbs give them reach and powerful slam attacks.  \n**Abandoned Servants.** The domovoi were the portal guards and house lackeys of the elvish nobility, and some were left behind—some say on purpose.  \n**Debt Collectors.** These smirking stragglers seek work as tireless sentinels and fey button men, collecting debts for criminal syndicates. They can use alter self and invisibility at will, and they delight in frustrating the progress of would-be thieves and tomb robbers. They enjoy roughing up weaker creatures with their powerful, stony fists.",
            "name": "Domovoi",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 93,
            "hit_dice": "11d8+44",
            "speed": {
                "walk": 30
            },
            "strength": 19,
            "dexterity": 13,
            "constitution": 18,
            "intelligence": 6,
            "wisdom": 10,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "intimidation": 5,
                "perception": 2
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "acid, lightning",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Common, Dwarvish, Elvish",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The domovoi makes two slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Innate Spellcasting",
                    "desc": "the domovoi's innate spellcasting ability is Charisma (spell save DC 15). He can innately cast the following spells, requiring no material components:\n\nat will: alter self, invisibility\n\n3/day each: darkness, dimension door, haste"
                }
            ],
            "spell_list": [],
            "page_no": 122,
            "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_domovoi/"
        },
        {
            "slug": "dullahan",
            "desc": "_The black horse strides out of the shadows with its nostrils huffing steam. Its rider, swathed in black leather, raises his arm to reveal not a lantern but its own severed, grinning head._  \nThough it appears to be a headless rider astride a black horse, the dullahan is a single creature. The fey spirit takes the shape of the rider holding its own head aloft like a lantern, or (more rarely) the form of an ogre cradling its head in one arm.  \n**Harbingers of Death.** Hailing from the darkest of fey courts, the dullahan are macabre creatures that walk hand in hand with death. They sometimes serve powerful fey lords and ladies, riding far and wide in the capacity of a herald, bard, or ambassador. More often than not they carry doom to a wretch who roused their lord’s ire.  \n**Relentless Nature.** The dullahan doesn’t require food, drink, or sleep.",
            "name": "Dullahan",
            "size": "Large",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 178,
            "hit_dice": "17d10+85",
            "speed": {
                "walk": 60
            },
            "strength": 19,
            "dexterity": 18,
            "constitution": 20,
            "intelligence": 13,
            "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": {
                "intimidation": 7,
                "perception": 6,
                "persuasion": 7,
                "survival": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "necrotic",
            "condition_immunities": "charmed, frightened, exhaustion",
            "senses": "blindsight 60 ft., passive Perception 16",
            "languages": "Common, Elvish, Sylvan",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dullahan makes two attacks with its spine whip."
                },
                {
                    "name": "Spine Whip",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) slashing damage plus 10 (3d10) necrotic damage. If the target is a creature it must make a DC 15 Constitution saving throw or be wracked with pain and fall prone.",
                    "attack_bonus": 8,
                    "damage_dice": "2d10"
                },
                {
                    "name": "Seal the Doom",
                    "desc": "The dullahan points at a creature marked by Deathly Doom within 40 feet than it can see. The creature must succeed at a DC 15 Constitution saving throw against this magic or immediately drop to 0 hit points. A creature that successfully saves is immune to this effect for 24 hours."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Interposing Glare",
                    "desc": "When the dullahan is hit by a melee attack it can move its severed head in front of the attacker's face. The attacker is affected by the dullahan's Baleful Glare immediately. If the creature is averting its eyes this turn, it must still make the save, but does so with advantage."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Baleful Glare",
                    "desc": "When a creature that can see the eyes of the dullahan's severed head starts its turn within 30 feet of the dullahan, the dullahan can force it to make a DC 15 Wisdom saving throw if the dullahan isn't incapacitated and can see the creature. On a failed save, the creature is frightened until the start of its next turn. While frightened in this way the creature must move away from the dullahan, and can only use its action to Dash. If the creature is affected by the dullahan's Deathly Doom trait, it is restrained while frightened instead. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the dullahan until the start of its next turn, when it can avert its eyes again. If the creature looks at the dullahan in the meantime, it must immediately make the save."
                },
                {
                    "name": "Deathly Doom (1/Day)",
                    "desc": "As a bonus action, the dullahan magically dooms a creature. The dullahan knows the direction to the doomed creature as long as it is on the same plane."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the dullahan's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The dullahan can innately cast the following spells, requiring no material or somatic components:\n\nat will: bane, chill touch, hex, knock\n\n3/day each: false life, see invisibility\n\n1/day: blight"
                },
                {
                    "name": "Relentless Advance",
                    "desc": "The dullahan is unaffected by difficult terrain, and can ride over water and other liquid surfaces."
                }
            ],
            "spell_list": [],
            "page_no": 161,
            "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_dullahan/"
        },
        {
            "slug": "duskthorn-dryad",
            "desc": "_A duskthorn dryad is a striking woman with obvious fey features and skin the color of slate, often found in the shade of an ancient tree. Clothed in vines and leaves, it can be difficult to tell where one leaves off and the other begins._  \n**Creeper Vine Spirits.** Duskthorn dryads are spirits tied to thorn-bearing creeper vines. They seek out dead trees and use them as a home for their vines to cling to. They can travel through trees to escape their foes but must stay near their vines.  \n**Create Guardians.** Duskthorn dryads use their vines and the plants in their glades to defend themselves, animating enormously strong vine troll skeletons as well as ordinary skeletons, children of the briar, and other horrors. These defenders are linked to the tree and vines that animated them, are controlled by hearts within the tree. If the hearts are destroyed, the servants wither or scatter.",
            "name": "Duskthorn Dryad",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "chaotic",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 77,
            "hit_dice": "14d8+14",
            "speed": {
                "walk": 30
            },
            "strength": 10,
            "dexterity": 20,
            "constitution": 13,
            "intelligence": 14,
            "wisdom": 15,
            "charisma": 24,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 3,
            "intelligence_save": null,
            "wisdom_save": 4,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "deception": 9,
                "nature": 6,
                "perception": 4,
                "persuasion": 9,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 15",
            "languages": "Common, Elvish, Sylvan, Umbral",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Dagger",
                    "desc": "Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "1d4"
                },
                {
                    "name": "Longbow",
                    "desc": "Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "1d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Innate Spellcasting",
                    "desc": "the dryad's innate spellcasting ability is Charisma (spell save DC 17). She can innately cast the following spells, requiring no material components:\n\nat will: dancing lights, druidcraft\n\n3/day each: charm person, entangle, invisibility, magic missile\n\n1/day each: barkskin, counterspell, dispel magic, fog cloud, shillelagh, suggestion, wall of thorns"
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The dryad has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Speak with Beasts and Plants",
                    "desc": "The dryad can communicate with beasts and plants as if they shared a language."
                },
                {
                    "name": "Tree Stride",
                    "desc": "Once on her turn, the dryad can use 10 feet of her movement to step magically into one dead tree within her reach and emerge from a second dead tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger."
                },
                {
                    "name": "Tree Dependent",
                    "desc": "The dryad is mystically bonded to her duskthorn vines and must remain within 300 yards of them or become poisoned. If she remains out of range of her vines for 24 hours, she suffers 1d6 Constitution damage, and another 1d6 points of Constitution damage every day that follows - eventually, this separation kills the dryad. A dryad can bond with new vines by performing a 24-hour ritual."
                }
            ],
            "spell_list": [],
            "page_no": 160,
            "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_duskthorn-dryad/"
        },
        {
            "slug": "eel-hound",
            "desc": "_A grotesque beast with the muscular tail, bulbous head, and the rubbery, slime-covered flesh of a hideous eel, the torso and webbed paws of this amphibious predator resemble those of a misshapen canine. Needle-sharp teeth fill the creature’s menacing jaws._  \n**Hounds of the River Fey.** Ferocious aquatic fey, these amphibious menaces often serve such masters as lake and river trolls, lorelei, and nixies. Predatory beasts as dangerous on land as they are in the water, they share their masters’ capricious cruelty. The hounds’ chilling hunting cries inspire their masters to a killing frenzy as they pursue foes. Few other creatures appreciate eel hounds’ lithe power and cruel grace, instead noting only their grotesque form and unnerving savagery.  \n**Slippery Ambushers.** Eel hounds are ambush predators, preferring to hide among the muck and algae of riverbanks, only to suddenly burst forth as a pack. They surround their prey, latching on with their powerful jaws. Non-aquatic prey are dragged into the depths to drown. Similarly, eel hounds often force aquatic prey up onto dry land to die of suffocation.  \nPossessed of a low cunning, they prepare ambushes by vomiting forth their slippery spittle where land animals come to drink or along game trails. They surge out of the water to snatch prey while it is off balance.  \n**Liquid Speech.** Eel hounds understand Sylvan, and those dwelling near humans or other races pick up a few words in other tongues.",
            "name": "Eel Hound",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 77,
            "hit_dice": "14d8+14",
            "speed": {
                "walk": 30,
                "swim": 40
            },
            "strength": 19,
            "dexterity": 16,
            "constitution": 13,
            "intelligence": 6,
            "wisdom": 13,
            "charisma": 16,
            "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": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Sylvan",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage, and the target is grappled (escape DC 14).",
                    "attack_bonus": 6,
                    "damage_dice": "1d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The eel hound can breathe air and water."
                },
                {
                    "name": "Pack Tactics",
                    "desc": "The eel hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't incapacitated."
                },
                {
                    "name": "Slick Spittle",
                    "desc": "By spending 2 rounds dribbling spittle on an area, an eel hound can cover a 5-foot square with its slippery saliva. This area is treated as if under the effects of a grease spell, but it lasts for 1 hour."
                },
                {
                    "name": "Slithering Bite",
                    "desc": "A creature an eel hound attacks can't make opportunity attacks against it until the start of the creature's next turn."
                }
            ],
            "spell_list": [],
            "page_no": 166,
            "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_eel-hound/"
        },
        {
            "slug": "eleinomae",
            "desc": "_Eleinomae, or marsh nymphs, are beautiful fey who hold sway over many wetlands, from the chill to the tropical. They wear distinctive dresses fashioned from reeds and water lilies._  \n**Nets for Travelers.** Eleinomae are cruel and depraved creatures that seduce travelers with charms and illusions, then lead them to a watery grave. To capture their victims, eleinomae weave a net from swamp reeds and grasses, and decorate it with beautiful blossoms that release an intoxicating, bewitching aroma.  \n**Aquatic Cemeteries.** They are known to keep the most handsome captives as companions—for a time, at least, but they invariably grow weary of their company and drown them. Many eleinomae preserve the bodies of previous mates in aquatic cemeteries where the corpses float among fields of water lilies, and they spend much time singing to the dead. Such watery graveyards are often guarded by charmed allies of the eleinomae or other caretakers.  \n**Vain Singers.** While eleinomae have few weaknesses, their vanity and overconfidence can be exploited to vanquish them. They are proud of their sweet voices and clever creation of songs and harmonies.",
            "name": "Eleinomae",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 18,
            "armor_desc": "",
            "hit_points": 112,
            "hit_dice": "15d8+45",
            "speed": {
                "walk": 30,
                "swim": 30
            },
            "strength": 13,
            "dexterity": 19,
            "constitution": 16,
            "intelligence": 14,
            "wisdom": 14,
            "charisma": 19,
            "strength_save": 4,
            "dexterity_save": 7,
            "constitution_save": 6,
            "intelligence_save": 5,
            "wisdom_save": 5,
            "charisma_save": 7,
            "perception": 5,
            "skills": {
                "deception": 7,
                "insight": 5,
                "perception": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 15",
            "languages": "Aquan, Common, Elvish, Sylvan",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The eleinomae makes three dagger attacks and one reed flower net attack."
                },
                {
                    "name": "Dagger",
                    "desc": "Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) slashing damage plus 3 (1d6) poison damage.",
                    "attack_bonus": 7,
                    "damage_dice": "1d4"
                },
                {
                    "name": "Reed Flower Net",
                    "desc": "Ranged Weapon Attack: +7 to hit, range 5/15 ft., one Large or smaller creature. Hit: The target has disadvantage on Wisdom saving throws for 1 minute, and is restrained. A creature can free itself or another creature within reach from restraint by using an action to make a successful DC 15 Strength check or by doing 5 slashing damage to the net (AC 10).",
                    "attack_bonus": 7,
                    "damage_dice": "0"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Unearthly Grace",
                    "desc": "The eleinomae's Charisma modifier is added to its armor class (included above)."
                },
                {
                    "name": "Reed Walk",
                    "desc": "The eleinomae can move across undergrowth or rivers without making an ability check. Additionally, difficult terrain of this kind doesn't cost it extra moment."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the eleinomae's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:\n\nat will: dancing lights\n\n3/day each: charm person, suggestion\n\n2/day each: hallucinatory terrain, major image"
                }
            ],
            "spell_list": [],
            "page_no": 168,
            "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_eleinomae/"
        },
        {
            "slug": "far-darrig",
            "desc": "_These shy fairies dress as small fey herdsmen wearing tan hide armor, hide boots, cloaks, and cowls, all trimmed in fox fur and often with a red sash or tunic. They often ride woodland creatures, such as dire weasels or snowy owls._  \nHunters & Herders. The far darrig were the hunters, herders, and equerry of the elven nobility—some still serve in this capacity in planes where the elves rule. Some stayed behind after the many of the fey retreated to wilder lands in the face of expanding human kingdoms.  \nFar darrig carry glaives made from fey antlers; each remains enchanted only as long as a far darrig holds it. Their leaders ride on fey elk the color of foxes, with gleaming green eyes; it is believed that their antlers are the ones used to make far darrig antler glaives.  \n**Hate Arcanists.** While not inherently evil, far darrig are hostile to all humans and will often attack human wizards, warlocks, and sorcerers on sight. If they can be moved to a friendly attitude through Persuasion or a charm spell or effect, they make very good guides, scouts, and hunters.  \n**Serve Hags and Worse.** They are sometimes found as thralls or scouts serving hags, trollkin, and shadow fey, but they are unwilling and distrustful allies at best.",
            "name": "Far Darrig",
            "size": "Small",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 14,
            "armor_desc": "hide armor",
            "hit_points": 104,
            "hit_dice": "16d6+48",
            "speed": {
                "walk": 20
            },
            "strength": 15,
            "dexterity": 16,
            "constitution": 17,
            "intelligence": 11,
            "wisdom": 15,
            "charisma": 17,
            "strength_save": null,
            "dexterity_save": 5,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 7,
            "perception": 6,
            "skills": {
                "medicine": 6,
                "nature": 4,
                "perception": 6,
                "survival": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "Common, Elvish, Sylvan",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The far darrig makes four antler glaive attacks."
                },
                {
                    "name": "Antler Glaive",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft. or 10 ft., one target. Hit: 7 (1d10 + 2) slashing damage and the target must make a successful DC 13 Strength saving throw or either be disarmed or fall prone; the attacking far darrig chooses which effect occurs.",
                    "attack_bonus": 4,
                    "damage_dice": "1d10"
                },
                {
                    "name": "Enchanted Glaive Maneuvers",
                    "desc": "A far darrig can magically extend or shrink its antler glaive as a bonus action to give it either a 10-foot or 5-foot reach."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Innate Spellcasting",
                    "desc": "the far darrig's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nconstant: magic weapon (antler glaive only), speak with animals\n\nat will: calm emotions, charm animal (as charm person but affects beasts only), cure wounds, detect poison and disease, water breathing, water walk\n\n3/day each: barkskin, conjure woodland beings, hold animal (as hold person but affects beasts only), jump, longstrider\n\n1/day each: commune with nature, freedom of movement, nondetection, tree stride"
                }
            ],
            "spell_list": [],
            "page_no": 179,
            "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_far-darrig/"
        },
        {
            "slug": "fear-smith",
            "desc": "_Apart from their taloned hands and blank face, fear smiths appear elven. While its mouth is closed, a fear smith’s face is featureless save for rows of deep wrinkles. Opening the large mouth in the center of its face reveals long needlelike teeth surrounding a single massive eye._  \nKnown as a fiarsídhe among themselves, fear smiths are servants of the Court of the Shadow Fey and similar dark fey courts of such as those of Queen Mab and the Snow Queen.  \n_**Icy-Cold Eyes.**_ Fear smiths often serve as torturers or are dispatched to demoralize the court’s enemies. Their stare stops enemies cold, making it easy for heavily-armed warriors to trap and finish a foe.  \n_**Devour Fear.**_ As their nickname suggests, fear smiths feed off strong emotions, and their favorite meal is terror. The fey prefer prolonging the death of victims, and, when free to indulge, a fear smith stalks its victim for days before attacking, hinting at its presence to build dread.  \n_**Hoods and Masks.**_ Fear smiths favor fine clothing and high fashion, donning hooded cloaks or masks when discretion is required. Eerily well-mannered and respectful, fear smiths enjoy feigning civility and playing the part of nobility, speaking genteelly but with a thick, unidentifiable accent from within a cowl.",
            "name": "Fear Smith",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 123,
            "hit_dice": "19d8+38",
            "speed": {
                "walk": 40,
                "climb": 15
            },
            "strength": 11,
            "dexterity": 17,
            "constitution": 14,
            "intelligence": 11,
            "wisdom": 15,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from weapons that aren't made of cold iron",
            "damage_immunities": "",
            "condition_immunities": "charmed, frightened",
            "senses": "blindsight 30 ft., passive Perception 12",
            "languages": "Common, Elvish, Sylvan",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The fear smith makes three claw attacks."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 16 (2d12 + 3) slashing damage. If the target is disoriented by Distortion Gaze, this attack does an additional 13 (3d8) psychic damage and heals the fear smith by an equal amount.",
                    "attack_bonus": 7,
                    "damage_dice": "2d12+3"
                },
                {
                    "name": "Heartstopping Stare",
                    "desc": "The fear smith terrifies a creature within 30 feet with a look. The target must succeed on a DC 16 Wisdom saving throw or be stunned for 1 round and take 13 (3d8) psychic damage and heal the fear smith by an equal amount."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Distortion Gaze",
                    "desc": "Those who meet the gaze of the fear smith experience the world seeming to twist at unnatural angles beneath their feet. When a creature that can see the fear smith's eye starts its turn within 30 feet of the fear smith, the creature must make a successful DC 16 Wisdom saving throw or become disoriented. While disoriented, the creature falls prone each time it tries to move or take the Dash or Disengage action. To recover from disorientation, a creature must start its turn outside the fear smith's gaze and make a successful DC 16 Wisdom saving throw. To use this ability, the fear smith can't be incapacitated and must see the affected creature. A creature that isn't surprised can avert its eyes at the start of its turn to avoid the effect. In that case, no saving throw is necessary but the creature treats the fear smith as invisible until the start of the creature's next turn. If during its turn the creature chooses to look at the fear smith, it must immediately make the saving throw."
                },
                {
                    "name": "Hidden Eye",
                    "desc": "The fear smith has advantage on saving throws against the blinded condition."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the fear smith's innate spellcasting ability is Charisma (spell save DC 16). The fear smith can innately cast the following spells, requiring no verbal or material components:at will: detect thoughts, fear2/day each: charm person, command, confusion"
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The fear smith has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 181,
            "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_fear-smith/"
        },
        {
            "slug": "fraughashar",
            "desc": "_This slight creature resembles a goblin, but its blue skin and the icicles hanging from the tip of its long nose speak to the chilling truth._  \nThe fraughashar are a race of short, tricky, and cruel fey who inhabit cold mountainous regions. Fraughashar have light blue skin, short pointed ears, and needlelike teeth. Delighting in mayhem, they always seem to have devilish grins on their faces.  \n**Sacred Rivers.** They view cold rivers and river gorges as sacred places in which their wicked god Fraugh dwells, and they likewise revere the snowy peaks where the Snow Queen holds sway. Fraughashar are fiercely protective of their territory, and their easy mobility over frozen and rocky terrain lets them make short work of intruders.  \n**Chilling Tales.** The origin of the strange and deadly fraughashar is unclear. Some druidic legends claim the fraughashar were born out of a winter so cold and cruel that the spirits of the river itself froze. Bardic tales claim that the fraughashar are a tribe of corrupted goblins, and that they were permanently disfigured during a botched attempt at summoning an ice devil. Whatever the truth of their beginnings, the fraughashar are cruel and merciless, and they will kill anyone who enters their land.",
            "name": "Fraughashar",
            "size": "Small",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 15,
            "armor_desc": "leather armor, shield",
            "hit_points": 18,
            "hit_dice": "4d6+4",
            "speed": {
                "walk": 25
            },
            "strength": 8,
            "dexterity": 14,
            "constitution": 12,
            "intelligence": 10,
            "wisdom": 11,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "stealth": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "cold",
            "condition_immunities": "",
            "senses": "passive Perception 10",
            "languages": "Sylvan",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The fraughashar makes one bite attack and one dagger attack."
                },
                {
                    "name": "Bite",
                    "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": "Dagger",
                    "desc": "Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d4"
                },
                {
                    "name": "Sling",
                    "desc": "Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Frost Walker",
                    "desc": "The fraughashar's speed is unimpeded by rocky, snowy, or icy terrain. It never needs to make Dexterity checks to move or avoid falling prone because of icy or snowy ground."
                }
            ],
            "spell_list": [],
            "page_no": 206,
            "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_fraughashar/"
        },
        {
            "slug": "gerridae",
            "desc": "_These large water-striding insects resemble a strange cross between camels and wingless, long-legged locusts. A rider can comfortably sit in the large hollow in the small of their backs, even at high speeds or on choppy water. Riders use the gerridae’s long, looping antennae to steer._  \n**Elvish Water Steeds.** Known by their Elvish name, these large fey water striders were enchanted and bred by the elves in ages past, when their explorers roamed the world. Elven mages started with normal water striders and—through elaborate magical procedures and complex cross-breeding programs— transformed the mundane water striders into large, docile mounts. They can cross large bodies of water quickly while carrying a humanoid rider, even in windy conditions.  \n**Sturdy Mounts.** A gerridae can carry up to 300 pounds of rider and gear before being encumbered, or 600 while encumbered.  \n**Fond of Sweet Scents.** Gerridae can sometimes be distracted by appealing scents, such as apple blossom or fresh hay. They are also fond of raw duck and swan.",
            "name": "Gerridae",
            "size": "Large",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 14,
            "armor_desc": "",
            "hit_points": 77,
            "hit_dice": "9d10+27",
            "speed": {
                "walk": 10,
                "climb": 10,
                "swim": 80
            },
            "strength": 16,
            "dexterity": 15,
            "constitution": 17,
            "intelligence": 2,
            "wisdom": 13,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "-",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The gerridae makes one bite attack and one claw attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Bred to the Saddle",
                    "desc": "Gerridae do not take any penalties to their movement or speed due to encumbrance or carrying a single rider."
                },
                {
                    "name": "Waterborne",
                    "desc": "Any gerridae can run while on the surface of water, but not while on land or climbing. They treat stormy water as normal rather than difficult terrain. A gerridae takes one point of damage for every hour spent on dry land."
                }
            ],
            "spell_list": [],
            "page_no": 212,
            "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_gerridae/"
        },
        {
            "slug": "hulking-whelp",
            "desc": "_This gray-skinned dog-like creature seems pathetically eager to please but fantastically skittish, its ears alerting at every nearby sound, and its large oval eyes following anything that passes by._  \n**Emotional Giant.** A hulking whelp is a tightly wound ball of emotion, extremely private and defensive of its personal space, and terrified of the world around it. When it feels its personal space violated, or its fragile concentration is broken, the small, quivery fey grows into a muscled beast of giant proportions.  \n**Calm Friend.** When its emotions are under control, a hulking whelp is friendly and even helpful, although this has more to do with its guilt over past actions and fear of what it might do if it feels threatened than a true desire to help others. In its calm form, a hulking whelp is just over three feet tall at the shoulder and weighs 50 lb. Unleashed, it is 20 feet tall and 4,000 lb.",
            "name": "Hulking Whelp",
            "size": "Small",
            "type": "Fey",
            "subtype": "shapechanger",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 94,
            "hit_dice": "9d12+36",
            "speed": {
                "walk": 40
            },
            "strength": 21,
            "dexterity": 10,
            "constitution": 18,
            "intelligence": 7,
            "wisdom": 14,
            "charisma": 9,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "impaired sight 30 ft., passive Perception 12",
            "languages": "-",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The hulking whelp makes two slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.",
                    "attack_bonus": 8,
                    "damage_dice": "3d8"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Quick Step",
                    "desc": "A hulking whelp can move 20 feet as a reaction when it is attacked. No opportunity attacks are triggered by this move."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Calm State",
                    "desc": "When a hulking whelp is calm and unafraid, it uses the following statistics instead of those listed above: Size Small; HP 9 (6d6 - 12); Speed 20 ft.; STR 8 (-1); CON 6 (-2); Languages Common, Sylvan"
                },
                {
                    "name": "Poor Senses",
                    "desc": "A hulking whelp has poor hearing and is nearsighted. It can see in normal or dim light up to 30 feet and hear sounds from up to 60 feet away."
                },
                {
                    "name": "Unleashed Emotion",
                    "desc": "When a hulking whelp feels threatened - it's touched, intimidated, cornered, attacked, or even just if a stranger moves adjacent to the whelp - it immediately grows from size Small to Huge as a reaction. If the whelp was attacked, this reaction occurs after the attack is made but before damage is done. Nearby creatures and objects are pushed to the nearest available space and must make a successful DC 15 Strength saving throw or fall prone. Weapons, armor, and other objects worn or carried by the hulking whelp grow (and shrink again) proportionally when it changes size. Overcome by raw emotion, it sets about destroying anything and everything it can see (which isn't much) and reach (which is quite a lot). The transformation lasts until the hulking whelp is unaware of any nearby creatures for 1 round, it drops to 0 hit points, it has 5 levels of exhaustion, or it's affected by a calm emotions spell or comparable magic. The transformation isn't entirely uncontrollable; people or creatures the whelp knows and trusts can be near it without triggering the reaction. Under the wrong conditions, such as in a populated area, a hulking whelp's Unleashed Emotion can last for days."
                }
            ],
            "spell_list": [],
            "page_no": 252,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_hulking-whelp/"
        },
        {
            "slug": "ice-maiden",
            "desc": "_This alluring beauty has flesh and hair as white as snow and eyes blue as glacial ice._  \n**Born of the Ice.** Ice maidens are the daughters of powerful creatures of the cold. Some are descendants of Boreas or the Snow Queen (a few having both parents), but they are also born to frost giants and thursir. A few result from tearful pleas by pregnant women lost in the snows, desperate to keep their newborn child from freezing to death—the fraughashar carry these infants away and raise them as ice maidens.  \n**Solitary Lives.** Most ice maidens live solitary existences save for a servant or two under their thrall. They’re lonely creatures, desperate for love but condemned to know companionship only through their magical kiss. If genuine love ever fills an ice maiden’s heart, she’ll melt into nothingness.  \n**Killing Dilemma.** An ice maiden’s hunger for affection and human contact leads them to harm those they approach, which only drives them harder to seek for warmth, love, and approval. Some claim an ice maiden can become a swan maiden or a dryad if she keeps a lover’s heart warm for a full year.",
            "name": "Ice Maiden",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 84,
            "hit_dice": "13d8+26",
            "speed": {
                "walk": 30
            },
            "strength": 12,
            "dexterity": 17,
            "constitution": 15,
            "intelligence": 19,
            "wisdom": 13,
            "charisma": 23,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 5,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 9,
            "perception": null,
            "skills": {
                "deception": 9,
                "persuasion": 9,
                "stealth": 6
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "cold",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Common, Giant, Sylvan",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The frost maiden makes two ice dagger attacks."
                },
                {
                    "name": "Ice Dagger",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 3) piercing damage plus 3 (1d6) cold damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d4"
                },
                {
                    "name": "Flurry-Form",
                    "desc": "The ice maiden adopts the form of a swirling snow cloud. Her stats are identical to an air elemental that deals cold damage instead of bludgeoning."
                },
                {
                    "name": "Icy Entangle",
                    "desc": "Ice and snow hinder her opponent's movement, as the entangle spell (DC 17)."
                },
                {
                    "name": "Kiss of the Frozen Heart",
                    "desc": "An ice maiden may kiss a willing individual, freezing the target's heart. The target falls under the sway of a dominate spell, his or her alignment shifts to LE, and he or she gains immunity to cold. The ice maiden can have up to three such servants at once. The effect can be broken by dispel magic (DC 17), greater restoration, or the kiss of someone who loves the target."
                },
                {
                    "name": "Snowblind Burst",
                    "desc": "In a snowy environment, the ice maiden attempts to blind all creatures within 30 feet of herself. Those who fail a DC 17 Charisma saving throw are blinded for 1 hour. Targets that are immune to cold damage are also immune to this effect."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Chilling Presence",
                    "desc": "Cold air surrounds the ice maiden. Small non-magical flames are extinguished in her presence and water begins to freeze. Unprotected characters spending more than 10 minutes within 15 feet of her must succeed on a DC 15 Constitution saving throw or suffer as if exposed to severe cold. Spells that grant protection from cold damage are targeted by an automatic dispel magic effect."
                },
                {
                    "name": "Cold Eyes",
                    "desc": "Ice maidens see perfectly in snowy conditions, including driving blizzards, and are immune to snow blindness."
                },
                {
                    "name": "Ice Walk",
                    "desc": "Ice maidens move across icy and snowy surfaces without penalty."
                },
                {
                    "name": "Snow Invisibility",
                    "desc": "In snowy environments, the ice maiden can turn invisible as a bonus action."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The ice maiden has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the ice maiden's innate spellcasting ability is Charisma (spell save DC 17). She can innately cast the following spells:\n\nat will: chill touch, detect magic, light, mage hand, prestidigitation, resistance\n\n5/day each: endure elements (cold only), fear, fog cloud, misty step\n\n3/day each: alter self, protection from energy, sleet storm\n\n1/day: ice storm"
                }
            ],
            "spell_list": [],
            "page_no": 254,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_ice-maiden/"
        },
        {
            "slug": "kikimora",
            "desc": "_This strange-looking humanoid combines the features of an old crone and some manner of bird. A shawl covers her head but cannot contain her prominent beak and clawed hands. Her skirt reveals bird-like feet._  \n**Filthy Illusions.** Kikimoras are devious house spirits who torment those they live with unless they are catered to and cajoled. They delight in harassing homeowners with their illusions, making a house look much filthier than it actually is. Their favored illusions include mold, filth, and scuttling vermin.  \nThey love secretly breaking things or making such destruction seem like an accident. They then convince the house’s residents to leave gifts as enticement for making repairs in the night.  \n**Brownie Hunters.** Kikimoras hate brownies. While brownies can be mischievous, kikimoras bring pain and frustration on their housemates instead of remaining hidden and helping chores along. Some brownies seek out kikimora‑infested homes with the intention of evicting them.  \nIf homeowners refuse to appease the kikimora (or cannot rid themselves of her devious presence), the kikimora sends a swarm of spiders, rats, or bats. Many times inhabitants in a home plagued by a kikimora believe it is haunted.  \n**Fast Talkers.** While they try to avoid notice and aren’t great talespinners, kikimoras are convincing and use this influence to gain an upper hand—or to evade capture or avoid violence.",
            "name": "Kikimora",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 65,
            "hit_dice": "10d8+20",
            "speed": {
                "walk": 30
            },
            "strength": 13,
            "dexterity": 18,
            "constitution": 15,
            "intelligence": 12,
            "wisdom": 16,
            "charisma": 21,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "deception": 7,
                "persuasion": 7,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Common, Sylvan",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The kikimora makes two claw attacks."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Hidey-Hole",
                    "desc": "When a kikimora chooses a house to inhabit, she scrawls a symbol on a wall, baseboard, cupboard, or semi-permanent object (like a stove) to be her tiny domain. This ability creates a hidden extra-dimensional dwelling. After creating a hidey-hole, a kikimora can teleport herself and up to 50 lb of objects to the designated location instead of making a normal move. This extradimensional space can only be entered by the kikimora or by a creature using a plane shift spell or ability. The location can be determined by casting detect magic in the area of the sigil, but it takes a successful DC 15 Intelligence (Arcana) check to plane shift into the space. Inside the hidey-hole, a kikimora can see what is going on outside the space through a special sensor. This sensor functions like a window, and it can be blocked by mundane objects placed in front of the sigil. If she leaves an item in her space, it remains there even if she removes the sigil and places it in another location. If someone else removes the sigil, all contents are emptied into the Ethereal Plane (including any beings within her hidey-hole at the time). In this case, the kikimora can attempt a DC 15 Charisma saving throw to instead eject herself (but none of her possessions) into a space adjacent to the sigil."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Magic Resistance",
                    "desc": "The kikimora has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the kikimora's innate spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components:\n\nat will: invisibility (self only), mage hand, mending, minor illusion, prestidigitation\n\n3/day each: animal friendship, blinding smite, sleep\n\n1/day each: insect plague, major image"
                }
            ],
            "spell_list": [],
            "page_no": 260,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_kikimora/"
        },
        {
            "slug": "lorelei",
            "desc": "_Lounging on large river rocks or within swirling eddies untouched by the rush of the current, these breathtakingly fey call plaintively to travelers and knights errant. They seek nothing less than the last breath of a drowning man._  \n**Death to Men.** These callous river sirens compete with one another in manipulating and destroying male travelers. A lorelei often taunts her prey for days before finally turning on it. When the opportunity presents itself, it quickly draws heavily armored warriors into deep water and kisses them as they drown.  \n**Voluptuous Humanoids.** Although legends describe the lorelei as golden-haired and fair-skinned, they come in all varieties, each more voluptuous than the next. While most resemble sensual humans, a lorelei’s form can also include elves, dwarves, and in some recorded cases even orcs and hobgoblins—a lorelei mimics her most frequent prey.  \n**Ignore Women.** Women travelers are vexing for the lorelei. While the siren’s powers affect women as readily as men, the lorelei lacks the urge to destroy them. Women traveling alone or in all-female groups may pass through a lorelei’s territory safely, and might even make peaceful contact. However, women who protect male companions are viewed as traitors, inspiring wrath.",
            "name": "Lorelei",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 15,
            "armor_desc": "18 mage armor",
            "hit_points": 76,
            "hit_dice": "9d8+36",
            "speed": {
                "walk": 30,
                "swim": 30
            },
            "strength": 10,
            "dexterity": 21,
            "constitution": 18,
            "intelligence": 16,
            "wisdom": 16,
            "charisma": 23,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 9,
            "perception": null,
            "skills": {
                "deception": 9,
                "performance": 9,
                "persuasion": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Common, Sylvan",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Dagger",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) piercing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "1d4"
                },
                {
                    "name": "Charm",
                    "desc": "The lorelei targets one humanoid she can see within 30 feet of her. If the target can see or hear the lorelei, it must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the lorelei. The charmed target regards the lorelei as its one, true love, to be heeded and protected. Although the target isn't under the lorelei's control, it takes the lorelei's requests or actions in the most favorable way it can. Each time the lorelei or her companions cause the target to take damage, directly or indirectly, it repeats the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the lorelei is killed, is on a different plane of existence than the target, or takes a bonus action to end the effect."
                },
                {
                    "name": "Stunning Glance",
                    "desc": "The lorelei mentally disrupts a creature within 30 feet with a look. The target must succeed on a DC 17 Wisdom saving throw or be stunned for 2 rounds. Anyone who successfully saves against this effect cannot be affected by it from the same lorelei for 24 hours."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Alluring Presence",
                    "desc": "All humanoids within 30 feet of a lorelei who look directly at her must succeed on a DC 17 Charisma saving throw or be drawn to her in the most direct path, regardless of the danger. This compulsion fades once the person gets within 5 feet of the lorelei. A creature can avoid this effect for one full round by choosing to avert its eyes at the start of its turn, but it then has disadvantage on any attacks or other rolls directed against the lorelei until the start of its next turn. A lorelei can suppress or resume this ability as a bonus action. Anyone who successfully saves against this effect cannot be affected by it from the same lorelei for 24 hours."
                },
                {
                    "name": "Unearthly Grace",
                    "desc": "A lorelei applies her Charisma modifier to all of her saving throws in place of the normal ability modifier."
                },
                {
                    "name": "Water Spirit",
                    "desc": "The lorelei is under the effect of freedom of movement whenever she is in contact with a body of water."
                },
                {
                    "name": "Spellcasting",
                    "desc": "the lorelei is an 8th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). She requires no material components to cast her spells. The lorelei has the following sorcerer spells prepared:\n\ncantrips (at will): detect magic, guidance, light, mending, poison spray, prestidigitation\n\n1st level (4 slots): comprehend languages, fog cloud, mage armor, ray of sickness\n\n2nd level (3 slots): hold person, misty step, suggestion\n\n3rd level (3 slots): hypnotic pattern, gaseous form, water walk\n\n4th level (2 slots): dominate beast, ice storm"
                }
            ],
            "spell_list": [],
            "page_no": 279,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_lorelei/"
        },
        {
            "slug": "malphas-storm-crow",
            "desc": "",
            "name": "Malphas (Storm Crow)",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 16,
            "armor_desc": "studded leather",
            "hit_points": 120,
            "hit_dice": "16d8+48",
            "speed": {
                "walk": 40,
                "fly": 30
            },
            "strength": 19,
            "dexterity": 19,
            "constitution": 16,
            "intelligence": 14,
            "wisdom": 13,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": 4,
            "charisma_save": 5,
            "perception": 4,
            "skills": {
                "perception": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "Common, Giant, Ravenfolk, Sylvan",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The malphas makes three longsword attacks."
                },
                {
                    "name": "Longsword",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "1d8"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Shadow Call",
                    "desc": "A malphas can cast magic missile as a reaction when it is hit by a ranged weapon attack."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Innate Spellcasting",
                    "desc": "the storm crow's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:\n\nat will: magic missile\n\n1/day: haste"
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "While in sunlight, the malphas has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
                },
                {
                    "name": "Night Terror (1/round)",
                    "desc": "As a bonus action immediately after making a successful melee attack, a malphas storm crow can cast magic missile through his or her sword at the same target."
                },
                {
                    "name": "Swordtrained",
                    "desc": "Malphas are trained from youth in combat. They are proficient with all martial melee and ranged weapons."
                }
            ],
            "spell_list": [],
            "page_no": 283,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_malphas-storm-crow/"
        },
        {
            "slug": "mirager",
            "desc": "_This lovely lass is clad in diaphanous veils and a revealing skirt, and she shows graceful skill while dancing through the dust._  \n**Humanoid Sand.** In its natural form, a mirager resembles a shifting mass of sand and dust with a vaguely humanoid shape, crumbling away like a sandcastle in the wind.  \n**Enticing Illusion.** A mirage can take on the guise of a lovely man or woman with luminous eyes, delicate features, and seductive garments. Whether male or female, a mirager dresses in veils and flowing robes that accentuate its enticing beauty.  \n**Thirst for Blood.** Whatever its apparent form, a mirager’s existence is one of unnatural and endless thirst. They hunger for flesh and thirst for blood, and they draw especial pleasure from leeching a creature’s fluids in the throes of passion. A victim is drained into a lifeless husk before the mirager feasts on the dehydrated remains.",
            "name": "Mirager",
            "size": "Medium",
            "type": "Fey",
            "subtype": "shapechanger",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 78,
            "hit_dice": "12d8+24",
            "speed": {
                "walk": 30
            },
            "strength": 12,
            "dexterity": 16,
            "constitution": 14,
            "intelligence": 10,
            "wisdom": 14,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "deception": 7,
                "perception": 4,
                "performance": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "Common, Sylvan",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack.",
                    "desc": "The mirager makes two slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Thirst Kiss",
                    "desc": "The mirager feeds on the body moisture of creatures it lures into kissing it. A creature must be charmed, grappled, or incapacitated to be kissed. A kiss hits automatically, does 21 (6d6) necrotic damage, and fills the mirager with an exultant rush of euphoria that has the same effect as a heroism spell lasting 1 minute. The creature that was kissed doesn't notice that it took damage from the kiss unless it makes a successful DC 16 Wisdom (Perception) check."
                },
                {
                    "name": "Captivating Dance (Recharges after a Short or Long Rest, Humanoid Form Only)",
                    "desc": "The mirager performs a sinuously swaying dance. Humanoids within 20 feet that view this dance must make a successful DC 16 Wisdom saving throw or be stunned for 1d4 rounds and charmed by the mirager for 1 minute. Humanoids of all races and genders have disadvantage on this saving throw. A creature that saves successfully is immune to this mirager's dance for the next 24 hours."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Shapechanger",
                    "desc": "The mirager can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the mirager's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:\n\n3/day: charm person\n\n1/day each: hallucinatory terrain, suggestion"
                },
                {
                    "name": "Enthralling Mirage",
                    "desc": "When the mirager casts hallucinatory terrain, the area appears so lush and inviting that those who view it feel compelled to visit. Any creature that approaches within 120 feet of the terrain must make a DC 15 Wisdom saving throw. Those that fail are affected as by the enthrall spell with the mirager as the caster; they give the mirage their undivided attention, wanting only to explore it, marvel at its beauty, and rest there for an hour. The mirager can choose to have creatures focus their attention on it instead of the hallucinatory terrain. Creatures affected by the enthrall effect automatically fail saving throws to disbelieve the hallucinatory terrain. This effect ends if the hallucinatory terrain is dispelled."
                }
            ],
            "spell_list": [],
            "page_no": 291,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_mirager/"
        },
        {
            "slug": "miremal",
            "desc": "_The creature emerging from the shadows of the swamp is short and lean. Its pale-skinned body is covered in fungus and moss that seems to grow directly in its flesh, and its green eyes weep bloody tears._  \nMiremals are savage, degenerate fey who delight in crafting seemingly safe paths through treacherous swamps—though these paths are, instead, riddled with traps and ambush points.  \n**Unreliable Guides.** Miremals hunt in packs of three to six and often serve a more powerful creature, especially one that commands potent magic. As a result, many of these paths lead unwary travelers into the grove of a green hag coven or into the lair of a black dragon.  \n**Swamp.** Miremals have adapted from sylvan forests to the swamps: patches of red and green fungus sprout from their skin, mushrooms and branches grow haphazardly out of their bodies, and moss hangs from beneath their arms. Their eyes are forest green and are perpetually wet with bloody tears—their legends say their tears come from rage over their banishment and agony from knowing they can never return.  \n**Hate Moss Lurkers.** Miremals are occasionally confused with moss lurkers, but the two despise one another and both consider the comparison odious.",
            "name": "Miremal",
            "size": "Small",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 22,
            "hit_dice": "5d6+5",
            "speed": {
                "walk": 30,
                "swim": 30
            },
            "strength": 10,
            "dexterity": 16,
            "constitution": 12,
            "intelligence": 10,
            "wisdom": 12,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3,
                "stealth": 5,
                "survival": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Sylvan, Umbral",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The miremal makes two attacks, one of which must be a claw attack."
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Bog Spew (Recharge 5-6)",
                    "desc": "The miremal spews a noxious stream of bog filth mixed with stomach acid at a target up to 20 feet away. Target must succeed on a DC 11 Constitution saving throw or be blinded for 1d4 rounds."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Muddled Escape (1/Day)",
                    "desc": "If an attack would reduce the miremal's hit points to 0, it collapses into a pool of filth-laden swamp water and its hit points are reduced to 1 instead. The miremal can move at its normal speed in this form, including moving through spaces occupied by other creatures. As a bonus action at the beginning of the miremal's next turn, it can reform, still with 1 hit point."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The miremal can breathe air and water."
                },
                {
                    "name": "Swamp Camouflage",
                    "desc": "The miremal has advantage on Dexterity (Stealth) checks made to hide in swampy terrain."
                },
                {
                    "name": "Savage Move",
                    "desc": "If the miremal surprises a creature, it gets a bonus action it can use on its first turn of combat for a claw attack, a bite attack, or a Bog Spew attack."
                }
            ],
            "spell_list": [],
            "page_no": 292,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_miremal/"
        },
        {
            "slug": "mirror-hag",
            "desc": "_A mirror hag forces an unsuspecting creature to reflect on its own superficiality by gazing into the hag’s horrible face._  \n**Hideous Hex.** Until a creature can see past the hag’s deformities, it suffers the pain of a disfigured life. Some mirror hags do this for the betterment of all, but most do it because causing pain amuses them.  \n**Warped Features.** Mirror hags are hunchbacked, with growths and lesions covering their skin. Their joints misalign, and the extremities of their bones press against their skin. However, it is their faces that inspire legends: the blackest moles sprouting long white hairs, noses resembling half-eaten carrots, and eyes mismatched in size, color, and alignment. If a creature recoils from a mirror hag’s looks, she bestows her reconfiguring curse on it.  \n**Mirror Covens.** Mirror hags can form a coven with two other hags. Generally, mirror hags only form covens with other mirror hags, but from time to time a mirror hag will join a coven of witches or green hags.",
            "name": "Mirror Hag",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 168,
            "hit_dice": "16d8+96",
            "speed": {
                "walk": 30,
                "fly": 10
            },
            "strength": 15,
            "dexterity": 16,
            "constitution": 22,
            "intelligence": 12,
            "wisdom": 14,
            "charisma": 19,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "thunder",
            "damage_immunities": "",
            "condition_immunities": "charmed, frightened",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Common",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "A mirror hag can use its Reconfiguring Curse and make one melee attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (4d8 + 3) piercing damage, or 39 (8d8 + 3) piercing damage against a stunned target.",
                    "attack_bonus": 6,
                    "damage_dice": "4d8"
                },
                {
                    "name": "Quarterstaff",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Reconfiguring Curse",
                    "desc": "The mirror hag curses a living creature within 60 feet, giving it beastly or hideous features. The target of the reconfiguring curse must succeed on a DC 15 Constitution saving throw or take 1d6 Charisma damage. A successful save renders the target immune to further uses of that hag's curse for 24 hours."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Innate Spellcasting",
                    "desc": "the hag's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). She can innately cast the following spells, requiring no material components:\n\nat will: disguise self, inflict wounds (4d10), message, ray of enfeeblement\n\n1/day each: detect thoughts, dispel magic, lightning bolt, locate creature, shillelagh, stinking cloud, teleport"
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The hag has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Confounding Ugliness",
                    "desc": "When confronting a mirror hag at any range, a creature must make a choice at the start of each of its turns: either avert its eyes so that it has disadvantage on attack rolls against the hag until the start of its next turn, or look at the hag and make a DC 15 Constitution saving throw. Failure on the saving throw leaves the character stunned until the start of its next turn."
                }
            ],
            "spell_list": [],
            "page_no": 243,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_mirror-hag/"
        },
        {
            "slug": "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": "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": "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",
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            "v2_converted_path": "/v2/creatures/tob_redcap/"
        },
        {
            "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": "scheznyki",
            "desc": "_These small, vicious fey look like dirty, lazy dwarves dressed in burlap pants and shirts tied on with dirty twine and frayed rope. They are usually bootless with broken, dirty toenails and wearing rough burlap and leather tams as hats._  \n**Corrupted Dwarves.** Nicknamed “vanishers,” these small, vicious, dwarf-like fey haunt abandoned quarries and ancient ruins, killing and robbing unsuspecting visitors. Legend says the scheznykis are lazy dwarves corrupted by the shadow fey, though others claim that these are dwarves who swore allegiance to fey lords and ladies long ago. They live in drowned and abandoned mines, tumbledown ruins, and even in the tomb complexes of long‑departed priests and god-kings.  \n**Magical Hats.** Their shadow fey masters have given them magical hats that allow them to fly and become invisible at will. These hats can be stolen and used by adventurers, but the scheznykis fight hard to retrieve them.  \n**Arcane Beards.** If an adventurer can successfully grapple a scheznyki, they can attempt to cut the creature’s beard with a magical blade (the beard is AC 15 and has 5 hp). When an attacker successfully cuts off the beard, the scheznyki loses access to all spell-like and spell casting abilities—and the beard hair itself is valuable in making potion inks.  \nIf the scheznyki loses its hat and beard at the same time, it falls into a deep, wasting coma and dies in 24 hours or when next exposed to sunlight. When this occurs, the scheznyki’s body crumbles into dust and blows away one round later. If its beard is magically mended or regrown, or its hat restored to its head before this happens, the scheznyki recovers fully and immediately.",
            "name": "Scheznyki",
            "size": "Small",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 153,
            "hit_dice": "18d6+72",
            "speed": {
                "walk": 20,
                "climb": 15
            },
            "strength": 19,
            "dexterity": 15,
            "constitution": 18,
            "intelligence": 15,
            "wisdom": 16,
            "charisma": 16,
            "strength_save": 10,
            "dexterity_save": null,
            "constitution_save": 10,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "unconscious",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Common, Darakhul, Elvish",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The scheznyki makes four war pick attacks or two hand crossbow attacks."
                },
                {
                    "name": "Heavy Pick",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "1d8"
                },
                {
                    "name": "Hand Crossbow",
                    "desc": "Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Innate Spellcasting",
                    "desc": "the scheznyki's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat will: dancing lights, darkness, detect evil and good, faerie fire, invisibility*, fly*, mage hand, ray of frost (*only when wearing a vanisher hat)\n\n5/day each: magic missile, ray of enfeeblement, silent image\n\n3/day each: locate object (radius 3,000 ft. to locate a vanisher hat), hideous laughter, web\n\n1/day each: dispel magic, dominate person, hold person"
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The scheznyki has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 339,
            "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_scheznyki/"
        },
        {
            "slug": "selang",
            "desc": "_This grinning humanoid looks like a handsome man, though his skin is black as obsidian, his eye glow red, and he has both insectoid legs and antennae._  \n**Dark Satyrs.** The selang or dark satyrs are twisted and vicious fauns who have abandoned nature worship, and instead venerate ancient gods of deep and malign intelligence. Selangs seek to help those evil gods enter the mortal world by opening dark portals and bridging a path to realms beyond mortal understanding.  \n**Battle Song and Laughter.** Selangs relish battle, pain, and torture—they find violence thrilling and bloodshed exciting, and they often laugh, sing, and boast shamelessly during combat. Although they are the diplomats and spokesmen of the old gods, their manic speech and alien logic can be hard to follow, requiring an Intelligence check (DC 16) to understand a dark satyr each round. They are most comfortable with the slithering tones of the Void Speech.  \n**Blasphemous Music.** Their cults and settlements are often found at the sites sacred to the dark gods, making hypnotic and alien harmonies with swarms of dorreqi. They are rarely the strongest soldiers, instead encouraging evil humanoids or other creatures of martial mien to fill the ranks, while the dark satyrs use their magic and poison against their foes.",
            "name": "Selang",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 76,
            "hit_dice": "9d8+36",
            "speed": {
                "walk": 40
            },
            "strength": 18,
            "dexterity": 15,
            "constitution": 18,
            "intelligence": 12,
            "wisdom": 14,
            "charisma": 19,
            "strength_save": null,
            "dexterity_save": 4,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 6,
            "perception": 6,
            "skills": {
                "perception": 6,
                "performance": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "acid, lightning",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "Common, Elvish, Sylvan, Void Speech",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The selang makes two dagger attacks or two shortbow attacks."
                },
                {
                    "name": "Dagger",
                    "desc": "Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage, plus sleep poison.",
                    "attack_bonus": 6,
                    "damage_dice": "1d4"
                },
                {
                    "name": "Shortbow",
                    "desc": "Ranged Weapon Attack: +4 to hit, range 80/320, one target. Hit: 5 (1d6 + 2) piercing damage plus sleep poison.",
                    "attack_bonus": 4,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Sleep Poison",
                    "desc": "An injured creature must succeed on a DC 14 Constitution saving throw or be poisoned for 2d6 rounds. A creature poisoned in this way is unconscious. An unconscious creature wakes if it takes damage, or if a creature uses its action to shake it awake."
                },
                {
                    "name": "Alien Piping",
                    "desc": "A selang can confuse and injure its enemies by playing weird, ear-bending harmonies on alien pipes, made from the beaks, cartilage, and throat sacs of a dorreq. When the selang plays a tune on these pipes, all creatures within 60 feet must make a successful DC 14 Wisdom saving throw or be affected by contagion, confusion, irresistible dance, or hideous laughter, depending on what alien and otherworldly music the dark satyr chooses to play. A creature that saves successfully against this psychic effect is immune to the piping for 24 hours. The selang can use each of these spell-like effects once per day."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Innate Spellcasting",
                    "desc": "the selang's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:\n\nat will: dancing lights, minor illusion\n\n3/day each: alter self, fear, sleep, suggestion"
                }
            ],
            "spell_list": [],
            "page_no": 341,
            "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_selang/"
        },
        {
            "slug": "shadow-beast",
            "desc": "_A mass of shadows and cloudstuff, never touching the ground, a shadow beast may at first look harmless—except for its clawed hands and the glint of its jagged teeth._  \n**Called from the Void.** Shadow beasts are thought to be the result of shadow fey dabbling in the magic of the void. Almost shapeless and largely incorporeal, through an act of will they can form rough semblances of their old bodies when needed.  \n**Hate the Past.** The motivations of these creatures are inscrutable. They despise light and anything that reminds them of light or of their former existence. Beyond that, little is understood about them.  \n**Cryptic Messages.** Shadow beasts are seldom found in groups, but when they are, they seem to have no difficulty or reluctance about operating and fighting together. They have been known to deliver cryptic and threatening messages, but speaking is difficult for them. At times, they perform arcane rituals with the aid of evil humanoids and the use of dark materials. In these rituals they sacrifice magical energies and life blood as well as the tears of innocents and the souls of the damned.",
            "name": "Shadow Beast",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 14,
            "armor_desc": "",
            "hit_points": 135,
            "hit_dice": "18d8+54",
            "speed": {
                "hover": true,
                "walk": 0,
                "fly": 40
            },
            "strength": 20,
            "dexterity": 18,
            "constitution": 17,
            "intelligence": 14,
            "wisdom": 14,
            "charisma": 19,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Common, Elvish, Umbral, Void Speech",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The shadow beast makes one bite attack and two claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d8"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) slashing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d10"
                },
                {
                    "name": "Shadow Push (Recharge 5-6)",
                    "desc": "The shadow beast buffets opponents with a gale of animated shadows in a 15-foot cone. Any creatures in the area of effect must succeed on a DC 15 Strength saving throw or be pushed back 10 feet and knocked prone."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amorphous",
                    "desc": "The shadow beast can move through a space as narrow as 1 inch wide without squeezing."
                },
                {
                    "name": "Incorporeal Movement",
                    "desc": "The shadow beast 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": "Innate Spellcasting",
                    "desc": "the shadow beast's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:\n\n3/day each: fear, telekinesis"
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The beast has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "While in sunlight, the shadow beast has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
                }
            ],
            "spell_list": [],
            "page_no": 345,
            "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_shadow-beast/"
        },
        {
            "slug": "shellycoat",
            "desc": "_Despite being short and squat, this creature’s relationship with a troll is undeniable. The kinship is most notable in the long arms and thick, pebbly hide._  \n**Long Handed and Toad-like.** The shellycoat is a warped and spiteful creature also called the Iamh fada, or “long hands,” and they are frequently referred to as bridge trolls. Despite being fey, they are distantly related to true trolls. Unlike those tall, lanky creatures, a shellycoat is dwarfish and toad-like, with short, bent, legs and freakishly long arms with swollen, distended joints. It can further dislocate and stretch these joints to alarming lengths.  \n**Bridges and Pools.** The shellycoat can be found in abandoned wells or behind waterfalls, in deep tide pools, or beneath the ice of frozen ponds, but their preferred haunt has always been under bridges. They are most active during nighttime and on heavily overcast days, because of their mortal dread of sunlight.  \nA shellycoat's favored tactic is to lie in wait under the water or ice (or bridge) and surprise its prey. It strikes outward or upward from its hiding place to snatch children, livestock (preferably goats), and lone travelers or fishermen. Prey is dragged down to the shadows and water to be robbed and devoured.  \n**Shining Garments.** A shellycoat will always have fashioned for itself a coat, cloak, or shirt of colored pebbles, glass, and polished river shells. These adornments are crude but beautiful and sometimes magical.",
            "name": "Shellycoat",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 75,
            "hit_dice": "10d8+30",
            "speed": {
                "walk": 30,
                "swim": 20
            },
            "strength": 17,
            "dexterity": 15,
            "constitution": 16,
            "intelligence": 13,
            "wisdom": 9,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 1,
            "skills": {
                "perception": 1,
                "stealth": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "charmed, unconscious",
            "senses": "Darkvision 60 ft., passive Perception 11",
            "languages": "Giant, Sylvan",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The shellycoat makes one bite attack and one claws attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 12 (2d8 + 3) slashing damage and the target is grappled (escape DC 13), restrained, and poisoned (DC 13 Strength saving throw negates, lasts while grappled and 1 round after). The shellycoat can shift the position of a grappled creature by up to 15 feet as a bonus action. While it has a creature grappled, the shellycoat can use its claws attack only against the grappled creature.",
                    "attack_bonus": 5,
                    "damage_dice": "2d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Innate Spellcasting",
                    "desc": "the shellycoat can cast the following spells innately, requiring no components:\n\n1/day each: darkness, fog cloud\n\n1/day (if in possession of its coat): water breathing"
                },
                {
                    "name": "Regeneration",
                    "desc": "The shellycoat regains 3 hit points at the start of its turn. If the creature takes acid or fire damage, this trait doesn't function at the start of the monster's next turn. The shellycoat dies only if it starts its turn with 0 hit points and doesn't regenerate."
                },
                {
                    "name": "Stealthy Observer",
                    "desc": "The shellycoat has advantage on Dexterity (Stealth) checks made to hide and any Perception checks that rely on hearing."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "The shellycoat becomes petrified after 5 (2d4) uninterrupted rounds of exposure to direct, natural sunlight."
                }
            ],
            "spell_list": [],
            "page_no": 346,
            "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_shellycoat/"
        },
        {
            "slug": "sluagh-swarm",
            "desc": "_Some say the sluagh are fey turned by vampires, while others say they are the evil souls of violent men, who cannot rest and return to kill. Still others claim they are the souls of devilbound gnomes who committed suicide. All agree that they are loathsome by nature._  \n**Cowards Alone.** These tiny, malevolent fey dwell in darkness. Alone they are cowards, but they are rarely encountered alone. They are most active during the winter, especially during winter’s long nights. They usually speak to their victims as they attack, but those shouts are little more than whispers to the ears of their prey.  \n**Chilling Touch.** Sluagh feed by using their chilling touch. They devour small animals if nothing more appetizing is available. Their victims are easy to identify; their skin is unnaturally cold, and their features are frozen in fear.  \nSwarms of sluagh serve hags, devils, trollkin, and evil fey who know the blood rituals to summon and direct them. Shadow fey and drow send them against other elves, often targeting the defenders of elven settlements, or their spouses and children.  \n**Legless Flocks.** Sluagh are tiny, gaunt humanoid creatures the size of a weasel. They have no legs; instead their torso tapers off in a disquieting way. Though they can fly, they can also pull themselves quickly across the ground with their arms. They are always draped in black, though their actual skin and hair are pale white. They have sharp claws and fangs, and their eyes are entirely black. In masses, they somewhat resemble a flock of strange birds.",
            "name": "Sluagh Swarm",
            "size": "Medium",
            "type": "Fey",
            "subtype": "Swarm",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 54,
            "hit_dice": "12d8",
            "speed": {
                "walk": 30,
                "fly": 50
            },
            "strength": 6,
            "dexterity": 16,
            "constitution": 11,
            "intelligence": 6,
            "wisdom": 13,
            "charisma": 10,
            "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": "fire",
            "damage_resistances": "cold; bludgeoning, piercing, and slashing",
            "damage_immunities": "",
            "condition_immunities": "charmed, frightened, paralyzed, petrified, prone, restrained, stunned",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Common, Sylvan",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Chilling Touch",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 28 (8d6) cold damage or 14 (4d6) cold damage if the swarm has half of its hit points or fewer. The target must make a successful DC 13 Constitution saving throw or be unable to regain hit points. An affected creature repeats the saving throw at the end of its turns, ending the effect on itself with a successful save. The effect can also be ended with a greater restoration spell or comparable magic.",
                    "attack_bonus": 5,
                    "damage_dice": "8d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Lone Slaughs: An individual sluagh has a challenge rating of 1/8 (25 XP), 2 hit points, and does 3 (1d6) cold damage",
                    "desc": "They travel in swarms for a reason."
                },
                {
                    "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 fey. The swarm can't regain hit points or gain temporary hit points."
                },
                {
                    "name": "Shadowy Stealth",
                    "desc": "While in dim light or darkness, the sluagh swarm can take the Hide action as a bonus action."
                },
                {
                    "name": "Sunlight Weakness",
                    "desc": "While in sunlight, the sluagh swarm has disadvantage on attack rolls, ability checks, and saving throws."
                }
            ],
            "spell_list": [],
            "page_no": 376,
            "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_sluagh-swarm/"
        },
        {
            "slug": "spire-walker",
            "desc": "_This miniscule creature kicks up a ghostly, sparkling fire when it jostles and jigs. Lightning sparks fly between it and its perch._  \n**Storm Dancers.** When storm clouds gather over cities, harbors, and twisted badlands, electrical energy fills the air. During these times, miniscule fey dance on church steeples, desolate peaks, and ships’ masts.  \nAlso called corposanti by scholars, spire walkers are nature spirits that delight in grandiose displays of thunderbolts. They can be found frolicking in a thunderstorm or keeping company with blue dragons or storm giants—though these larger creatures often chase them off for being a nuisance.  \n**Small and Metallic.** These spire walkers stand no more than a foot tall, with dusky blue-gray skin and shocks of silvery, slate, or pale blue hair. Spire walkers prefer clothing in metallic hues with many buttons, and they always carry a handful of tiny copper darts that they hurl at each other during their incomprehensible games. When excited, they emit a sparking glow from the tips of their noses, eyebrows, ears, and pointy shoes.  \nThey play rough-and-tumble games among themselves and enjoy pranking bystanders with frightening but mostly harmless electric shocks. If a spire walker perishes during the fun, the others pause just long enough to say “awww, we’ll miss you” and go through their comrade’s pockets before continuing with the game.  \n**Love Copper and Amber.** Spire walkers like gold but they love copper. They prefer it over all other metals, and they keep the copper pieces in their pockets brilliantly polished. They also value amber gems. Among a group of spire walkers, the leader is not the cleverest or most ruthless, but the one displaying the most ostentatious amber jewel.",
            "name": "Spire Walker",
            "size": "Tiny",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 38,
            "hit_dice": "11d4+22",
            "speed": {
                "walk": 20
            },
            "strength": 3,
            "dexterity": 18,
            "constitution": 14,
            "intelligence": 11,
            "wisdom": 10,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "piercing from nonmagical attacks",
            "damage_immunities": "lightning, thunder",
            "condition_immunities": "",
            "senses": "passive Perception 10",
            "languages": "Common, Sylvan",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Lightning Dart",
                    "desc": "Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 1 piercing damage plus 9 (2d8) lightning damage. If the attack misses, the target still takes 4 (1d8) lightning damage. Whether the attack hits or misses its intended target, every other creature within 10 feet of the target takes 9 (2d8) lightning damage, or half damage with a successful DC 14 Dexterity saving throw.",
                    "attack_bonus": 6,
                    "damage_dice": "2d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Energized Body",
                    "desc": "A creature that hits the spire walker with a melee attack using a metal weapon takes 5 (1d10) lightning damage."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the spire walker's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The spire walker can innately cast the following spells, requiring no material components:\n\nat will: produce spark (as the cantrip produce flame, but it does lightning damage)\n\n3/day each: dancing lights, feather fall, invisibility\n\n1/day each: faerie fire, thunderwave"
                },
                {
                    "name": "Steeple Step",
                    "desc": "The spire walker can use 10 feet of its movement to step magically from its position to the point of a steeple, mast, or other spire-like feature that is in view within 30 feet. The spire walker has advantage on Dexterity (Acrobatics) checks and Dexterity saving throws while it is standing on a steeple or any similar narrow, steep structure or feature."
                }
            ],
            "spell_list": [],
            "page_no": 367,
            "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_spire-walker/"
        },
        {
            "slug": "vila",
            "desc": "_These beautiful, slim women ride on large deer, their hair the color of spring grass, skin like polished wood, and eyes as gray as a coming storm._  \n**Dryad Cousins.** The vila are kin to the dryads. Like their cousins, they serve as protectors of the deepest forests.  \n**Demand Oaths.** Where dryads beguile to accomplish their goals, the vila coerce and threaten. They demand oaths from interlopers and enforce them fiercely. Vila delight in testing the virtue of travelers and tormenting the uncharitable and cruel with bad weather and misfortune. Particularly obnoxious adventurers might suffer bad luck for months because a troop of vila quietly dances around their camp each night.  \n**Hunt with a Pack.** Vila rarely travel or fight alone; they are often seen in the company of alseid, wolves, wampus cats, or deer. In combat, they sometimes ride on fleet-footed deer, the better to escape if events turn against them.",
            "name": "Vila",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "lawful neutral",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 77,
            "hit_dice": "14d8+14",
            "speed": {
                "walk": 30
            },
            "strength": 12,
            "dexterity": 20,
            "constitution": 13,
            "intelligence": 11,
            "wisdom": 14,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": 4,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": 6,
            "perception": 8,
            "skills": {
                "insight": 5,
                "intimidation": 6,
                "perception": 8,
                "stealth": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 18",
            "languages": "Common, Sylvan, telepathy 60 ft. (beasts only)",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "A vila makes two shortsword attacks or two shortbow attacks."
                },
                {
                    "name": "+1 Shortsword",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) piercing damage.",
                    "attack_bonus": 9,
                    "damage_dice": "1d6"
                },
                {
                    "name": "+1 Shortbow",
                    "desc": "Ranged Weapon Attack: +9 to hit, range 80/320 ft., one target. Hit: 9 (1d6 + 6) piercing damage.",
                    "attack_bonus": 9,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Fascinate (1/Day)",
                    "desc": "When the vila sings, all those within 60 feet of her and who can hear her must make a successful DC 14 Charisma saving throw or be stunned for 1d4 rounds. Those who succeed on the saving throw are immune to that vila's singing for 24 hours."
                },
                {
                    "name": "Forest Song (1/Day)",
                    "desc": "The vila magically calls 2d6 wolves or 2 wampus cats. The called creatures arrive in 1d4 rounds, acting as allies of the vila and obeying its spoken commands. The beasts remain for 1 hour, until the vila dies, or until the vila dismisses them as a bonus action."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Dance of the Luckless (1/Day)",
                    "desc": "Vila who dance for one hour create a fairy ring of small gray mushrooms. The ring lasts seven days and has a 50-foot diameter per dancing vila. Non-vila who fall asleep (including magical sleep) inside the ring have disadvantage on skill checks for 24 hours from the time they awaken."
                },
                {
                    "name": "Forest Quickness",
                    "desc": "While in forest surroundings, a vila receives a +4 bonus on initiative checks."
                },
                {
                    "name": "Forest Meld",
                    "desc": "A vila can meld into any tree in her forest for as long as she wishes, similar to the meld into stone spell."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the vila's innate spellcasting ability is Charisma (spell save DC 14). She can innately cast the following spells, requiring no material components:\n\n3/day: sleep\n\n1/week: control weather"
                }
            ],
            "spell_list": [],
            "page_no": 400,
            "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_vila/"
        },
        {
            "slug": "vile-barber",
            "desc": "_A pale, scrawny fellow clad in a black leather apron and slender ebon gloves grins from the shadows. A maw of needle-sharp teeth and the wicked straight razor at his side are a clear warning that his enemies should hasten their footsteps._  \nVile barbers are sadistic, unseelie fey who move through the shadows to execute their bloody, malevolent wills. Known as barbers for both the use of wicked blades and their proclivity for slashing the necks of their victims, these insidious fey can be found lurking in dark and harrowed places like back-alley streets or abandoned, deep-shaded cemeteries.  \n_**Fey Punishers.**_ Called the siabhra (pronounced she-uvh-ra) among the fey courts, vile barbers are fickle creatures. They are sent to punish those who have offended the fey lords and ladies, and their cruelty and cunning help them write messages in blood and skin. At the very least, they scar those who have spoken ill of the fey; those who have harmed or murdered the fey are more likely to be bled slowly. Some of these deaths are made quite public—though in a few cases, the victim is enchanted to remain invisible while the siabhra does its bloody work.  \n_**Slippery Fighters.**_ A vile barber often uses its ability to step through shadows to steal a victim’s weapon and use it against its former owner with devastating effect. Any creature grappled by a vile barber is at the mercy of the barber’s sinister and unclean weapons—they delight in close combat.  \n_**Assassins and Envoys.**_ Vile barbers frequently consort with hags and prowl the places these wicked crones cannot go as emissaries and assassins. Information on the siabhra is scant; most adventurers who meet them don’t live to share their findings or to see the vile barber lick its bloody blade clean.",
            "name": "Vile Barber",
            "size": "Small",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 15,
            "armor_desc": "leather armor",
            "hit_points": 28,
            "hit_dice": "8d6",
            "speed": {
                "walk": 30
            },
            "strength": 12,
            "dexterity": 18,
            "constitution": 10,
            "intelligence": 10,
            "wisdom": 8,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "athletics": 3,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered or cold iron weapons",
            "damage_immunities": "",
            "condition_immunities": "frightened",
            "senses": "blindsight 60 ft., passive Perception 9",
            "languages": "Common, Goblin, Sylvan, Umbral",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The vile barber makes two attacks with its straight razor."
                },
                {
                    "name": "Straight Razor",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d4"
                },
                {
                    "name": "Unclean Cut",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one creature that is grappled by the vile barber, incapacitated, or restrained. Hit: 6 (1d4 + 4) slashing damage plus 7 (2d6) necrotic damage. The creature and all its allies who see this attack must make successful DC 15 Wisdom saving throws or become frightened for 1d4 rounds.",
                    "attack_bonus": 6,
                    "damage_dice": "1d4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Close-in Slasher",
                    "desc": "The vile barber has advantage on attack rolls against any creature in the same space with it."
                },
                {
                    "name": "Inhumanly Quick",
                    "desc": "The vile barber can take two bonus actions on its turn, instead of one. Each bonus action must be different; it can't use the same bonus action twice in a single turn."
                },
                {
                    "name": "Invasive",
                    "desc": "The vile barber can enter, move through, or even remain in a hostile creature's space regardless of the creature's size, without penalty."
                },
                {
                    "name": "Nimble Escape",
                    "desc": "As a bonus action, the vile barber can take the Disengage or Hide action on each of its turns."
                },
                {
                    "name": "Pilfer",
                    "desc": "As a bonus action, the vile barber can take the Use an Object action or make a Dexterity (Sleight of Hand) check."
                },
                {
                    "name": "Shadow Step",
                    "desc": "As a bonus action, the vile barber magically teleports from an area of dim light or darkness it currently occupies, along with any equipment it is wearing or carrying, up to 80 feet to any other area of dim light or darkness it can see. The barber then has advantage on the first melee attack it makes before the end of the turn."
                }
            ],
            "spell_list": [],
            "page_no": 401,
            "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_vile-barber/"
        },
        {
            "slug": "blink-dog",
            "desc": "A **blink dog** takes its name from its ability to blink in and out of existence, a talent it uses to aid its attacks and to avoid harm.",
            "name": "Blink Dog",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": "Miscellaneous Creatures",
            "alignment": "lawful good",
            "armor_class": 13,
            "armor_desc": null,
            "hit_points": 22,
            "hit_dice": "4d8+4",
            "speed": {
                "walk": 40
            },
            "strength": 12,
            "dexterity": 17,
            "constitution": 12,
            "intelligence": 10,
            "wisdom": 13,
            "charisma": 11,
            "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": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 10",
            "languages": "Blink Dog, understands Sylvan but can't speak it",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.",
                    "attack_bonus": 3,
                    "damage_dice": "1d6",
                    "damage_bonus": 1
                },
                {
                    "name": "Teleport (Recharge 4-6)",
                    "desc": "The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 ft. to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Keen Hearing and Smell",
                    "desc": "The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell."
                }
            ],
            "spell_list": [],
            "page_no": 368,
            "environments": [
                "Jungle",
                "Feywild",
                "Forest",
                "Grassland"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_blink-dog/"
        },
        {
            "slug": "dryad",
            "desc": "",
            "name": "Dryad",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 11,
            "armor_desc": "16 with _barkskin_",
            "hit_points": 22,
            "hit_dice": "5d8",
            "speed": {
                "walk": 30
            },
            "strength": 10,
            "dexterity": 12,
            "constitution": 11,
            "intelligence": 14,
            "wisdom": 15,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "perception": 4,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "Elvish, Sylvan",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Club",
                    "desc": "Melee Weapon Attack: +2 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage with shillelagh.",
                    "attack_bonus": 2,
                    "damage_dice": "1d4"
                },
                {
                    "name": "Fey Charm",
                    "desc": "The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn't under the dryad's control, it takes the dryad's requests or actions in the most favorable way it can.\nEach time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the dryad's Fey Charm for the next 24 hours.\nThe dryad can have no more than one humanoid and up to three beasts charmed at a time."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Innate Spellcasting",
                    "desc": "The dryad's innate spellcasting ability is Charisma (spell save DC 14). The dryad can innately cast the following spells, requiring no material components:\n\nAt will: druidcraft\n3/day each: entangle, goodberry\n1/day each: barkskin, pass without trace, shillelagh"
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The dryad has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Speak with Beasts and Plants",
                    "desc": "The dryad can communicate with beasts and plants as if they shared a language."
                },
                {
                    "name": "Tree Stride",
                    "desc": "Once on her turn, the dryad can use 10 ft. of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 ft. of the first tree, appearing in an unoccupied space within 5 ft. of the second tree. Both trees must be large or bigger."
                }
            ],
            "spell_list": [
                "https://api.open5e.com/v2/spells/druidcraft/?format=api",
                "https://api.open5e.com/v2/spells/entangle/?format=api",
                "https://api.open5e.com/v2/spells/goodberry/?format=api",
                "https://api.open5e.com/v2/spells/barkskin/?format=api",
                "https://api.open5e.com/v2/spells/pass-without-trace/?format=api",
                "https://api.open5e.com/v2/spells/shillelagh/?format=api"
            ],
            "page_no": 304,
            "environments": [
                "Jungle",
                "Forest"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_dryad/"
        },
        {
            "slug": "green-hag",
            "desc": "",
            "name": "Green Hag",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": "Hags",
            "alignment": "neutral evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 82,
            "hit_dice": "11d8+33",
            "speed": {
                "walk": 30
            },
            "strength": 18,
            "dexterity": 12,
            "constitution": 16,
            "intelligence": 13,
            "wisdom": 14,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "arcana": 3,
                "deception": 4,
                "perception": 4,
                "stealth": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "Common, Draconic, Sylvan",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d8",
                    "damage_bonus": 4
                },
                {
                    "name": "Illusory Appearance",
                    "desc": "The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies.\nThe changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised."
                },
                {
                    "name": "Invisible Passage",
                    "desc": "The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The hag can breathe air and water."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components:\n\nAt will: dancing lights, minor illusion, vicious mockery"
                },
                {
                    "name": "Mimicry",
                    "desc": "The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check."
                },
                {
                    "name": "Hag Coven",
                    "desc": "When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power.\nA coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos."
                },
                {
                    "name": "Shared Spellcasting (Coven Only)",
                    "desc": "While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:\n\n* 1st level (4 slots): identify, ray of sickness\n* 2nd level (3 slots): hold person, locate object\n* 3rd level (3 slots): bestow curse, counterspell, lightning bolt\n* 4th level (3 slots): phantasmal killer, polymorph\n* 5th level (2 slots): contact other plane, scrying\n* 6th level (1 slot): eye bite\n\nFor casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag's Intelligence modifier, and the spell attack bonus is 4+the hag's Intelligence modifier."
                },
                {
                    "name": "Hag Eye (Coven Only)",
                    "desc": "A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours.\nA hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over."
                }
            ],
            "spell_list": [
                "https://api.open5e.com/v2/spells/dancing-lights/?format=api",
                "https://api.open5e.com/v2/spells/minor-illusion/?format=api",
                "https://api.open5e.com/v2/spells/vicious-mockery/?format=api",
                "https://api.open5e.com/v2/spells/identify/?format=api",
                "https://api.open5e.com/v2/spells/ray-of-sickness/?format=api",
                "https://api.open5e.com/v2/spells/hold-person/?format=api",
                "https://api.open5e.com/v2/spells/locate-object/?format=api",
                "https://api.open5e.com/v2/spells/bestow-curse/?format=api",
                "https://api.open5e.com/v2/spells/counterspell/?format=api",
                "https://api.open5e.com/v2/spells/lightning-bolt/?format=api",
                "https://api.open5e.com/v2/spells/phantasmal-killer/?format=api",
                "https://api.open5e.com/v2/spells/polymorph/?format=api",
                "https://api.open5e.com/v2/spells/contact-other-plane/?format=api",
                "https://api.open5e.com/v2/spells/scrying/?format=api",
                "https://api.open5e.com/v2/spells/eye-bite/?format=api"
            ],
            "page_no": 319,
            "environments": [
                "Hill",
                "Forest",
                "Ruin",
                "Swamp",
                "Jungle",
                "Feywild",
                "Shadowfell",
                "Caverns",
                "Settlement"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_green-hag/"
        },
        {
            "slug": "satyr",
            "desc": "",
            "name": "Satyr",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 14,
            "armor_desc": "leather armor",
            "hit_points": 31,
            "hit_dice": "7d8",
            "speed": {
                "walk": 40
            },
            "strength": 12,
            "dexterity": 16,
            "constitution": 11,
            "intelligence": 12,
            "wisdom": 10,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "perception": 2,
                "performance": 6,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 12",
            "languages": "Common, Elvish, Sylvan",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Ram",
                    "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage.",
                    "attack_bonus": 3,
                    "damage_dice": "2d4",
                    "damage_bonus": 1
                },
                {
                    "name": "Shortsword",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6",
                    "damage_bonus": 3
                },
                {
                    "name": "Shortbow",
                    "desc": "Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6",
                    "damage_bonus": 3
                },
                {
                    "name": "Variant: Panpipes",
                    "desc": "Gentle Lullaby. The creature falls asleep and is unconscious for 1 minute. The effect ends if the creature takes damage or if someone takes an action to shake the creature awake."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Magic Resistance",
                    "desc": "The satyr has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 344,
            "environments": [
                "Jungle",
                "Hills",
                "Feywild",
                "Forest"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_satyr/"
        },
        {
            "slug": "sea-hag",
            "desc": "",
            "name": "Sea Hag",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": "Hags",
            "alignment": "chaotic evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 52,
            "hit_dice": "7d8+21",
            "speed": {
                "walk": 30,
                "swim": 40
            },
            "strength": 16,
            "dexterity": 13,
            "constitution": 16,
            "intelligence": 12,
            "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": "",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Aquan, Common, Giant",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "2d6",
                    "damage_bonus": 3
                },
                {
                    "name": "Death Glare",
                    "desc": "The hag targets one frightened creature she can see within 30 ft. of her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points."
                },
                {
                    "name": "Illusory Appearance",
                    "desc": "The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies.\nThe changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The hag can breathe air and water."
                },
                {
                    "name": "Horrific Appearance",
                    "desc": "Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, 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 hag's Horrific Appearance for the next 24 hours.\nUnless the target is surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag."
                },
                {
                    "name": "Hag Coven",
                    "desc": "When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power.\nA coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos."
                },
                {
                    "name": "Shared Spellcasting (Coven Only)",
                    "desc": "While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:\n\n* 1st level (4 slots): identify, ray of sickness\n* 2nd level (3 slots): hold person, locate object\n* 3rd level (3 slots): bestow curse, counterspell, lightning bolt\n* 4th level (3 slots): phantasmal killer, polymorph\n* 5th level (2 slots): contact other plane, scrying\n* 6th level (1 slot): eye bite\n\nFor casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag's Intelligence modifier, and the spell attack bonus is 4+the hag's Intelligence modifier."
                },
                {
                    "name": "Hag Eye (Coven Only)",
                    "desc": "A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours.\nA hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over."
                }
            ],
            "spell_list": [
                "https://api.open5e.com/v2/spells/identify/?format=api",
                "https://api.open5e.com/v2/spells/ray-of-sickness/?format=api",
                "https://api.open5e.com/v2/spells/hold-person/?format=api",
                "https://api.open5e.com/v2/spells/locate-object/?format=api",
                "https://api.open5e.com/v2/spells/bestow-curse/?format=api",
                "https://api.open5e.com/v2/spells/counterspell/?format=api",
                "https://api.open5e.com/v2/spells/lightning-bolt/?format=api",
                "https://api.open5e.com/v2/spells/phantasmal-killer/?format=api",
                "https://api.open5e.com/v2/spells/polymorph/?format=api",
                "https://api.open5e.com/v2/spells/contact-other-plane/?format=api",
                "https://api.open5e.com/v2/spells/scrying/?format=api",
                "https://api.open5e.com/v2/spells/eye-bite/?format=api"
            ],
            "page_no": 320,
            "environments": [
                "Underwater",
                "Feywild",
                "Coastal",
                "Plane Of Water",
                "Desert",
                "Water"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_sea-hag/"
        },
        {
            "slug": "sprite",
            "desc": "",
            "name": "Sprite",
            "size": "Tiny",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "neutral good",
            "armor_class": 15,
            "armor_desc": "leather armor",
            "hit_points": 2,
            "hit_dice": "1d4",
            "speed": {
                "walk": 10,
                "fly": 40
            },
            "strength": 3,
            "dexterity": 18,
            "constitution": 10,
            "intelligence": 14,
            "wisdom": 13,
            "charisma": 11,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3,
                "stealth": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 13",
            "languages": "Common, Elvish, Sylvan",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Longsword",
                    "desc": "Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 slashing damage.",
                    "attack_bonus": 2,
                    "damage_bonus": 1
                },
                {
                    "name": "Shortbow",
                    "desc": "Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.",
                    "attack_bonus": 6,
                    "damage_bonus": 1
                },
                {
                    "name": "Heart Sight",
                    "desc": "The sprite touches a creature and magically knows the creature's current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw."
                },
                {
                    "name": "Invisibility",
                    "desc": "The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 348,
            "environments": [
                "Swamp",
                "Forest",
                "Feywild"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_sprite/"
        },
        {
            "slug": "archfey-a5e",
            "desc": "",
            "name": "Archfey",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 16,
            "armor_desc": "",
            "hit_points": 330,
            "hit_dice": "44d8+132",
            "speed": {
                "walk": 35,
                "fly": 60
            },
            "strength": 16,
            "dexterity": 20,
            "constitution": 16,
            "intelligence": 16,
            "wisdom": 20,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": 9,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 9,
            "charisma_save": 9,
            "perception": null,
            "skills": {
                "arcana": 7,
                "history": 7,
                "insight": 9,
                "nature": 7,
                "perception": 9,
                "persuasion": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "charmed, paralyzed, poisoned, unconscious",
            "senses": "truesight 60 ft., passive Perception 19",
            "languages": "Common, Elvish, Sylvan, two more",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The archfey makes two glittering scimitar attacks."
                },
                {
                    "name": "Glittering Scimitar",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 10 (3d6) cold  fire  lightning  or psychic damage (its choice)."
                },
                {
                    "name": "Gleaming Longbow",
                    "desc": "Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. This attack ignores half or three-quarters cover. Hit: 9 (1d8 + 5) piercing damage plus 14 (4d6) cold  fire  lightning  or psychic damage (its choice)."
                },
                {
                    "name": "Evil Eye (Gaze)",
                    "desc": "The archfey targets one creature not under the effect of a faeries Evil Eye within 60 feet. The target makes a DC 17 Wisdom saving throw. On a failed saving throw  the archfey chooses one of the following effects to magically impose on the target. Each effect lasts for 1 minute."
                },
                {
                    "name": "The target falls asleep",
                    "desc": "This effect ends if the target takes damage or another creature uses an action to rouse it."
                },
                {
                    "name": "The target is frightened",
                    "desc": "This effect ends if the target is ever 60 feet or more from the archfey."
                },
                {
                    "name": "The target is poisoned",
                    "desc": "It can repeat the saving throw at the end of each of its turns  ending the effect on itself on a success."
                },
                {
                    "name": "Summon Midnight (1/Day)",
                    "desc": "Night magically falls over a 5-mile-diameter area  lasting for 1 hour. As an action  the archfey can end this effect."
                },
                {
                    "name": "Weird (9th-Level; V, S, Concentration)",
                    "desc": "The archfey terrifies creatures with their own worst nightmares. Each creature within 30 feet of a point within 120 feet makes a DC 17 Wisdom saving throw. On a failure  the creature is frightened for 1 minute. At the end of each of the creatures turns  the creature takes 22 (4d10) psychic damage and then repeats the saving throw  ending the effect on itself on a success."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Faerie Step (Recharge 5-6)",
                    "desc": "The archfey magically teleports up to 60 feet to a space it can see."
                }
            ],
            "reactions": [
                {
                    "name": "Riposte",
                    "desc": "When the archfey is hit by a melee attack made by a creature it can see, it makes a glittering scimitar attack against the attacker."
                },
                {
                    "name": "Vengeful Eye",
                    "desc": "When the archfey is hit by a ranged attack or targeted with a spell by a creature within 60 feet, it uses Evil Eye on the attacker if they can see each other."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Faerie Form",
                    "desc": "The archfey can magically change its size between Large, Medium, and Tiny as an action. While Tiny, the bludgeoning, piercing, and slashing damage dealt by the archfeys attacks is halved. Additionally, it has disadvantage on Strength checks and advantage on Dexterity checks. While Large, the archfey has advantage on Strength checks. Its statistics are otherwise unchanged."
                },
                {
                    "name": "Faerie Light",
                    "desc": "As a bonus action, the archfey can cast dim light for 30 feet, or extinguish its glow."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The archfeys spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: At will: animal messenger, detect evil and good, detect magic, disguise self, 3/day each: charm person, scrying, zone of truth, 1/day each: dream, geas, heroes feast, magic circle, polymorph (self only)"
                }
            ],
            "spell_list": [],
            "page_no": 200,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/mmenag_archfey/"
        },
        {
            "slug": "blink-dog-a5e",
            "desc": "",
            "name": "Blink Dog",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 22,
            "hit_dice": "4d8+4",
            "speed": {
                "walk": 40
            },
            "strength": 14,
            "dexterity": 16,
            "constitution": 12,
            "intelligence": 10,
            "wisdom": 12,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "perception": 3,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 13",
            "languages": "Blink Dog, understands but cant speak Sylvan",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Teleport (Recharge 4-6)",
                    "desc": "The blink dog magically teleports up to 40 feet to an unoccupied space it can see."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Keen Hearing and Smell",
                    "desc": "The blink dog has advantage on Perception checks that rely on hearing and smell."
                }
            ],
            "spell_list": [],
            "page_no": 440,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/mmenag_blink-dog/"
        },
        {
            "slug": "centaur-a5e",
            "desc": "",
            "name": "Centaur",
            "size": "Large",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 45,
            "hit_dice": "6d10+12",
            "speed": {
                "walk": 50
            },
            "strength": 16,
            "dexterity": 16,
            "constitution": 14,
            "intelligence": 10,
            "wisdom": 16,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "nature": 5,
                "perception": 5,
                "survival": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 17",
            "languages": "Common, Elvish, Sylvan",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The centaur attacks with its pike and its hooves."
                },
                {
                    "name": "Pike",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) piercing damage."
                },
                {
                    "name": "Hooves",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage. If this attack deals damage  the centaurs movement doesnt provoke opportunity attacks from the target for the rest of the centaurs turn."
                },
                {
                    "name": "Shortbow",
                    "desc": "Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 10 (2d6 + 3) piercing damage."
                },
                {
                    "name": "Deadeye Shot (1/Day)",
                    "desc": "The centaur makes a shortbow attack with advantage."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 44,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/mmenag_centaur/"
        },
        {
            "slug": "coven-green-hag-a5e",
            "desc": "",
            "name": "Coven Green Hag",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 14,
            "armor_desc": "",
            "hit_points": 97,
            "hit_dice": "15d8+30",
            "speed": {
                "walk": 30
            },
            "strength": 16,
            "dexterity": 14,
            "constitution": 14,
            "intelligence": 14,
            "wisdom": 14,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 4,
            "intelligence_save": null,
            "wisdom_save": 4,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "arcana": 4,
                "deception": 5,
                "insight": 4,
                "perception": 4,
                "stealth": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "Common, Draconic, Sylvan",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The hag attacks twice with its claws and then uses Hex if not in beast form."
                },
                {
                    "name": "Beast Form",
                    "desc": "The hag magically transforms into a Large or smaller beast or back into its true form. While in beast form  it retains its game statistics can't cast spells can't use Hex  and can't speak. The hags Speed increases by 10 feet  and when appropriate to its beast form it gains a climb  fly  or swim speed of 40 feet. Any equipment the hag is wearing or wielding merges into its new form."
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage."
                },
                {
                    "name": "Hex (Gaze)",
                    "desc": "A creature within 60 feet that is not already under a hags hex makes a DC 13 Wisdom saving throw. A creature under an obligation to the hag automatically fails this saving throw. On a failed saving throw  the target is cursed with a magical hex that lasts 30 days. The curse ends early if the target suffers harm from the hag or if the hag ends it as an action. Roll 1d4:"
                },
                {
                    "name": "1",
                    "desc": "Charm Hex. The target is charmed by the hag."
                },
                {
                    "name": "2",
                    "desc": "Fear Hex. The target is frightened of the hag."
                },
                {
                    "name": "3",
                    "desc": "Ill Fortune Hex. The hag magically divines the targets activities. Whenever the target attempts a long-duration task such as a craft or downtime activity  the hag can cause the activity to fail."
                },
                {
                    "name": "4",
                    "desc": "Sleep Hex. The target falls unconscious. The curse ends early if the target takes damage or if a creature uses an action to shake it awake."
                },
                {
                    "name": "Invisibility (2nd-Level; V, S, Concentration)",
                    "desc": "The hag is invisible for 1 hour. The spell ends if the hag attacks  uses Hex  or casts a spell."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The hag can breathe air and water."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The hags innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: At will: dancing lights, disguise self, invisibility, minor illusion, 1/day: geas"
                }
            ],
            "spell_list": [],
            "page_no": 269,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/mmenag_coven-green-hag/"
        },
        {
            "slug": "coven-night-hag-a5e",
            "desc": "",
            "name": "Coven Night Hag",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 17,
            "armor_desc": "",
            "hit_points": 120,
            "hit_dice": "16d8+48",
            "speed": {
                "walk": 30
            },
            "strength": 18,
            "dexterity": 14,
            "constitution": 16,
            "intelligence": 16,
            "wisdom": 14,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "arcana": 6,
                "deception": 6,
                "insight": 5,
                "perception": 5,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 15",
            "languages": "Abyssal, Common, Infernal",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) slashing damage  and the target is subject to the hags Curse trait."
                },
                {
                    "name": "Sleep Touch",
                    "desc": "Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: The target falls asleep for 4 hours or until it takes damage or is shaken awake. Once the hag successfully hits a target  it can't make this attack again until it finishes a long rest."
                },
                {
                    "name": "Shapeshift",
                    "desc": "The hag magically polymorphs into a Small or Medium humanoid. Equipment it is carrying isnt transformed. It retains its claws in any form. It has no true form and remains in its current form when it dies."
                },
                {
                    "name": "Planar Travel (3/Day)",
                    "desc": "The hag magically enters the Ethereal Plane from the Material Plane  or vice versa. Alternatively  the hag is magically transported to the Material Plane  Hell  or the Abyss  arriving within 10 miles of its desired destination."
                },
                {
                    "name": "Nightmare Haunting (1/Day)",
                    "desc": "While on the Ethereal Plane  the hag magically touches a sleeping creature that is under the night hags Curse and is not protected by a magic circle or protection from evil and good spell or similar magic. As long as the touch persists  the target has terrible nightmares. If the nightmares last for 1 hour  the target gains no benefit from the rest  and its hit point maximum is reduced by 5 (1d10) until the curse ends. If this effect reduces the targets hit points maximum to 0  the target dies and the hag captures its soul. The reduction to the targets hit point maximum lasts until removed by greater restoration or similar magic."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Fragmentary Dream",
                    "desc": "The hag creates a terrifying illusion visible only to one creature that it can see within 120 feet. The creature makes a DC 14 Wisdom saving throw. It takes 22 (4d10) psychic damage and becomes frightened until the end of its turn on a failure, or takes half damage on a success."
                }
            ],
            "reactions": [
                {
                    "name": "Steal Magic (3/Day)",
                    "desc": "When a creature the hag can see within 60 feet casts a spell using a 3rd-level or lower spell slot, the hag attempts to steal its power. The caster makes a DC 14 saving throw using its spellcasting ability. On a failure, the spell fails, and the hag gains 5 (1d10) temporary hit points per level of the spell slot used."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Curse",
                    "desc": "A creature touched by the hags claws is magically cursed for 30 days. While under this curse, the target has disadvantage on attack rolls made against the hag."
                },
                {
                    "name": "Evil",
                    "desc": "The hag radiates an Evil aura."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The hag has advantage on saving throws against spells and magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 270,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/mmenag_coven-night-hag/"
        },
        {
            "slug": "coven-sea-hag-a5e",
            "desc": "",
            "name": "Coven Sea Hag",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 14,
            "armor_desc": "",
            "hit_points": 75,
            "hit_dice": "10d8+30",
            "speed": {
                "walk": 30,
                "swim": 40
            },
            "strength": 16,
            "dexterity": 12,
            "constitution": 16,
            "intelligence": 12,
            "wisdom": 12,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 5,
            "intelligence_save": null,
            "wisdom_save": 3,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "arcana": 3,
                "deception": 5,
                "insight": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Aquan, Common, Giant",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) slashing damage."
                },
                {
                    "name": "Death Glare (Gaze)",
                    "desc": "One frightened creature within 30 feet makes a DC 11 Wisdom saving throw. On a failed saving throw  the creature drops to 0 hit points. On a success  the creature takes 7 (2d6) psychic damage."
                },
                {
                    "name": "Multiattack",
                    "desc": "The hag attacks twice with its claws."
                },
                {
                    "name": "Lightning Blast (Recharge 5-6)",
                    "desc": "An 80-foot-long  5-foot-wide lightning bolt springs from the hags extended claw. Each creature in the area makes a DC 13 Dexterity saving throw  taking 21 (6d6) lightning damage on a failed save or half damage on a success."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Horrific Transformation",
                    "desc": "The hag briefly takes on a terrifying form or reveals its true form. Each creature within 30 feet that can see the hag makes a DC 11 Wisdom saving throw. A creature under the hags curse automatically fails this saving throw. On a failure, the creature is frightened until the end of its next turn. If a creatures saving throw is successful, it is immune to the hags Horrific Transformation for 24 hours."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The hag can breathe air and water."
                },
                {
                    "name": "Curse",
                    "desc": "A creature that makes a bargain with the hag is magically cursed for 30 days. While it is cursed, the target automatically fails saving throws against the hags scrying and geas spells, and the hag can cast control weather centered on the creature."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The hags innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: At will: dancing lights, disguise self, 1/day: control weather, geas, scrying"
                }
            ],
            "spell_list": [],
            "page_no": 271,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/mmenag_coven-sea-hag/"
        },
        {
            "slug": "coven-winter-hag-a5e",
            "desc": "",
            "name": "Coven Winter Hag",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 17,
            "armor_desc": "",
            "hit_points": 135,
            "hit_dice": "18d8+54",
            "speed": {
                "walk": 30
            },
            "strength": 18,
            "dexterity": 16,
            "constitution": 16,
            "intelligence": 16,
            "wisdom": 16,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "arcana": 6,
                "deception": 7,
                "insight": 6,
                "perception": 6,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "Common, Draconic, Sylvan",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The hag attacks with its claws and uses Ice Bolt."
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage."
                },
                {
                    "name": "Ice Bolt",
                    "desc": "Ranged Spell Attack: +7 to hit, range 60 ft., one creature. Hit: 15 (2d10 + 4) cold damage  and the target makes a DC 15 Constitution saving throw. A creature under the hags curse automatically fails this saving throw. On a failure  the creature is restrained as it begins to turn to ice. At the end of the creatures next turn  the creature repeats the saving throw. On a success  the effect ends. On a failure  the creature is petrified into ice. This petrification can be removed with greater restoration or similar magic."
                },
                {
                    "name": "Shapeshift",
                    "desc": "The hag magically polymorphs into a Small or Medium humanoid or back into its true form. Its statistics are the same in each form. Equipment it is carrying isnt transformed. It retains a streak of white hair in any form. It returns to its true form if it dies."
                },
                {
                    "name": "Invisibility (2nd-Level; V, S, Concentration)",
                    "desc": "The hag is invisible for 1 hour. The spell ends if the hag attacks or casts a spell."
                },
                {
                    "name": "Cone of Cold (5th-Level; V, S)",
                    "desc": "Frost blasts from the hag in a 60-foot cone. Each creature in the area makes a DC 15 Constitution saving throw  taking 36 (8d8) cold damage on a failure or half damage on a success."
                },
                {
                    "name": "Wall of Ice (6th-level; V, S, Concentration)",
                    "desc": "The hag magically creates a wall of ice on a solid surface it can see within 120 feet. The wall is flat  1 foot thick  and can be up to 50 feet long and 20 feet high. The wall lasts for 10 minutes. Each 10-foot section has AC 12  30 hit points  vulnerability to fire damage  and immunity to cold  poison  and psychic damage. Destroying a 10-foot section of wall leaves behind a sheet of frigid air in the space the section occupied. A creature moving through the sheet of frigid air for the first time on a turn makes a Constitution saving throw  taking 17 (5d6) cold damage on a failed save or half damage on a success."
                },
                {
                    "name": "If the wall enters a creatures space when it appears, the creature is pushed to one side of the wall (hags choice)",
                    "desc": "The creature then makes a Dexterity saving throw  taking 35 (10d6) cold damage on a failed save or half damage on a success."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Ice Shield",
                    "desc": "The hag adds 3 to its AC against one melee attack that would hit it made by a creature it can see. If the attack misses, the attacker takes 14 (4d6) cold damage."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Curse",
                    "desc": "A creature that accepts a gift from the hag is magically cursed for 30 days. While it is cursed, the target automatically fails saving throws against the hags charm person, geas, and scrying spells, and the hag can cast control weather centered on the creature."
                },
                {
                    "name": "Icy Travel",
                    "desc": "The hag is not hindered by cold weather, icy surfaces, snow, wind, or storms. Additionally, the hag and her allies leave no trace when walking on snow or ice."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The hags innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components: At will: charm person, dancing lights, invisibility, minor illusion, passwall (ice only), 1/day: control weather (extreme cold), geas, scrying, 1/day each: cone of cold, wall of ice"
                }
            ],
            "spell_list": [],
            "page_no": 272,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/mmenag_coven-winter-hag/"
        },
        {
            "slug": "dryad-a5e",
            "desc": "",
            "name": "Dryad",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 22,
            "hit_dice": "5d8",
            "speed": {
                "walk": 30
            },
            "strength": 14,
            "dexterity": 12,
            "constitution": 10,
            "intelligence": 12,
            "wisdom": 16,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "nature": 3,
                "perception": 5,
                "stealth": 3,
                "survival": 5
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "Elvish, Sylvan",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Club",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage."
                },
                {
                    "name": "Entangling Plants",
                    "desc": "Plants magically erupt from the ground in a 20-foot radius around a point up to 120 feet from the dryad. Each creature of the dryads choice in the area makes a DC 13 Strength saving throw. On a failure  a creature is restrained for 1 minute. A creature can use its action to make a DC 12 Strength check  freeing itself or a creature within 5 feet on a success. Additionally  the area is difficult terrain for 1 minute."
                },
                {
                    "name": "Fey Charm (3/Day)",
                    "desc": "A humanoid or beast within 30 feet makes a DC 13 Wisdom saving throw. On a failure  it is magically charmed. While charmed in this way  the target regards the dryad as a trusted ally and is disposed to interpret the dryads requests and actions favorably. The creature can repeat this saving throw if the dryad or the dryads allies harm it  ending the effect on a success. Otherwise  the effect lasts 24 hours. If the creature succeeds on a saving throw against Fey Charm or the effect ends for it  it is immune to Fey Charm for 24 hours."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Magic Resistance",
                    "desc": "The dryad has advantage on saving throws against spells and magical effects."
                },
                {
                    "name": "Speak with Nature",
                    "desc": "The dryad can communicate with beasts and plants."
                },
                {
                    "name": "Tree Stride",
                    "desc": "Once per turn, the dryad can use 10 feet of movement to enter a living tree and emerge from another living tree within 60 feet. Both trees must be at least Large."
                }
            ],
            "spell_list": [],
            "page_no": 188,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/mmenag_dryad/"
        },
        {
            "slug": "faerie-noble-a5e",
            "desc": "",
            "name": "Faerie Noble",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 16,
            "armor_desc": "",
            "hit_points": 165,
            "hit_dice": "22d8+66",
            "speed": {
                "walk": 35,
                "fly": 60
            },
            "strength": 16,
            "dexterity": 20,
            "constitution": 16,
            "intelligence": 16,
            "wisdom": 20,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": 9,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 9,
            "charisma_save": 9,
            "perception": null,
            "skills": {
                "arcana": 7,
                "history": 7,
                "insight": 9,
                "nature": 7,
                "perception": 9,
                "persuasion": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "charmed, paralyzed, poisoned, unconscious",
            "senses": "truesight 60 ft., passive Perception 19",
            "languages": "Common, Elvish, Sylvan, two more",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The noble makes two glittering scimitar attacks."
                },
                {
                    "name": "Glittering Scimitar",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 10 (3d6) cold  fire  lightning  or psychic damage (its choice)."
                },
                {
                    "name": "Gleaming Longbow",
                    "desc": "Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. This attack ignores half or three-quarters cover. Hit: 9 (1d8 + 5) piercing damage plus 14 (4d6) cold  fire  lightning  or psychic damage (its choice)."
                },
                {
                    "name": "Evil Eye (Gaze)",
                    "desc": "The noble targets one creature not under the effect of a faeries Evil Eye within 60 feet. The target makes a DC 17 Wisdom saving throw. On a failed saving throw  the noble chooses one of the following effects to magically impose on the target. Each effect lasts for 1 minute."
                },
                {
                    "name": "The target falls asleep",
                    "desc": "This effect ends if the target takes damage or another creature uses an action to rouse it."
                },
                {
                    "name": "The target is frightened",
                    "desc": "This effect ends if the target is ever 60 feet or more from the noble."
                },
                {
                    "name": "The target is poisoned",
                    "desc": "It can repeat the saving throw at the end of each of its turns  ending the effect on itself on a success."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Faerie Step (Recharge 5-6)",
                    "desc": "The noble magically teleports up to 60 feet to a space it can see."
                }
            ],
            "reactions": [
                {
                    "name": "Riposte",
                    "desc": "When the noble is hit by a melee attack made by a creature it can see, it makes a glittering scimitar attack against the attacker."
                },
                {
                    "name": "Vengeful Eye",
                    "desc": "When the noble is hit by a ranged attack or targeted with a spell by a creature within 60 feet, it uses Evil Eye on the attacker if they can see each other."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Faerie Form",
                    "desc": "The noble can magically change its size between Large, Medium, and Tiny as an action. While Tiny, the bludgeoning, piercing, and slashing damage dealt by the nobles attacks is halved. Additionally, it has disadvantage on Strength checks and advantage on Dexterity checks. While Large, the noble has advantage on Strength checks. Its statistics are otherwise unchanged."
                },
                {
                    "name": "Faerie Light",
                    "desc": "As a bonus action, the noble can cast dim light for 30 feet, or extinguish its glow."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The nobles spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: At will: animal messenger, detect evil and good, detect magic, disguise self, 3/day each: charm person, scrying, zone of truth, 1/day each: dream, geas, heroes feast, magic circle, polymorph (self only)"
                }
            ],
            "spell_list": [],
            "page_no": 200,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/mmenag_faerie-noble/"
        },
        {
            "slug": "fey-knight-a5e",
            "desc": "",
            "name": "Fey Knight",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 16,
            "armor_desc": "",
            "hit_points": 58,
            "hit_dice": "9d8+18",
            "speed": {
                "walk": 35,
                "fly": 60
            },
            "strength": 14,
            "dexterity": 18,
            "constitution": 14,
            "intelligence": 12,
            "wisdom": 16,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": 5,
            "perception": null,
            "skills": {
                "deception": 5,
                "nature": 3,
                "perception": 5,
                "stealth": 6,
                "survival": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "charmed, unconscious",
            "senses": "passive Perception 15",
            "languages": "Common, Elvish, Sylvan",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The knight makes two melee attacks."
                },
                {
                    "name": "Glittering Scimitar",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 7 (2d6) cold  fire  or lightning damage (its choice)."
                },
                {
                    "name": "Longbow",
                    "desc": "Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 14 (4d6) poison damage. If the poison damage reduces the target to 0 hit points  the target is stable but poisoned for 1 hour  even if it regains hit points  and it is asleep while poisoned in this way."
                },
                {
                    "name": "Fey Glamour",
                    "desc": "The knight targets one humanoid within 30 feet. The target makes a DC 13 Wisdom saving throw. On a failure  it is magically charmed by the knight for 1 day. If the knight or one of the knights allies harms the target  the target repeats the saving throw  ending the effect on itself on a success. If a targets saving throw is successful  or if the effect ends for it  the creature is immune to this knights Fey Charm for a year and a day."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Natures Shield",
                    "desc": "When the knight would be hit by an attack while the knight is within 5 feet of a tree or other large plant, the knights AC magically increases by 3 against that attack as the plant interposes branches or vines between the knight and the attacker."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Faerie Form",
                    "desc": "The knight can magically change its size between Medium and Tiny as an action. While tiny, the bludgeoning, piercing, and slashing damage dealt by the knights attacks is halved. Additionally, it has disadvantage on Strength checks and advantage on Dexterity checks. Its statistics are otherwise unchanged."
                },
                {
                    "name": "Faerie Light",
                    "desc": "As a bonus action, the knight can cast dim light for 30 feet, or extinguish its glow."
                }
            ],
            "spell_list": [],
            "page_no": 201,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/mmenag_fey-knight/"
        },
        {
            "slug": "fomorian-a5e",
            "desc": "",
            "name": "Fomorian",
            "size": "Huge",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 138,
            "hit_dice": "12d12+60",
            "speed": {
                "walk": 30
            },
            "strength": 20,
            "dexterity": 10,
            "constitution": 20,
            "intelligence": 10,
            "wisdom": 14,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "persuasion": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "psychic; damage from nonmagical, non-silvered weapons",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., passive Perception 12",
            "languages": "Celestial, Common, Giant, Sylvan",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The fomorian attacks twice with its warhammer."
                },
                {
                    "name": "Warhammer",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Charming Gaze (Gaze)",
                    "desc": "A creature within 60 feet makes a DC 15 Wisdom saving throw. On a failure, the creature is magically charmed by the fomorian. The creature repeats the saving throw every 24 hours and whenever it takes damage. On a successful saving throw or if the effect ends for it, the creature is immune to any fomorians Charming Gaze for the next 24 hours."
                },
                {
                    "name": "Mesmerizing Gaze (Gaze",
                    "desc": "A creature within 60 feet makes a DC 15 Wisdom saving throw. On a failure, the creature is magically restrained. The creature repeats the saving throw at the end of its next turn, ending the effect on itself on a success and becoming paralyzed on a failure. While the fomorian is not in line of sight, a paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. On a successful saving throw or if the effect ends for it, the creature is immune to any fomorians Mesmerizing Gaze for 24 hours."
                },
                {
                    "name": "Immortal Form",
                    "desc": "While in its lair, the fomorian magically changes into a specific Medium humanoid resembling a human or back to its true form. Apart from its size, its statistics are unchanged. The fomorian reverts to its true form when it dies, is incapacitated, or leaves its lair."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Eye Vulnerability",
                    "desc": "A creature can target the fomorians eye with an attack. This attack is made with disadvantage. If the attack hits and deals at least 10 damage, creatures affected by the fomorians Charming and Mesmerizing Gaze are freed from those effects."
                },
                {
                    "name": "Immortal Nature",
                    "desc": "A titan doesnt require air, sustenance, or sleep."
                }
            ],
            "spell_list": [],
            "page_no": 406,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/mmenag_fomorian/"
        },
        {
            "slug": "green-hag-a5e",
            "desc": "",
            "name": "Green Hag",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 14,
            "armor_desc": "",
            "hit_points": 71,
            "hit_dice": "11d8+22",
            "speed": {
                "walk": 30
            },
            "strength": 16,
            "dexterity": 14,
            "constitution": 14,
            "intelligence": 14,
            "wisdom": 14,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 4,
            "intelligence_save": null,
            "wisdom_save": 4,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "arcana": 4,
                "deception": 5,
                "insight": 4,
                "perception": 4,
                "stealth": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "Common, Draconic, Sylvan",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The hag attacks with its claws and uses Hex."
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage."
                },
                {
                    "name": "Hex (Gaze)",
                    "desc": "A creature within 60 feet that is not already under a hags hex makes a DC 13 Wisdom saving throw. A creature under an obligation to the hag automatically fails this saving throw. On a failed saving throw  the target is cursed with a magical hex that lasts 30 days. The curse ends early if the target suffers harm from the hag or if the hag ends it as an action. Roll 1d4:"
                },
                {
                    "name": "1",
                    "desc": "Charm Hex. The target is charmed by the hag."
                },
                {
                    "name": "2",
                    "desc": "Fear Hex. The target is frightened of the hag."
                },
                {
                    "name": "3",
                    "desc": "Ill Fortune Hex. The hag magically divines the targets activities. Whenever the target attempts a long-duration task such as a craft or downtime activity  the hag can cause the activity to fail."
                },
                {
                    "name": "4",
                    "desc": "Sleep Hex. The target falls unconscious. The curse ends early if the target takes damage or if a creature uses an action to shake it awake."
                },
                {
                    "name": "Invisibility (2nd-Level; V, S, Concentration)",
                    "desc": "The hag is invisible for 1 hour. The spell ends if the hag attacks  uses Hex  or casts a spell."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The hag can breathe air and water."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The hags innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: At will: dancing lights, disguise self, invisibility, minor illusion, 1/day: geas"
                }
            ],
            "spell_list": [],
            "page_no": 268,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/mmenag_green-hag/"
        },
        {
            "slug": "horned-tauric-a5e",
            "desc": "",
            "name": "Horned Tauric",
            "size": "Large",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 45,
            "hit_dice": "6d10+12",
            "speed": {
                "walk": 50
            },
            "strength": 16,
            "dexterity": 16,
            "constitution": 14,
            "intelligence": 10,
            "wisdom": 16,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "nature": 5,
                "perception": 5,
                "survival": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 17",
            "languages": "Common, Elvish, Sylvan",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The centaur attacks with its pike and its hooves."
                },
                {
                    "name": "Gore",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage  or 10 (2d6 + 3) damage if the centaur moved at least 30 feet towards the target before the attack."
                },
                {
                    "name": "Hooves",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage. If this attack deals damage  the centaurs movement doesnt provoke opportunity attacks from the target for the rest of the centaurs turn."
                },
                {
                    "name": "Shortbow",
                    "desc": "Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 10 (2d6 + 3) piercing damage."
                },
                {
                    "name": "Deadeye Shot (1/Day)",
                    "desc": "The centaur makes a shortbow attack with advantage."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 44,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/mmenag_horned-tauric/"
        },
        {
            "slug": "naiad-a5e",
            "desc": "",
            "name": "Naiad",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 22,
            "hit_dice": "5d8",
            "speed": {
                "walk": 30,
                "swim": 30
            },
            "strength": 14,
            "dexterity": 12,
            "constitution": 10,
            "intelligence": 12,
            "wisdom": 16,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "nature": 3,
                "perception": 5,
                "stealth": 3,
                "survival": 5
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "Elvish, Sylvan",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Watery Grasp",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage  and the target is grappled (escape DC 12). While grappling a creature this way  the naiad can't use Watery Grasp on a different target and can swim at full speed."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Magic Resistance",
                    "desc": "The naiad has advantage on saving throws against spells and magical effects."
                },
                {
                    "name": "Speak with Nature",
                    "desc": "The naiad can communicate with beasts and plants."
                },
                {
                    "name": "Amphibious",
                    "desc": "The naiad can breathe air and water."
                }
            ],
            "spell_list": [],
            "page_no": 189,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/mmenag_naiad/"
        }
    ]
}