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

GET /monsters/?ordering=-dexterity&page=3
HTTP 200 OK
Allow: GET, HEAD, OPTIONS
Content-Type: application/json
Vary: Accept

{
    "count": 3207,
    "next": "https://api.open5e.com/monsters/?ordering=-dexterity&page=4",
    "previous": "https://api.open5e.com/monsters/?ordering=-dexterity&page=2",
    "results": [
        {
            "slug": "quicksilversiegeorb-tob1-2023",
            "desc": "False",
            "name": "Quicksilver Siege Orb",
            "size": "Small",
            "type": "Construct",
            "subtype": "",
            "group": "null",
            "alignment": "Unaligned",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 82,
            "hit_dice": "15d6 + 30",
            "speed": {
                "walk": 40,
                "fly": 10
            },
            "strength": 12,
            "dexterity": 21,
            "constitution": 14,
            "intelligence": 5,
            "wisdom": 14,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 15,
            "skills": {
                "Perception": 5,
                "Stealth": 8
            },
            "damage_vulnerabilities": "cold",
            "damage_resistances": "fire, lightning; piercing and slashing from nonmagical attacks",
            "damage_immunities": "bludgeoning, poison, psychic",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, unconscious",
            "senses": "darkvision 60 ft., passive Perception 15",
            "languages": "understands one language of its creator but can’t speak",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The quicksilver siege orb makes three Disk Blade or Slam attacks."
                },
                {
                    "name": "Disk Blade (Disk Form Only)",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage."
                },
                {
                    "name": "Slam (Orb Form Only)",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) bludgeoning damage."
                },
                {
                    "name": "Slashing Run (Recharge 4-6, Disk Form Only)",
                    "desc": "The quicksilver siege orb flies up to 20 feet in a straight line, then it flies up to 20 feet in a straight line in a different direction. During this move, it can move through the space of any Large or smaller creature. The first time it enters a creature's space during this move, that creature must make a DC 16 Dexterity saving throw, taking 35 (10d6) slashing damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Shape Quicksilver",
                    "desc": "The quicksilver siege orb flattens itself into a razor-sharp, whirling disk or back into its orb form. Its statistics are the same in each form. It becomes a puddle of quicksilver if it dies."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Bludgeoning Bounce (Orb Form Only)",
                    "desc": "Whenever the quicksilver siege orb is subjected to bludgeoning damage, it takes no damage and instead is pushed up to 15 feet away from the source of the bludgeoning damage. If the damage is from a critical hit, the orb is pushed up to 30 feet."
                },
                {
                    "name": "Construct Nature",
                    "desc": "The quicksilver siege orb doesn't require air, food, drink, or sleep."
                },
                {
                    "name": "Flyby",
                    "desc": "The quicksilver siege orb doesn't provoke opportunity attacks when it flies out of an enemy's reach."
                },
                {
                    "name": "Immutable Form",
                    "desc": "The quicksilver siege orb is immune to any spell or effect that would alter its form."
                },
                {
                    "name": "Observant (Orb Form Only)",
                    "desc": "The quicksilver siege orb has advantage on Wisdom (Perception) and Wisdom (Insight) checks. In addition, if the orb observes a creature for at least 1 minute, it has advantage on the first three attack rolls it makes against the creature."
                },
                {
                    "name": "Slippery",
                    "desc": "The quicksilver siege orb has advantage on saving throws and ability checks made to escape a grapple."
                }
            ],
            "spell_list": [],
            "page_no": 297,
            "environments": [],
            "img_main": "http://api.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_quicksilver-siege-orb/"
        },
        {
            "slug": "voidling-tob1-2023",
            "desc": "False",
            "name": "Voidling",
            "size": "Large",
            "type": "Aberration",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Evil",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 180,
            "hit_dice": "24d10 + 48",
            "speed": {
                "walk": 50
            },
            "strength": 15,
            "dexterity": 21,
            "constitution": 15,
            "intelligence": 14,
            "wisdom": 16,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 6,
            "intelligence_save": 6,
            "wisdom_save": 7,
            "charisma_save": 4,
            "perception": 13,
            "skills": {
                "Stealth": 9
            },
            "damage_vulnerabilities": "radiant",
            "damage_resistances": "False",
            "damage_immunities": "necrotic",
            "condition_immunities": "exhaustion, petrified, prone",
            "senses": "truesight 60 ft., passive Perception 13",
            "languages": "Void Speech, telepathy 60 ft.",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The voidling makes four Shadow Tendril or Necrotic Bolt attacks. If two Necrotic Bolt attacks hit one creature, the target must succeed on a DC 17 Wisdom saving throw or be frightened until the end of its next turn."
                },
                {
                    "name": "Shadow Tendril",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage plus 10 (3d6) necrotic damage."
                },
                {
                    "name": "Necrotic Bolt",
                    "desc": "Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 17 (4d6 + 3) necrotic damage."
                },
                {
                    "name": "Shadow's Grasp (Recharge 5-6)",
                    "desc": "The voidling releases a wave of small, grasping tendrils of shadow. Each creature within 20 feet of it must make a DC 17 Dexterity saving throw. On a failure, a creature takes 49 (14d6) necrotic damage and is restrained by tendrils of shadow for 1 minute. On a success, a creature takes half the damage and isn't restrained. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Darkness Regeneration",
                    "desc": "While in an area of dim light or darkness, the voidling regains 5 hp at the start of its turn if it has at least 1 hp."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The voidling has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Void Traveler",
                    "desc": "The voidling doesn't require air, food, drink, sleep, or ambient pressure."
                }
            ],
            "spell_list": [],
            "page_no": 390,
            "environments": [],
            "img_main": "http://api.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_voidling/"
        },
        {
            "slug": "blood-flurry",
            "desc": "",
            "name": "Blood Flurry",
            "size": "Medium",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 144,
            "hit_dice": "17d8+68",
            "speed": {
                "walk": 15,
                "fly": 40
            },
            "strength": 5,
            "dexterity": 21,
            "constitution": 18,
            "intelligence": 6,
            "wisdom": 12,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 1,
            "skills": {
                "perception": 1
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold; B/P/S",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned",
            "senses": "darkvision 60', passive Perception 11",
            "languages": "understands Primordial but can't speak",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Two Free Bleeding Cuts attacks."
                },
                {
                    "name": "Free Bleeding Cuts",
                    "desc": "Melee Weapon Attack: +9 to hit 0' 1 tgt in the swarm's space. 27 (6d8) slashing damage or 13 (3d8) slashing damage if flurry has half of its hp or fewer. If target is a creature other than an Undead or a Construct: DC 16 Con save or lose 13 (3d8) hp at start of each of its turns due to a bleeding wound. Any creature can take an action to stanch the wound with successful DC 12 Wis (Medicine) check. Wound also closes if target receives magical healing."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Blood Sense",
                    "desc": "Can pinpoint by scent the location of creatures that aren't Undead or Constructs within 30' of it."
                },
                {
                    "name": "False Appearance",
                    "desc": "While motionless indistinguishable from collection of snowflakes whether resting on the ground or carried by natural winds. It loses this trait if it has consumed blood in the last 24 hrs. "
                },
                {
                    "name": "Rust Vulnerability",
                    "desc": "The large amount of iron in its diet makes it susceptible to effects that harm ferrous metal such as the rust monster's Antennae."
                },
                {
                    "name": "Swarm",
                    "desc": "Can occupy another creature's space and vice versa and flurry can move through any opening large enough for a Tiny crystalline Aberration. Can't regain hp or gain temp hp."
                }
            ],
            "spell_list": [],
            "page_no": 63,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_blood-flurry/"
        },
        {
            "slug": "demon-maha",
            "desc": "",
            "name": "Demon, Maha",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 178,
            "hit_dice": "21d8+84",
            "speed": {
                "walk": 40
            },
            "strength": 18,
            "dexterity": 21,
            "constitution": 18,
            "intelligence": 7,
            "wisdom": 16,
            "charisma": 12,
            "strength_save": 8,
            "dexterity_save": 9,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "fire, lightning; nonmagic B/P/S attacks",
            "damage_immunities": "cold, poison ",
            "condition_immunities": "poisoned",
            "senses": "truesight 120', passive Perception 13",
            "languages": "Abyssal, telepathy 120'",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Three Claws. If maha hits one creature with two Claws target: DC 17 Wis save or chuckle until end of its next turn. While chuckling creature can't speak coherently can't cast spells with verbal components and has disadvantage on attacks with weapons that use Str or Dex."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +8 to hit, 10 ft., one target, 14 (3d6+4) piercing damage + 9 (2d8) cold."
                },
                {
                    "name": "Deadly Laughter (Recharge 5-6)",
                    "desc": "It chuckles giggles and chortles at nearby creatures. Each creature within 30' of it: 42 (12d6) psychic drops what it is holding and laughs for 1 min (DC 17 Wis half damage and doesn't drop what it is holding or laugh). While laughing a creature is incapacitated can't speak coherently and takes 7 (2d6) psychic at start of each of its turns. A laughing creature can re-save at end of each of its turns success ends effect on itself. If a creature dies while laughing its face turns pale blue and displays a wide grin."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Frozen Aura",
                    "desc": "When a creature enters space within 30' of maha or starts its turn there that creature: DC 17 Con save or have its speed reduced by 10 ft. until it starts its turn outside aura."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "Advantage: spell/magic effect saves."
                },
                {
                    "name": "Snow Camouflage",
                    "desc": "Advantage on Dex (Stealth) made to hide in snowy or icy terrain."
                }
            ],
            "spell_list": [],
            "page_no": 111,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_demon-maha/"
        },
        {
            "slug": "devil-devilflame-juggler",
            "desc": "",
            "name": "Devil, Devilflame Juggler",
            "size": "Large",
            "type": "Fiend",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 178,
            "hit_dice": "17d10+85",
            "speed": {
                "walk": 40,
                "climb": 20
            },
            "strength": 17,
            "dexterity": 21,
            "constitution": 20,
            "intelligence": 13,
            "wisdom": 14,
            "charisma": 19,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": 6,
            "wisdom_save": 7,
            "charisma_save": 9,
            "perception": 2,
            "skills": {
                "perception": 2
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold; nonmagic B/P/S attacks not made w/silvered weapons",
            "damage_immunities": "fire, poison",
            "condition_immunities": "exhaustion, poisoned",
            "senses": "darkvision 120', passive Perception 12",
            "languages": "Infernal, telepathy 120'",
            "challenge_rating": "13",
            "cr": 13.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Three Deft Touch or Devilflame Sphere attacks. If it hits 1 creature with 2 Deft Touches or 2 Devilflame Spheres target: DC 18 Wis save or frightened until end of its next turn."
                },
                {
                    "name": "Deft Touch",
                    "desc": "Melee Weapon Attack: +10 to hit, 5 ft., one target, 15 (3d6+5) slashing damage + 9 (2d8) fire. Instead of dealing damage juggler can steal one item target is wearing or carrying provided item weighs no more than 15 pounds and isn't wrapped around or firmly attached to target such as a shirt or belt."
                },
                {
                    "name": "Devilflame Sphere",
                    "desc": "Ranged Spell Attack: +9 to hit, 120 ft., one target, 22 (4d8+4) fire."
                },
                {
                    "name": "Fiery Flourish (Recharge 5-6)",
                    "desc": "Tosses hellfire ball at creature it can see within 90' of it. Target: 45 (10d8) fire (DC 18 Dex half). Ball then splits and bounces to up to 4 creatures within 30' of target. Each of these: 22 (5d8) fire (DC 18 Dex half). This fire ignites flammable objects that aren't being worn or carried and are between each of the targets."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Nimble Leap",
                    "desc": "The juggler takes the Dash or Disengage action."
                }
            ],
            "reactions": [
                {
                    "name": "Uncanny Dodge",
                    "desc": "When an attacker it can see hits it with an attack can choose to take half dmg instead."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Devil's Sight",
                    "desc": "Magical darkness doesn't impede its darkvision."
                },
                {
                    "name": "Dizzying Movement",
                    "desc": "If it moves 15 ft.+ on a turn each creature that can see the move: poisoned until end of its next turn (DC 18 Con)."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "Advantage: spell/magic effect saves."
                },
                {
                    "name": "Standing Leap",
                    "desc": "Its long jump is up to 30' and its high jump is up to 15 ft. with or with o a running start."
                }
            ],
            "spell_list": [],
            "page_no": 119,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_devil-devilflame-juggler/"
        },
        {
            "slug": "doom-creeper",
            "desc": "",
            "name": "Doom Creeper",
            "size": "Small",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 137,
            "hit_dice": "25d6+50",
            "speed": {
                "walk": 15,
                "climb": 45,
                "burrow": 10
            },
            "strength": 8,
            "dexterity": 21,
            "constitution": 14,
            "intelligence": 5,
            "wisdom": 14,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "perception": 2
            },
            "damage_vulnerabilities": "cold",
            "damage_resistances": "bludgeoning, piercing",
            "damage_immunities": "poison",
            "condition_immunities": "blinded, deafened, poisoned",
            "senses": "blindsight 60' (blind beyond), passive Perception 15",
            "languages": "understands Sylvan but can't speak",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Two Decaying Vine attacks."
                },
                {
                    "name": "Decaying Vine",
                    "desc": "Melee Weapon Attack: +8 to hit, 15 ft., one creature,. 12 (2d6+5) slashing damage and 9 (2d8) necrotic."
                },
                {
                    "name": "Death's Rose",
                    "desc": "Shoots a glowing purple beam of magical energy at a creature it can see within 60' of it choosing one effect:Disorienting Petal. Target: DC 15 Int save or be incapacitated for 1 min. Target can re-save at end of each of its turns success ends effect on itself.Frightful Petal. Target: DC 15 Cha save or frightened 1 min. Target can re-save at end of each of its turns with disadvantage if it can see creeper success ends effect on itself.Slowing Petal. Target: DC 15 Wis save or its speed is halved it takes a -2 penalty to AC and Dex saves and it can't take reactions for 1 min. Target can re-save at end of each of its turns success ends effect on itself.Wasting Petal. Target: DC 15 Con save or waste away for 1 min. While wasting away target vulnerable to necrotic and regains only half the hp when it receives magical healing. Target can re-save at end of each of its turns success ends effect on itself."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 138,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_doom-creeper/"
        },
        {
            "slug": "niya-atha-raja",
            "desc": "",
            "name": "Niya-Atha Raja",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "lawful neutral",
            "armor_class": 17,
            "armor_desc": "shield",
            "hit_points": 117,
            "hit_dice": "18d8+36",
            "speed": {
                "walk": 30,
                "climb": 30
            },
            "strength": 14,
            "dexterity": 21,
            "constitution": 14,
            "intelligence": 10,
            "wisdom": 13,
            "charisma": 19,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": 3,
            "wisdom_save": 4,
            "charisma_save": null,
            "perception": 1,
            "skills": {
                "perception": 1
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "charmed, frightened",
            "senses": "passive Perception 14",
            "languages": "Common, Sylvan",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "War Bellow then three Tulwars or four Darts."
                },
                {
                    "name": "Tulwar",
                    "desc": "Melee Weapon Attack: +8 to hit, 5 ft., one target, 9 (1d8+5) slashing damage or 14 (2d8+5) slashing damage if enlarged."
                },
                {
                    "name": "Dart",
                    "desc": "Ranged Weapon Attack: +8 to hit 20/60' one target 7 (1d4+5) piercing damage or 10 (2d4+5) piercing damage if enlarged."
                },
                {
                    "name": "War Bellow",
                    "desc": "Releases a loud challenging bellow. Each hostile creature within 60' of the raja that can hear the bellow:  frightened (DC 15 Cha negates). A frightened creature can re-save at end of each of its turns ending effect on itself on a success. If a creature's save is successful or effect ends for it creature is immune to raja's War Bellow for the next 24 hrs."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Enlarge",
                    "desc": "Magically increases in size with anything worn/carried. While enlarged is Large 2× damage dice on weapon attacks (included above) and makes Str checks and Str saves with advantage. Enlarged can no longer use Evasion and Magic Resistance. If it lacks room to become Large this action fails."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Commanding Bulk",
                    "desc": "While enlarged each friendly creature within 30' of it can't be charmed or frightened."
                },
                {
                    "name": "Evasion",
                    "desc": "If subject to effect that allows Dex save for half damage takes none on success half if it fails. Can't use while enlarged."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "Advantage: spell/magic effect saves. Can't use this trait while enlarged."
                },
                {
                    "name": "Reduce",
                    "desc": "If it starts its turn enlarged it can choose to end the effect and return to its normal size (no action required)."
                }
            ],
            "spell_list": [],
            "page_no": 290,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_niya-atha-raja/"
        },
        {
            "slug": "sodwose",
            "desc": "",
            "name": "Sodwose",
            "size": "Medium",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 127,
            "hit_dice": "15d8+60",
            "speed": {
                "walk": 40,
                "climb": 30
            },
            "strength": 10,
            "dexterity": 21,
            "constitution": 18,
            "intelligence": 15,
            "wisdom": 14,
            "charisma": 9,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "perception": 2
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "bludgeoning, piercing",
            "damage_immunities": "poison",
            "condition_immunities": "blinded, charmed, exhaustion, frightened, poisoned, restrained, unconscious",
            "senses": "blindsight 120' (blind beyond), passive Perception 15",
            "languages": "Common, Sylvan",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Three Grass Whip attacks."
                },
                {
                    "name": "Grass Whip",
                    "desc": "Melee Weapon Attack: +8 to hit, 15 ft., one creature,. 12 (2d6+5) slashing damage and target must make DC 15 Str save or be pulled up to 10 ft. to sodwose."
                },
                {
                    "name": "Entangle (1/Day)",
                    "desc": "Compels all plants and roots within 20' of a point on the ground it can see within 60' of it to grasp and pull at nearby creatures for 1 min. When a creature enters the area for the first time on a turn or starts its turn there creature is restrained by grasses and roots (DC 15 Str negates). A creature including the restrained creature can take an action to free it by making a DC 15 Str check."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Grass Step",
                    "desc": "Teleports along with any equipment it is wearing or carrying up to 30' to an unoccupied spot it sees. The origin and destination spaces must contain grass."
                },
                {
                    "name": "Set Snare",
                    "desc": "Creates a snare in a square area it can see within 30' of it that is 5 ft. on a side and 50%+ grass. 1st creature to moves into that space within next min: DC 15 Str save or be restrained by grasses. A creature including restrained creature can use action to free restrained creature via DC 15 Str check. It can have at most 3 snares set at a time. If it sets a 4th oldest ceases to function."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Grassland Camouflage",
                    "desc": "Advantage: Dex (Stealth) to hide in grassland."
                },
                {
                    "name": "Scarecrow",
                    "desc": "Any creature that starts its turn within 10 ft. of sodwose: frightened until the end of its next turn (DC 15 Wis negates and is immune to sodwose's Scarecrow for the next 24 hrs)."
                }
            ],
            "spell_list": [],
            "page_no": 350,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_sodwose/"
        },
        {
            "slug": "ashen-custodian",
            "desc": "A fire-haired woman with ashen skin gently touches a dying tree, igniting it and the surrounding undergrowth._  \n**Wardens of Wildfire.** This beautiful fey with fiery hair and ashen skin wears a cloak of soot as she treads the forests of the world. The ashen custodian cleanses forests with flames, allowing them to grow anew and maintaining the natural cycle of death and rebirth. Though ashen custodians primarily live solitary lives, Open Game License",
            "name": "Ashen Custodian",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 15,
            "armor_desc": null,
            "hit_points": 99,
            "hit_dice": "18d8+18",
            "speed": {
                "walk": 30
            },
            "strength": 10,
            "dexterity": 21,
            "constitution": 12,
            "intelligence": 14,
            "wisdom": 15,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 4,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "nature": 5,
                "perception": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "fire",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 15",
            "languages": "Elvish, Sylvan",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The ashen custodian makes two cleansing strike attacks."
                },
                {
                    "name": "Cleansing Strike",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage plus 9 (2d8) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.",
                    "attack_bonus": 8,
                    "damage_dice": "1d8+5"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Fire Controller",
                    "desc": "As a bonus action, the ashen custodian can create or extinguish a nonmagical fire in a 5-foot cube within 30 feet of her, or she can expand an existing fire within 30 feet of her by 5 feet in one direction. If she creates or expands a fire, the target location must have suitable fuel for the fire, such as paper or wood. If the ashen custodian targets a fire elemental with this trait, the fire elemental has advantage (expanded) or disadvantage (extinguished) on attack rolls until the end of its next turn."
                },
                {
                    "name": "Forest Cleanser",
                    "desc": "When the ashen custodian hits a plant or plant creature with her Cleansing Strike, the target takes an extra 2d8 fire damage."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The ashen custodian has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Warming Presence",
                    "desc": "When a hostile creature starts its turn within 10 feet of the ashen custodian, the creature must succeed on a DC 15 Constitution saving throw or take 3 (1d6) fire damage. When a friendly creature within 10 feet of the ashen custodian regains hp, the creature regains an extra 1d6 hp."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The ashen custodian's innate spellcasting ability is Charisma (spell save DC 15). The ashen custodian can innately cast the following spells, requiring no material components:\nAt will: druidcraft, produce flame\n3/day each: burning hands, cure wounds, flame blade, fog cloud\n1/day each: conjure elemental (fire elemental only), wall of fire"
                }
            ],
            "spell_list": [],
            "page_no": 29,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_ashen-custodian/"
        },
        {
            "slug": "astri",
            "desc": "Human hands sit at the ends of the raccoon-headed creature’s four short legs. It flicks its banded tail as it turns toward cries for help, setting its vivid blue eyes on those in need._  \n**Good Samaritans.** Astri range the badlands and deserts of the Material Plane, seeking opportunities to assist lost and dying travelers. When an astri encounters people in distress, it works to grant them the assistance they need—be it food, healing, or a safe place to rest—and remains until they no longer require its help.  \n**Bringers of Hope.** When they aren’t helping individuals or small groups, astri quietly watch over villages in their territories. They keep the surroundings clear of threats, aerate the soil, and dig out wells in places with limited access to clean water. Astri become quite fond of the settlements under their protection and take pride in the residents’ successes.  \n**Enemies of Greed.** Mercenary behavior offends the sensibilities of astri, but they understand many people have strong selfish streaks. Astri counter this selfishness by magically enforcing the desire to help others. Before an astri assists an intelligent creature, it asks the creature to promise to do good deeds over the next few weeks. If a creature won’t make the promise, the astri still assists, but the creature must contend with the _geas_ that may be attached to the helping hand.",
            "name": "Astri",
            "size": "Small",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "chaotic good",
            "armor_class": 15,
            "armor_desc": null,
            "hit_points": 112,
            "hit_dice": "15d6+60",
            "speed": {
                "burrow": 30,
                "walk": 30
            },
            "strength": 12,
            "dexterity": 21,
            "constitution": 18,
            "intelligence": 15,
            "wisdom": 16,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": 8,
            "perception": 6,
            "skills": {
                "perception": 6,
                "stealth": 8,
                "survival": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "poison; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "charmed, exhaustion",
            "senses": "darkvision 90 ft., passive Perception 16",
            "languages": "Common, telepathy 120 ft.",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The astri makes three bite attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) radiant damage.",
                    "attack_bonus": 8,
                    "damage_dice": "1d8+5"
                },
                {
                    "name": "Healing Touch (3/Day)",
                    "desc": "The astri touches another creature. The target magically regains 14 (3d8 + 1) hit points and is freed from any disease, poison, blindness, or deafness."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Defensive Counter",
                    "desc": "When a creature within 5 feet of the astri makes an attack against a creature other than the astri, the astri can bite the attacker. To do so, the astri must be able to see the attacker."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Enforce Good Deeds",
                    "desc": "A creature that has received assistance, such as food or healing, from the astri must succeed on a DC 16 Wisdom saving throw or be affected by the geas spell for 30 days. While under the geas, the affected creature must assist nonhostile creatures suffering from injury or exhaustion by alleviating the injury or exhaustion."
                },
                {
                    "name": "Helping Hand",
                    "desc": "The astri can take the Help action as a bonus action on each of its turns."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The astri has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The astri's weapon attacks are magical."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The astri's spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The astri can cast the following spells, requiring no material components:\nAt will: create or destroy water, detect poison and disease, produce flame, purify food and drink\n3/day each: bless, create food and water, lesser restoration\n1/day each: remove curse"
                }
            ],
            "spell_list": [],
            "page_no": 31,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_astri/"
        },
        {
            "slug": "dimensional-shambler",
            "desc": "The large creature lumbers forward, its ape-like and insectoid features blending incomprehensibly. It blinks in and out of existence, closing in on prey in a manner that betrays both the eye and time itself._  \nSolitary and efficient hunters, dimensional shamblers often materialize in closed structures to surprise prey that believes it is safely hidden. Capable of seeing into and entering the Lower Planes, they regularly stalk targets in the Material Plane by hopping in and out of other planes to remain undetectable.  \n**Disturbing Form.** The dimensional shambler has a rudimentary face with dead eyes, thick hide, and symetrical hands. Its claw-tipped fingers bend in either direction. Moving through many dimensions, the creature’s disturbing gait suggests a lack of any conventional skeletal structure.  \n**Unknown Origins.** The number and lifecycle of these creatures is unknown. No records of more than one shambler appearing in the Material Plane at one time exist, and it is not clear whether they were created by some dark or inscrutable power or evolved naturally.",
            "name": "Dimensional Shambler",
            "size": "Large",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 102,
            "hit_dice": "12d10+36",
            "speed": {
                "walk": 30
            },
            "strength": 22,
            "dexterity": 21,
            "constitution": 17,
            "intelligence": 21,
            "wisdom": 16,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": 9,
            "constitution_save": 7,
            "intelligence_save": 9,
            "wisdom_save": 7,
            "charisma_save": null,
            "perception": 7,
            "skills": {
                "arcana": 9,
                "athletics": 10,
                "perception": 7,
                "stealth": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "exhaustion, frightened, poisoned",
            "senses": "darkvision 60 ft., passive Perception 17",
            "languages": "Abyssal, Infernal, Void Speech",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "A dimensional shambler makes two claw attacks. If both attacks hit the same target, the target is grappled (escape DC 16)."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage.",
                    "attack_bonus": 10,
                    "damage_dice": "2d10+6"
                },
                {
                    "name": "Drag Through",
                    "desc": "The dimensional shambler shifts through multiple dimensions with a target it is grappling, ending in the same dimension it began. The creature must make a DC 16 Wisdom saving throw, taking 21 (6d6) psychic damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Look Between",
                    "desc": "As a bonus action, the dimensional shambler can see 60 feet into any of the Lower Planes when it is on the Material Plane, and vice versa. This sight lasts until the beginning of its next turn. During this time, the dimensional shambler is deaf and blind with regard to its own senses in its current plane."
                },
                {
                    "name": "Maddening Form",
                    "desc": "When a creature that can see the dimensional shambler starts its turn within 30 feet of the dimensional shambler, the dimensional shambler can force it to make a DC 16 Constitution saving throw if the dimensional shambler is not incapacitated. On a failed save, the creature is frightened until the start of its next turn. If the creature is concentrating on a spell, that creature must succeed on a DC 16 Constitution saving throw or lose concentration on the spell.\n\nUnless 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 dimensional shambler until the start of its next turn, when it can avert its eyes again. If the creature looks at the dimensional shambler in the meantime, it must immediately make the saving throw."
                },
                {
                    "name": "Step Between",
                    "desc": "As a bonus action, the dimensional shambler can magically shift from the Material Plane to any Lower Plane, or vice versa. It can't bring other creatures with it when it shifts in this way."
                }
            ],
            "spell_list": [],
            "page_no": 107,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_dimensional-shambler/"
        },
        {
            "slug": "hebi-doku",
            "desc": "A serpent rises in tight coils, until its head is level with that of a tall man. Its body is thick and covered in glossy black scales broken by wide bands of bright orange. The two smaller serpents growing from its torso wind together and hiss menacingly. Twin rattles shake rapidly behind the creature._  \n**Ophidian Masters.** Shrines to hebi-doku are found most often in places where venomous snakes are common. They are also located in regions where snakes are considered sacred and in the homes and guilds of assassins who favor the use of toxins. Hebi-doku are never found without an accompaniment of other serpents.  \n**Feared and Placated.** Adventurers and archaeologists who travel through snake-filled jungles and ruins offer hebi-doku tribute, hoping that doing so will purchase some protection from the snakes they encounter. Scorned lovers sometimes venerate a local hebi-doku in the hopes that it will poison future relationships for their former paramour. A hebi-doku claims to care little for the veneration of non-serpents, but it knows it will cease to exist without their gifts.  \n**Toxic Shrines.** To summon a hebi-doku, a heart stilled by snake venom must be laid at the foot of a low altar built of mongoose bones.  \n**Immortal Spirit Nature.** The kami doesn’t require food, drink, or sleep.",
            "name": "Hebi-Doku",
            "size": "Medium",
            "type": "Fey",
            "subtype": "kami",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 15,
            "armor_desc": null,
            "hit_points": 123,
            "hit_dice": "13d8+65",
            "speed": {
                "climb": 40,
                "walk": 40
            },
            "strength": 17,
            "dexterity": 21,
            "constitution": 21,
            "intelligence": 15,
            "wisdom": 13,
            "charisma": 17,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "perception": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "passive Perception 14",
            "languages": "Common, Sylvan",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The hebi-doku can use its Transfixing Rattle. It then makes two attacks: one with its bite and one with its disabling sting, or two with its toxic spittle."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing plus 14 (4d6) poison damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d8+5"
                },
                {
                    "name": "Disabling Sting",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (3d4 + 5) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or be unable to use bonus actions and reactions until the end of its next turn.",
                    "attack_bonus": 8,
                    "damage_dice": "3d4+5"
                },
                {
                    "name": "Toxic Spittle",
                    "desc": "Ranged Weapon Attack: +8 to hit, range 30/90 ft., one target. Hit: 10 (3d6) poison damage, and the target must make a DC 16 Constitution saving throw. On a failure, the target is paralyzed for 1 minute. On a success, the target is poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                    "attack_bonus": 8,
                    "damage_dice": "3d6"
                },
                {
                    "name": "Transfixing Rattle",
                    "desc": "The hebi-doku rattles its tail at one creature it can see within 30 feet of it. The target must make a DC 14 Wisdom saving throw or be incapacitated and have its speed reduced to 0 until the end of its next turn."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Keen Smell",
                    "desc": "The hebi-doku has advantage on Wisdom (Perception) checks that rely on smell."
                },
                {
                    "name": "Serpentine Mind",
                    "desc": "The hebi-doku can magically command any snake within 120 feet of it, using a limited form of telepathy."
                }
            ],
            "spell_list": [],
            "page_no": 222,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_hebi-doku/"
        },
        {
            "slug": "luck-leech",
            "desc": "The elf-like creature rises, its bright green eyes flashing with menace. Short, impish horns peek out from its inky hair, and green smoke oozes out of the numerous circular mouths lining its arms._  \nWhen a humanoid who earned wealth through violence and duplicity gets lost in the Shadow Realm, its body becomes corrupted by the dark realm, turning it into a luck leech. These fey have arms covered in lamprey-like mouths that drain the luck out of their victims. They return to the Material Plane and stalk gambling houses and criminal underbellies for exceptionally lucky targets.  \n**Amassing fortune.** Luck leeches obsess over gathering as much wealth and luck as possible, referring to both collectively as “fortune.” They rarely notice and never care if their acquisition of fortune harms others.  \n**Self-Serving.** A luck leech cares first and foremost about itself. If it thinks its life is in danger, it expends any fortune it has to escape, knowing it can’t enjoy its fortune if it’s dead.",
            "name": "Luck Leech",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 17,
            "armor_desc": "studded leather",
            "hit_points": 150,
            "hit_dice": "20d8+60",
            "speed": {
                "walk": 30
            },
            "strength": 14,
            "dexterity": 21,
            "constitution": 16,
            "intelligence": 17,
            "wisdom": 14,
            "charisma": 19,
            "strength_save": null,
            "dexterity_save": 9,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "deception": 8,
                "perception": 6,
                "stealth": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "necrotic",
            "condition_immunities": "frightened",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "Common, Sylvan, Umbral",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The luck leech makes two biting arm attacks."
                },
                {
                    "name": "Biting Arms",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage plus 9 (2d8) necrotic damage.",
                    "attack_bonus": 9,
                    "damage_dice": "3d8+5"
                },
                {
                    "name": "Feast of Fortune (Recharge 6)",
                    "desc": "Each creature the luck leech can see within 30 feet of it must make a DC 16 Charisma saving throw. On a failure, the creature takes 27 (6d8) psychic damage, becomes blinded until the end of its next turn, and is cursed with falling fortunes. On a success, a creature takes half the damage and isn't blinded or cursed. For each creature that fails this saving throw, the luck leech gains 1 luck point."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Leech Luck",
                    "desc": "If a creature within 60 feet of the luck leech rolls a 20 on an ability check, attack roll, or saving throw, the luck leech gains 1 luck point. It can't have more than 4 luck points at a time."
                },
                {
                    "name": "Reserve of Fortune",
                    "desc": "If the luck leech doesn't have 4 luck points at sunset, it gains 2 luck points. It can't have more than 4 luck points at a time. In addition, if the luck leech rolls a 1 on the d20 for an attack roll, ability check, or saving throw while it has at least 1 luck point, it can reroll the die and must use the new roll. This trait doesn't expend luck points."
                },
                {
                    "name": "Turn Luck",
                    "desc": "As a bonus action, the luck leech can spend 1 luck point to: \n* Gain advantage on its next attack or saving throw \n* Cast misty step\n* Increase the necrotic damage of its next successful biting arms attack by an extra 9 (2d8) \n* Force each creature that is concentrating on a spell within 60 feet of it to make a DC 16 Constitution saving throw, losing its concentration on the spell on a failure."
                }
            ],
            "spell_list": [],
            "page_no": 241,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_luck-leech/"
        },
        {
            "slug": "yaojing",
            "desc": "This long-nosed, fox-like humanoid gestures silently with a smile on its lips and a twinkle in its eyes._  \nYaojing find peace traveling the wilds and quietly helping homesteaders and other travelers. They appear to be wiry redheaded men in light clothing. Their features are a mix of human and fox with a long nose, weak chin, and clever eyes.  \n**Silent Servitors.** Before they arrive on the Material Plane, yaojing take a vow of silence. Their vow precludes them from using their telepathy or voice to communicate with mortals. If a yaojing under vow is forced to communicate with more than sign or body language, it must retire to its planar home to live in silent contemplation for 108 years before it can once again travel the Material.  \n**Charlatan Haters.** Yaojing hate nothing so much as those who would use a mortal’s faith in the gods against them. When yaojing encounter such shysters in their travels, they work tirelessly to bring the charlatans to justice and remove the blight such creatures represent. Yaojing prefer to turn the charlatans over to local authorities for punishment appropriate to the laws of the land they are traveling, but they take on the role of judge when representatives of the law are absent.  \n**Mountain Mystics.** Some yaojing take up a monastic life. They build shrines on mountaintops where they silently teach their small congregations of adherents the joys of a quiet life of service and contemplation. They also teach their disciples how to avoid being fooled by charlatans and that harmonious societies must be free of such liars.",
            "name": "Yaojing",
            "size": "Medium",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "neutral good",
            "armor_class": 15,
            "armor_desc": null,
            "hit_points": 202,
            "hit_dice": "27d8+81",
            "speed": {
                "walk": 40
            },
            "strength": 14,
            "dexterity": 21,
            "constitution": 16,
            "intelligence": 16,
            "wisdom": 18,
            "charisma": 21,
            "strength_save": null,
            "dexterity_save": 10,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 9,
            "charisma_save": 10,
            "perception": 9,
            "skills": {
                "insight": 9,
                "perception": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "radiant; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "charmed, deafened, exhaustion, frightened",
            "senses": "truesight 60 ft., passive Perception 19",
            "languages": "all, telepathy 120 ft.",
            "challenge_rating": "15",
            "cr": 15.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The yaojing uses Blasphemer's Bane. It then makes three attacks."
                },
                {
                    "name": "Sacred Fist",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage and 13 (3d8) radiant damage.",
                    "attack_bonus": 10,
                    "damage_dice": "2d8+5"
                },
                {
                    "name": "Sacred Bolt",
                    "desc": "Ranged Spell Attack: +10 to hit, range 60 ft., one target. Hit: 22 (5d8) radiant damage.",
                    "attack_bonus": 10,
                    "damage_dice": "5d8"
                },
                {
                    "name": "Blasphemer's Bane",
                    "desc": "The yaojing makes a ward of censure against a creature it can see within 30 feet of it. The target must succeed on a DC 18 Wisdom saving throw or be unable to cast spells or maintain concentration on spells until the beginning of the yaojing's next turn."
                },
                {
                    "name": "Radiant Spin (Recharge 5-6)",
                    "desc": "The yaojing performs a spinning kick brimming with radiant energy. Each creature within 10 feet of the yaojing must make a DC 18 Dexterity saving throw. On a failure, a creature takes 22 (5d8) bludgeoning damage and 22 (5d8) radiant damage and is pushed up to 10 feet away from the yaojing. On a success, a creature takes half the damage and isn't pushed."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Charlatan's Bane",
                    "desc": "The yaojing knows if it hears a lie, and it has advantage on Wisdom (Insight) checks to determine if a creature is attempting to deceive it."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The yaojing has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The yaojing's weapon attacks are magical."
                },
                {
                    "name": "Motion Blur",
                    "desc": "If the yaojing moves at least 10 feet on its turn, attack rolls against it have disadvantage until the start of its next turn."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The yaojing's innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no verbal or material components.\nAt will: detect evil and good, silence\n3/day each: beacon of hope, bestow curse\n1/day each: death ward, dispel evil and good"
                }
            ],
            "spell_list": [],
            "page_no": 377,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_yaojing/"
        },
        {
            "slug": "aridni",
            "desc": "_Both more rugged and more ruthless than normal pixies, the aridni are an especially greedy breed of fey bandits and kidnappers._  \n**Pale Archers.** These ashen-faced fey with gray moth wings fire green-glowing arrows with a sneer and a curse. Aridni prefer ranged combat whenever possible, and they are quite difficult to lure into melee. They sometimes accept a personal challenge o respond to accusations of cowardice.  \n**Caravan Raiders.** They’ve developed different magical abilities that aid them well when they raid caravans for captives to enslave and sell; charming foes into slavery is a favorite tactic.  \n**Wealth for Status.** They delight in taking plunder from humans and dwarves, not so much for its own sake but as a sign of their power over mortals, and their contempt for those who lack fey blood.",
            "name": "Aridni",
            "size": "Small",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 82,
            "hit_dice": "15d6+30",
            "speed": {
                "walk": 20,
                "fly": 60
            },
            "strength": 9,
            "dexterity": 21,
            "constitution": 14,
            "intelligence": 12,
            "wisdom": 11,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "acrobatics": 11,
                "perception": 3,
                "stealth": 11
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Common, Gnoll, Sylvan, Void Speech",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Shortsword",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Pixie Bow",
                    "desc": "Ranged Weapon Attack: +8 to hit, range 40/160 ft., one target. Hit: 7 (1d4 + 5) piercing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "1d4"
                },
                {
                    "name": "Slaver Arrows",
                    "desc": "An aridni can add a magical effect in addition to the normal damage done by its arrows. If so, the aridni chooses from the following effects:\n\nConfusion. The target must succeed on a DC 14 Wisdom saving throw or become confused (as the spell) for 2d4 - 1 rounds.\n\nFear. The target must succeed on a DC 14 Wisdom saving throw or become frightened for 2d4 rounds.\n\nHideous Laughter. The target must succeed on a DC 14 Wisdom saving throw or become incapacitated for 2d4 rounds. While incapacitated, the target is prone and laughing uncontrollably.\n\nSleep. The target must succeed on a DC 14 Wisdom saving throw or fall asleep for 2d4 minutes. The creature wakes up if it takes damage or if another creature takes an action to shake it awake."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Flyby",
                    "desc": "The aridni doesn't provoke an opportunity attack when it flies out of an enemy's reach."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The aridni has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the aridni's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells:\n\nat will: dancing lights, detect magic, invisibility\n\n3/day: charm person, faerie fire, mage armor\n\n1/day: spike growth"
                }
            ],
            "spell_list": [],
            "page_no": 26,
            "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_aridni/"
        },
        {
            "slug": "iaaffrat",
            "desc": "",
            "name": "Ia'affrat",
            "size": "Large",
            "type": "Elemental",
            "subtype": "Swarm",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 170,
            "hit_dice": "20d10+60",
            "speed": {
                "hover": true,
                "walk": 5,
                "fly": 40
            },
            "strength": 3,
            "dexterity": 21,
            "constitution": 16,
            "intelligence": 20,
            "wisdom": 18,
            "charisma": 23,
            "strength_save": null,
            "dexterity_save": 10,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": 9,
            "charisma_save": 11,
            "perception": 9,
            "skills": {
                "arcana": 10,
                "deception": 11,
                "insight": 9,
                "perception": 9,
                "persuasion": 11
            },
            "damage_vulnerabilities": "cold",
            "damage_resistances": "",
            "damage_immunities": "fire, poison; bludgeoning, piercing, slashing",
            "condition_immunities": "charmed, frightened, paralyzed, petrified, prone, poisoned, restrained, stunned",
            "senses": "blindsight 10 ft., darkvision 120 ft., passive Perception 19",
            "languages": "Common, Draconic, Infernal, Primordial",
            "challenge_rating": "15",
            "cr": 15.0,
            "actions": [
                {
                    "name": "Bites",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 0 ft., one creature in the swarm's space. Hit: 21 (6d6) piercing damage plus 14 (4d6) fire damage plus 14 (4d6) poison damage, or 10 (3d6) piercing damage plus 7 (2d6) fire damage plus 7 (2d6) poison damage if Ia'Affrat has half of its hit points or fewer. The target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 minute. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                    "attack_bonus": 10,
                    "damage_dice": "6d6"
                },
                {
                    "name": "Smoke Jump",
                    "desc": "Ia'Affrat can travel instantly to a space in sight where there's smoke."
                },
                {
                    "name": "Whirlwind (Recharge 4-6)",
                    "desc": "Each creature in Ia'Affrat's space must make a DC 18 Strength saving throw. Each creature that fails takes 28 (8d6) bludgeoning damage plus 14 (4d6) fire damage plus 14 (4d6) poison damage and is flung up 20 feet away from Ia'Affrat in a random direction and knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it traveled. If the target collides with another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Elemental Swarm",
                    "desc": "Ia'Affrat can occupy another creature's space\n\nand vice versa, and the swarm can move through any opening\n\nlarge enough for a Tiny insect"
                },
                {
                    "name": "Magic Resistance",
                    "desc": "Ia'Affrat has advantage on saving throws against spells and other magical effects"
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "Ia'Affrat's spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). Ia'Affrat can innately cast the following spells, requiring no material components:\n\nat will: fire bolt, poison spray\n\n3/day each: burning hands, invisibility, ray of enfeeblement, ray of sickness\n\n1/day each: bestow curse, contagion, harm, insect plague, fireball"
                },
                {
                    "name": "Inhabit",
                    "desc": "Ia'Affrat can enter the body of an incapacitated or dead creature by crawling into its mouth and other orifices. Inhabiting requires 1 minute, and the victim must be Small, Medium, or Large. If Ia'Affrat inhabits a dead body, it can animate it and control its movements, effectively becoming a zombie for as long as it remains inside. Ia'Affrat can abandon the body as an action. Attacks against the host deal half damage to Ia'Affrat as well, but Ia'Affrat's resistances and immunities still apply against this damage. In a living victim, Ia'Affrat can control the victim's movement and actions as if using dominate monster (save DC 19) on the victim. Ia'Affrat can consume a living victim; the target takes 5 (2d4) necrotic damage per hour while Ia'Affrat inhabits its body, and Ia'Affrat regains hit points equal to the damage dealt. When inhabiting a body, Ia'Affrat can choose to have any spell it casts with a range of self, target the inhabited body rather than itself. The skin of a creature inhabited by Ia'Affrat crawls with the forms of the insects inside. Ia'Affrat can hide this telltale sign with a Charisma (Deception) check against a viewer's passive Insight. A greater restoration spell or comparable magic forces Ia'Affrat to abandon the host."
                },
                {
                    "name": "Smoke Shroud",
                    "desc": "Ia'Affrat is shrouded in a 5-foot-radius cloud of dark smoke. This area is lightly obscured to creatures other than Ia'Affrat. Any creature that needs to breathe that begins its turn in the area must make a successful DC 16 Constitution saving throw or be stunned until the end of its turn."
                }
            ],
            "spell_list": [],
            "page_no": 98,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_iaaffrat/"
        },
        {
            "slug": "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": "lunar-devil",
            "desc": "_A hulking figure floats in the air, a winged horror painted in mist and moonlight._  \n**Corruptors of the Moon.** Always standing a bit apart from the machinations of the Dukes of Hell due to their dependence on moonlight, lunar devils can be found subverting druidical orders or leading packs of werewolves. They are a lazy breed of devil, and prefer lounging in the light of the moon over any more vigorous activity. The only exception is an opportunity to corrupt druids and moon-worshippers, pitting them against followers of sun gods.  \n**Vain and Boastful.** Lunar devils are as vain as they are indolent, and tales the fey tell of them involve thwarting them by appealing to their vanity. Lunar devils frequently befriend the dark fey.  \n**Flying in Darkness.** In combat, lunar devils sometimes cast fly on allies to bring them along, and they stay in areas of moonlight whenever they can. Lunar devils have excellent vision in total darkness as well, though, and are happy to use that against foes. At range, they use hurl moonlight and lightwalking to frustrate enemies. In melee, they use wall of ice to split foes, the better to battle just half at a time.",
            "name": "Lunar Devil",
            "size": "Large",
            "type": "Fiend",
            "subtype": "devil",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 94,
            "hit_dice": "9d10+45",
            "speed": {
                "walk": 40,
                "fly": 60,
                "hover": true,
                "lightwalking": 80
            },
            "strength": 21,
            "dexterity": 21,
            "constitution": 20,
            "intelligence": 16,
            "wisdom": 15,
            "charisma": 18,
            "strength_save": 8,
            "dexterity_save": 8,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "perception": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "fire, poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 120 ft., passive Perception 15",
            "languages": "Celestial, Draconic, Elvish, Infernal, Sylvan, telepathy 120 ft.",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The devil makes three attacks: one with its bite, one with its claws, and one with its tail. Alternatively, it can use Hurl Moonlight twice."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) piercing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "1d12"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage.",
                    "attack_bonus": 8,
                    "damage_dice": "1d8"
                },
                {
                    "name": "Hurl Moonlight",
                    "desc": "Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 19 (3d12) cold damage and the target must succeed on a DC 15 Constitution saving throw or become blinded for 4 rounds.",
                    "attack_bonus": 7,
                    "damage_dice": "3d12"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Devil's Sight",
                    "desc": "Magical darkness doesn't impede the devil's darkvision."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the devil's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:\n\nat will: fly, major image, planar binding\n\n3/day: greater invisibility\n\n1/day: wall of ice"
                },
                {
                    "name": "Light Incorporeality",
                    "desc": "The devil is semi-incorporeal when standing in moonlight, and is immune to all nonmagical attacks in such conditions. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source, with the exception of force damage. Holy water can affect the devil as it does incorporeal undead."
                },
                {
                    "name": "Lightwalking",
                    "desc": "Once per round, the lunar devil magically teleports, along with any equipment it is wearing or carrying, from one beam of moonlight to another within 80 feet. This relocation uses half of its speed."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The devil has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Variant: Devil Summoning",
                    "desc": "Summon Devil (1/Day): The devil can attempt a magical summoning. The devil has a 40 percent chance of summoning either 2 chain devils or 1 lunar devil."
                }
            ],
            "spell_list": [],
            "page_no": 110,
            "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_lunar-devil/"
        },
        {
            "slug": "xhkarsh",
            "desc": "_Watching with many rows of eyes, this mantis creature strikes with slashing claws and recurved barbs dripping with venom._  \n**Dimensional Travelers.** The clandestine xhkarsh are beings from another cosmic cycle. Their devices and armor are incomprehensible to—possibly even incompatible with— creatures of this reality.  \n**Tamper with Fate.** The xhkarsh utilize their fate-altering powers to distort personal histories and manipulate mortal destinies like puppeteers. By doing this, they realign the universe toward their own, esoteric ends—but what those ends might be, only the xhkarsh know.  \n**Foes of Skein Witches.** Skein witches and valkyries are perpetual enemies of the xhkarsh, whom they accuse of perverting the proper run of destiny for both great heroes and ordinary folk.",
            "name": "Xhkarsh",
            "size": "Large",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 19,
            "armor_desc": "natural and mystic armor",
            "hit_points": 133,
            "hit_dice": "14d10+56",
            "speed": {
                "walk": 50,
                "climb": 30
            },
            "strength": 17,
            "dexterity": 21,
            "constitution": 18,
            "intelligence": 15,
            "wisdom": 16,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 5,
            "perception": 6,
            "skills": {
                "insight": 6,
                "perception": 6,
                "stealth": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., tremorsense 120 ft., passive Perception 16",
            "languages": "Common, Deep Speech, Undercommon",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The xhkarsh makes two claw attacks and two stinger attacks."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Stinger",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing damage, and the target must succeed on a DC 15 Charisma saving throw or have its fate corrupted. A creature with corrupted fate has disadvantage on Charisma checks and Charisma saving throws, and it is immune to divination spells and to effects that sense emotions or read thoughts. The target's fate can be restored by a dispel evil and good spell or comparable magic.",
                    "attack_bonus": 8,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Seize Strand",
                    "desc": "The xhkarsh targets one creature within 5 feet of it whose fate has been corrupted. The target creature must succeed on a DC 15 Charisma saving throw or a portion of the xhkarsh's consciousness inhabits its body. The target retains control of its body, but the xhkarsh can control its actions for 1 minute each day and can modify its memories as a bonus action (as if using the modify memory spell, DC 15). The target is unaware of the xhkarsh's presence, but can make a DC 18 Wisdom (Insight) check once every 24 hours to notice the presence of the xhkarsh. This effect lasts until the xhkarsh ends it or the target's fate is restored by a dispel evil and good spell or comparable magic. A creature becomes immune to this effect for 24 hours when it succeeds on the saving throw to resist the effect or after the effect ends on it for any reason. A single xhkarsh can seize up to four strands at the same time."
                },
                {
                    "name": "Invisibility",
                    "desc": "The xhkarsh turns invisible until it attacks or casts a spell, or until its concentration ends. Equipment the xhkarsh wears or carries becomes invisible with it."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 412,
            "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_xhkarsh/"
        },
        {
            "slug": "ningyo",
            "desc": "",
            "name": "Ningyo",
            "size": "Small",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 15,
            "armor_desc": null,
            "hit_points": 77,
            "hit_dice": "14d6+28",
            "speed": {
                "fly": 60,
                "swim": 60,
                "walk": 0
            },
            "strength": 8,
            "dexterity": 21,
            "constitution": 15,
            "intelligence": 14,
            "wisdom": 11,
            "charisma": 7,
            "strength_save": 2,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 3,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "deception": 1,
                "insight": 3,
                "perception": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold, fire, necrotic, poison",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., passive Perception 13",
            "languages": "Aquan, Common, Deep Speech",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "desc": "The ningyo makes four barbed tentacle attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "1d6+5",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage plus 5 (1d10) poison damage.",
                    "name": "Barbed Tentacle"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "desc": "When the ningyo takes damage, it can choose to take half the damage instead. The ningyo then chooses a creature within 60 feet. The target must succeed on a DC 15 Constitution saving throw or have disadvantage until the end of its next turn as it is wracked with the pain of the attack.",
                    "name": "Share Pain"
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The ningyo can breathe only underwater and can hold its breath for 1 hour.",
                    "name": "Aquatic"
                },
                {
                    "desc": "When a creature that the ningyo can see attacks the ningyo and misses, the attack is automatically redirected against another creature within 5 feet of the ningyo or the attacker. This attack uses the same attack roll.",
                    "name": "Curse of Ill Fortune"
                }
            ],
            "spell_list": [],
            "page_no": 278,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_ningyo/"
        },
        {
            "slug": "two-headed-eagle",
            "desc": "",
            "name": "Two-Headed Eagle",
            "size": "Huge",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 15,
            "armor_desc": null,
            "hit_points": 142,
            "hit_dice": "15d12+45",
            "speed": {
                "fly": 100,
                "walk": 20
            },
            "strength": 20,
            "dexterity": 21,
            "constitution": 16,
            "intelligence": 6,
            "wisdom": 12,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "acrobatics": 8,
                "athletics": 8,
                "perception": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "charmed",
            "senses": "truesight 120 ft., passive Perception 14",
            "languages": "understands Common but can't speak",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "desc": "The two-headed eagle makes two bite attacks and one talons attack.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "2d10+5",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.",
                    "name": "Bite"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "2d6+5",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the two-headed eagle can't use its talons on another target.",
                    "name": "Talons"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The two-headed eagle doesn't provoke an opportunity attack when it flies out of an enemy's reach.",
                    "name": "Flyby"
                },
                {
                    "desc": "The eagle has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.",
                    "name": "Two-Headed"
                },
                {
                    "desc": "While the two-headed eagle sleeps, at least one of its heads is awake.",
                    "name": "Wakeful"
                }
            ],
            "spell_list": [],
            "page_no": 360,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_two-headed-eagle/"
        },
        {
            "slug": "xiphus",
            "desc": "",
            "name": "Xiphus",
            "size": "Small",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 15,
            "armor_desc": null,
            "hit_points": 55,
            "hit_dice": "10d6+20",
            "speed": {
                "walk": 50
            },
            "strength": 14,
            "dexterity": 21,
            "constitution": 15,
            "intelligence": 10,
            "wisdom": 12,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "acrobatics": 8,
                "perception": 4,
                "stealth": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "lightning",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "Common, Elvish, Umbral",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "desc": "The xiphus makes three hidden dagger attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "1d4+5",
                    "desc": "Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage plus 7 (2d6) lightning damage.",
                    "name": "Hidden Dagger"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "desc": "If damage is dealt to a xiphus that would kill it, it can attempt to temporarily borrow time from another creature to avoid death. One creature the xiphus can see within 30 feet of it must succeed on a DC 16 Constitution saving throw or take 10 (3d6) necrotic damage, and the xiphus regains hp equal to the damage taken. The target is stable and doesn't die if this effect reduces its hp to 0. After 2 rounds, the xiphus takes necrotic damage, and the target regains hp, equal to the original amount borrowed.",
                    "name": "Borrowed Time (Recharges after a Short or Long Rest)"
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "If the xiphus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the xiphus instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.",
                    "name": "Evasion"
                },
                {
                    "desc": "Whenever the xiphus is subjected to lightning damage, it takes no damage and instead regains a number of hp equal to the lightning damage dealt.",
                    "name": "Lightning Absorption"
                },
                {
                    "desc": "As a bonus action, a xiphus chooses one creature it can see. The xiphus' clockwork heart vibrates rapidly, bending time to give the xiphus the upper hand against its chosen target. The xiphus chooses whether to have advantage on its attacks against that target or on saving throws against spells cast by the target until the start of the xiphus' next turn.",
                    "name": "Siphon Time (Recharge 5-6)"
                },
                {
                    "desc": "The movements of a xiphus are so swift that it is almost invisible when in motion. If the xiphus moves at least 10 feet on its turn, attack rolls against it have disadvantage until the start of its next turn unless the xiphus is incapacitated or restrained.",
                    "name": "Startling Speed"
                }
            ],
            "spell_list": [],
            "page_no": 388,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_xiphus/"
        },
        {
            "slug": "adult-amethyst-dragon-a5e",
            "desc": "",
            "name": "Adult Amethyst Dragon",
            "size": "Huge",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 18,
            "armor_desc": "",
            "hit_points": 220,
            "hit_dice": "21d12+84",
            "speed": {
                "walk": 40,
                "burrow": 30,
                "fly": 60
            },
            "strength": 18,
            "dexterity": 20,
            "constitution": 18,
            "intelligence": 22,
            "wisdom": 14,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 10,
            "intelligence_save": 12,
            "wisdom_save": 8,
            "charisma_save": 11,
            "perception": null,
            "skills": {
                "deception": 11,
                "insight": 8,
                "perception": 8,
                "persuasion": 11
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "force, psychic",
            "damage_immunities": "",
            "condition_immunities": "fatigue",
            "senses": "darkvision 120 ft., passive Perception 18",
            "languages": "Common, Deep Speech, Draconic, Undercommon, telepathy 120 ft.",
            "challenge_rating": "17",
            "cr": 17.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon attacks once with its bite and twice with its claws. In place of its bite  it can use Psionic Wave."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) piercing damage plus 4 (1d8) force damage."
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) slashing damage."
                },
                {
                    "name": "Psionic Wave",
                    "desc": "The dragon psionically emits a wave of crushing mental pressure. Each creature within 20 feet makes a DC 19 Wisdom saving throw  taking 16 (3d10) psychic damage on a failed save or half damage on a success. Creatures charmed by the dragon make this saving throw with disadvantage."
                },
                {
                    "name": "Concussive Breath (Recharge 5-6)",
                    "desc": "The dragon psionically unleashes telekinetic energy in a 60-foot cone. Each creature in that area makes a DC 18 Constitution saving throw  taking 60 (11d10) force damage on a failed save or half damage on a success."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Assume Control (While Bloodied)",
                    "desc": "When a creature charmed by the dragon begins its turn, the dragon telepathically commands the charmed creature until the end of the creatures turn. If the dragon commands the creature to take an action that would harm itself or an ally, the creature makes a DC 19 Wisdom saving throw. On a success, the creatures turn immediately ends."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": [
                {
                    "name": "The dragon can take 3 legendary actions",
                    "desc": "Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."
                },
                {
                    "name": "Charm",
                    "desc": "The dragon targets a creature within 60 feet, forcing it to make a DC 16 Wisdom saving throw. On a failure, the creature is charmed by the dragon for 24 hours, regarding it as a trusted friend to be heeded and protected. Although it isnt under the dragons control, it takes the dragons requests or actions in the most favorable way it can. At the end of each of the targets turns and at the end of any turn during which the dragon or its companions harmed the target, it repeats the saving throw, ending the effect on a success."
                },
                {
                    "name": "Stupefy",
                    "desc": "The dragon targets a creature within 60 feet. If the target is concentrating on a spell, it must make a DC 19 Constitution saving throw or lose concentration."
                },
                {
                    "name": "Psionic Wave (Costs 2 Actions)",
                    "desc": "The dragon uses Psionic Wave."
                },
                {
                    "name": "Captivating Harmonics (1/Day)",
                    "desc": "Each creature of the dragons choice within 90 feet makes a DC 16 Wisdom saving throw. On a failure, it becomes psionically charmed by the dragon for 1 minute. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "special_abilities": [
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "When the dragon fails a saving throw, it can choose to succeed instead. When it does, its scales dull briefly, and it can't use telepathy or psionic abilities until the end of its next turn."
                },
                {
                    "name": "Psionic Powers",
                    "desc": "The dragons psionic abilities are considered both magical and psionic."
                },
                {
                    "name": "Far Thoughts",
                    "desc": "The dragon is aware of any creature that uses a psionic ability or communicates telepathically within 100 miles of it. As an action, the dragon can psionically observe a creature, object, or location it is familiar with within 100 miles. While observing a subject in this way, the dragon can see, hear, and communicate telepathically, but it is blind and deaf in regard to its physical senses and does not require food or water. The dragon can psionically observe a subject indefinitely and can end this effect and return to its own senses as an action."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The dragons spellcasting ability is Charisma (save DC 19). It can innately cast the following spells, requiring no material components. 3/day each:calm emotions, charm person, mass suggestion, modify memory"
                }
            ],
            "spell_list": [],
            "page_no": 141,
            "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_adult-amethyst-dragon/"
        },
        {
            "slug": "adult-river-dragon-a5e",
            "desc": "",
            "name": "Adult River Dragon",
            "size": "Huge",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 18,
            "armor_desc": "",
            "hit_points": 252,
            "hit_dice": "24d12+96",
            "speed": {
                "walk": 60,
                "fly": 80,
                "swim": 90
            },
            "strength": 18,
            "dexterity": 20,
            "constitution": 18,
            "intelligence": 14,
            "wisdom": 20,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": 9,
            "constitution_save": 8,
            "intelligence_save": 6,
            "wisdom_save": 9,
            "charisma_save": 7,
            "perception": null,
            "skills": {
                "acrobatics": 8,
                "deception": 7,
                "insight": 9,
                "nature": 6,
                "perception": 9,
                "stealth": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "damage from nonmagical weapons",
            "damage_immunities": "",
            "condition_immunities": "fatigue",
            "senses": "darkvision 120 ft., tremorsense 200 ft. (only detects vibrations in water), passive Perception 19",
            "languages": "Aquan, Common, Draconic",
            "challenge_rating": "17",
            "cr": 17.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon attacks once with its bite and twice with its claws."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage."
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) slashing damage."
                },
                {
                    "name": "Torrential Breath (Recharge 5-6)",
                    "desc": "The dragon exhales water in a 60-foot-long  5-foot-wide line. Each creature in the area makes a DC 18 Dexterity saving throw  taking 56 (16d6) bludgeoning damage on a failed save or half damage on a success. A creature that fails the save is also knocked prone and is pushed up to 30 feet away. A creature that impacts a solid object takes an extra 10 (3d6) bludgeoning damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Whirlpool",
                    "desc": "A cylindrical, 15-foot-tall, 10-foot-radius whirlpool or waterspout magically appears in the water or air, centered on a point within 60 feet. Creatures in the area make a DC 18 Strength saving throw. On a failure, a creature takes 17 (5d6) bludgeoning damage and is knocked prone and pushed up to 15 feet. On a failure, a creature takes half damage."
                }
            ],
            "reactions": [
                {
                    "name": "Snap Back (While Bloodied)",
                    "desc": "When a creature the dragon can see hits it with a melee weapon attack, the dragon makes a bite attack against the attacker."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": [
                {
                    "name": "The dragon can take 3 legendary actions",
                    "desc": "Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."
                },
                {
                    "name": "Dart Away",
                    "desc": "The dragon swims up to half its speed."
                },
                {
                    "name": "Lurk",
                    "desc": "The dragon takes the Hide action."
                },
                {
                    "name": "River Surge (Costs 2 Actions)",
                    "desc": "The dragon generates a 20-foot-tall, 100-foot-wide wave on the surface of water within 90 feet. The wave travels up to 45 feet in any direction the dragon chooses and crashes down, carrying Huge or smaller creatures and vehicles with it. Vehicles moved in this way have a 25 percent chance of capsizing and creatures that impact a solid object take 21 (6d6) bludgeoning damage."
                },
                {
                    "name": "Sudden Maelstrom (While Bloodied",
                    "desc": "The dragon magically surrounds itself with a 60-foot-radius maelstrom of surging wind and rain for 1 minute. A creature other than the dragon that starts its turn in the maelstrom or enters it for the first time on a turn makes a DC 18 Strength saving throw. On a failed save, the creature is knocked prone and pushed 15 feet away from the dragon."
                }
            ],
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The dragon can breathe air and water."
                },
                {
                    "name": "Flowing Grace",
                    "desc": "The dragon doesnt provoke opportunity attacks when it flies or swims out of an enemys reach."
                },
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "When the dragon fails a saving throw, it can choose to succeed instead. When it does, it loses coordination as white-crested waves run up and down its body. It loses its Flowing Grace and Shimmering Scales traits until the beginning of its next turn."
                },
                {
                    "name": "Shimmering Scales",
                    "desc": "While in water, the dragon gains three-quarters cover from attacks made by creatures more than 30 feet away."
                },
                {
                    "name": "Essence Link",
                    "desc": "The essence dragon is spiritually linked to a specific area or landmark. The dragon gains no benefit from a long rest when more than 1 mile away from its linked area. If the dragon dies, the area it is linked to loses its vital essence until it forms a new essence dragon, which can take centuries. When a creature first enters an area that has lost its vital essence in this way, they gain a level of fatigue and a level of strife. This fatigue and strife can be removed only by completing a long rest outside the area."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The dragons spellcasting ability is Charisma (save DC 15). It can innately cast the following spells, requiring no material components. 3/day each:create or destroy water, fog cloud, control water, freedom of movement"
                }
            ],
            "spell_list": [],
            "page_no": 132,
            "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_adult-river-dragon/"
        },
        {
            "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": "ascetic-grandmaster-a5e",
            "desc": "",
            "name": "Ascetic Grandmaster",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 20,
            "armor_desc": "",
            "hit_points": 172,
            "hit_dice": "23d8+69",
            "speed": {
                "walk": 60,
                "climb": 60
            },
            "strength": 16,
            "dexterity": 20,
            "constitution": 16,
            "intelligence": 10,
            "wisdom": 20,
            "charisma": 10,
            "strength_save": 8,
            "dexterity_save": 10,
            "constitution_save": 8,
            "intelligence_save": 5,
            "wisdom_save": 10,
            "charisma_save": 5,
            "perception": null,
            "skills": {
                "acrobatics": 10,
                "athletics": 8,
                "perception": 10,
                "stealth": 10
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "damage from nonmagical weapons",
            "damage_immunities": "",
            "condition_immunities": "charmed, frightened, poisoned",
            "senses": "passive Perception 22",
            "languages": "any one",
            "challenge_rating": "14",
            "cr": 14.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The grandmaster attacks six times."
                },
                {
                    "name": "Unarmed Strike",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Trained Dash",
                    "desc": "The grandmaster takes the Dash action."
                }
            ],
            "reactions": [
                {
                    "name": "Deft Dodge (1/Round)",
                    "desc": "When an attacker that the grandmaster can see hits them with an attack, the grandmaster halves the attacks damage against them."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Athlete",
                    "desc": "The grandmaster only uses 5 feet of movement when standing from prone and can make a running jump after moving only 5 feet rather than 10."
                },
                {
                    "name": "Evasion",
                    "desc": "When the grandmaster makes a Dexterity saving throw against an effect that deals half damage on a success, they take no damage on a success and half damage on a failure."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The grandmaster has advantage on saving throws against spells and magical effects."
                },
                {
                    "name": "Mobile",
                    "desc": "After the grandmaster makes a melee attack against a creature on their turn, until the end of their turn they do not provoke opportunity attacks from that creature."
                },
                {
                    "name": "Reactive",
                    "desc": "The grandmaster can take a reaction on each creatures turn."
                },
                {
                    "name": "Stunning Strike (1/Turn)",
                    "desc": "When the grandmaster hits a creature with a melee attack, they can force it to make a DC 18 Constitution saving throw. On a failure, it is stunned until the end of the grandmasters next turn."
                },
                {
                    "name": "Unarmored Defense",
                    "desc": "The grandmasters AC equals 10 + their Dexterity modifier + their Wisdom modifier."
                }
            ],
            "spell_list": [],
            "page_no": 465,
            "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_ascetic-grandmaster/"
        },
        {
            "slug": "faerie-dragon-a5e",
            "desc": "",
            "name": "Faerie Dragon",
            "size": "Tiny",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 14,
            "hit_dice": "4d4+4",
            "speed": {
                "walk": 10,
                "fly": 60
            },
            "strength": 3,
            "dexterity": 20,
            "constitution": 12,
            "intelligence": 14,
            "wisdom": 12,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "arcana": 4,
                "perception": 3,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Draconic, Sylvan, telepathy 60 ft. (with other dragons only)",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage."
                },
                {
                    "name": "Euphoria Breath (Recharge 5-6)",
                    "desc": "The dragon breathes an intoxicating gas at a creature within 5 feet. The target makes a DC 11 Wisdom saving throw. On a failure  the target is confused for 1 minute. The target repeats the saving throw at the end of each of its turns  ending the effect on a success."
                },
                {
                    "name": "Prismatic Light (3/Day)",
                    "desc": "The dragons scales pulse with light. Each creature within 15 feet that can see the dragon makes a DC 13 Wisdom saving throw. On a failure  the creature is magically blinded until the end of its next turn."
                },
                {
                    "name": "Beast Form (1/Day, 50+ Years Old Only)",
                    "desc": "The dragon targets one creature within 15 feet. The target makes a DC 13 Wisdom saving throw. On a failure  it is magically transformed into a harmless Tiny beast  such as a mouse or a songbird  for 1 minute. While in this form  its statistics are unchanged  except it can't speak or take actions  reactions  or"
                }
            ],
            "bonus_actions": [
                {
                    "name": "Invisibility",
                    "desc": "The dragon and any equipment it wears or carries magically turns invisible. This invisibility ends if the dragon falls unconscious, dismisses the effect, or uses Bite, Euphoria Breath, Prismatic Light, or Beast Form."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Innate Spellcasting",
                    "desc": "The dragons innate spellcasting ability is Charisma (spell save DC 13). It can innately cast spells, requiring no material components. The dragon gains additional spells as it ages. 5 years old, at will: dancing lights, mage hand, minor illusion, 10 years old, 1/day: suggestion, 30 years old, 1/day: major image, 50 years old, 1/day: hallucinatory terrain"
                }
            ],
            "spell_list": [],
            "page_no": 205,
            "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-dragon/"
        },
        {
            "slug": "faerie-dragon-familiar-a5e",
            "desc": "",
            "name": "Faerie Dragon Familiar",
            "size": "Tiny",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 14,
            "hit_dice": "4d4+4",
            "speed": {
                "walk": 10,
                "fly": 60
            },
            "strength": 3,
            "dexterity": 20,
            "constitution": 12,
            "intelligence": 14,
            "wisdom": 12,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "arcana": 4,
                "perception": 3,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Draconic, Sylvan, telepathy 60 ft. (with other dragons only)",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage."
                },
                {
                    "name": "Euphoria Breath (Recharge 5-6)",
                    "desc": "The dragon breathes an intoxicating gas at a creature within 5 feet. The target makes a DC 11 Wisdom saving throw. On a failure  the target is confused for 1 minute. The target repeats the saving throw at the end of each of its turns  ending the effect on a success."
                },
                {
                    "name": "Prismatic Light (3/Day)",
                    "desc": "The dragons scales pulse with light. Each creature within 15 feet that can see the dragon makes a DC 13 Wisdom saving throw. On a failure  the creature is magically blinded until the end of its next turn."
                },
                {
                    "name": "Beast Form (1/Day, 50+ Years Old Only)",
                    "desc": "The dragon targets one creature within 15 feet. The target makes a DC 13 Wisdom saving throw. On a failure  it is magically transformed into a harmless Tiny beast  such as a mouse or a songbird  for 1 minute. While in this form  its statistics are unchanged  except it can't speak or take actions  reactions  or"
                }
            ],
            "bonus_actions": [
                {
                    "name": "Invisibility",
                    "desc": "The dragon and any equipment it wears or carries magically turns invisible. This invisibility ends if the dragon falls unconscious, dismisses the effect, or uses Bite, Euphoria Breath, Prismatic Light, or Beast Form."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Innate Spellcasting",
                    "desc": "The dragons innate spellcasting ability is Charisma (spell save DC 13). It can innately cast spells, requiring no material components. The dragon gains additional spells as it ages. 5 years old, at will: dancing lights, mage hand, minor illusion, 10 years old, 1/day: suggestion, 30 years old, 1/day: major image, 50 years old, 1/day: hallucinatory terrain"
                }
            ],
            "spell_list": [],
            "page_no": 205,
            "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-dragon-familiar/"
        },
        {
            "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": "master-assassin-a5e",
            "desc": "",
            "name": "Master Assassin",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 18,
            "armor_desc": "",
            "hit_points": 143,
            "hit_dice": "22d8+44",
            "speed": {
                "walk": 30
            },
            "strength": 20,
            "dexterity": 20,
            "constitution": 14,
            "intelligence": 15,
            "wisdom": 12,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": 11,
            "constitution_save": null,
            "intelligence_save": 8,
            "wisdom_save": 7,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "acrobatics": 11,
                "deception": 7,
                "perception": 7,
                "sleight": 0,
                "stealth": 11
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "blindsight 20 ft., darkvision 60 ft., passive Perception 17",
            "languages": "any three",
            "challenge_rating": "17",
            "cr": 17.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The master assassin attacks twice."
                },
                {
                    "name": "Shortsword",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage. The target makes a DC 19 Constitution saving throw  taking 17 (5d6) poison damage on a failure  or half as much damage on a success."
                },
                {
                    "name": "Light Crossbow",
                    "desc": "Ranged Weapon Attack: +11 to hit, range 80/320 ft., one target. Hit: 9 (1d8 + 5) piercing damage. The target makes a DC 19 Constitution saving throw  taking 17 (5d6) poison damage on a failure  or half as much damage on a success."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Cunning Action",
                    "desc": "The assassin takes the Dash, Disengage, Hide, or Use an Object action."
                },
                {
                    "name": "Rapid Attack",
                    "desc": "The assassin attacks with their shortsword."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Crossbow Expert",
                    "desc": "The master assassin ignores the loading quality of light crossbows, and being within 5 feet of a hostile creature doesnt impose disadvantage on the master assassins ranged attack rolls."
                },
                {
                    "name": "Deadly Poison",
                    "desc": "As part of making an attack, the master assassin can apply a deadly poison to their weapons (included below). The master assassin carries 3 doses of this poison. A single dose can coat two melee weapons or up to 10 pieces of ammunition."
                },
                {
                    "name": "Death Strike (1/Turn)",
                    "desc": "When the master assassin scores a critical hit against a living creature that is surprised, that creature makes a DC 18 Constitution saving throw. On a failure, it is reduced to 0 hit points. The creature dies if it fails two death saves before it stabilizes."
                },
                {
                    "name": "Epic Assassinate",
                    "desc": "During the first turn of combat, the master assassin has advantage on attack rolls against any creature that hasnt acted. Any hit the master assassin scores against a surprised creature is a critical hit, and every creature that can see the master assassins attack is rattled until the end of the master assassins next turn."
                },
                {
                    "name": "Evasion",
                    "desc": "When the master assassin makes a Dexterity saving throw against an effect that deals half damage on a success, they take no damage on a success and half damage on a failure."
                },
                {
                    "name": "Sneak Attack (1/Turn)",
                    "desc": "The master assassin deals an extra 28 (8d6) damage when they hit with a weapon attack while they have advantage on the attack, or when the master assassins target is within 5 feet of an ally of the master assassin while the master assassin doesnt have disadvantage on the attack."
                }
            ],
            "spell_list": [],
            "page_no": 469,
            "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_master-assassin/"
        },
        {
            "slug": "master-thief-a5e",
            "desc": "",
            "name": "Master Thief",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 18,
            "armor_desc": "",
            "hit_points": 143,
            "hit_dice": "22d8+44",
            "speed": {
                "walk": 30
            },
            "strength": 20,
            "dexterity": 20,
            "constitution": 14,
            "intelligence": 15,
            "wisdom": 12,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": 11,
            "constitution_save": null,
            "intelligence_save": 8,
            "wisdom_save": 7,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "acrobatics": 11,
                "deception": 7,
                "perception": 7,
                "sleight": 0,
                "stealth": 11
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "blindsight 20 ft., darkvision 60 ft., passive Perception 17",
            "languages": "any three",
            "challenge_rating": "17",
            "cr": 17.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The master assassin attacks twice."
                },
                {
                    "name": "Shortsword",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage. The target makes a DC 19 Constitution saving throw  taking 17 (5d6) poison damage on a failure  or half as much damage on a success."
                },
                {
                    "name": "Light Crossbow",
                    "desc": "Ranged Weapon Attack: +11 to hit, range 80/320 ft., one target. Hit: 9 (1d8 + 5) piercing damage. The target makes a DC 19 Constitution saving throw  taking 17 (5d6) poison damage on a failure  or half as much damage on a success."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Cunning Action",
                    "desc": "The assassin takes the Dash, Disengage, Hide, or Use an Object action."
                },
                {
                    "name": "Rapid Attack",
                    "desc": "The assassin attacks with their shortsword."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Crossbow Expert",
                    "desc": "The master assassin ignores the loading quality of light crossbows, and being within 5 feet of a hostile creature doesnt impose disadvantage on the master assassins ranged attack rolls."
                },
                {
                    "name": "Deadly Poison",
                    "desc": "As part of making an attack, the master thief can apply a deadly poison to their weapons (included below). The master thief carries 3 doses of this poison. A single dose can coat two melee weapons or up to 10 pieces of ammunition. A creature reduced to 0 hit points by their poison damage is stable but unconscious for 1 hour"
                },
                {
                    "name": "Evasion",
                    "desc": "When the master assassin makes a Dexterity saving throw against an effect that deals half damage on a success, they take no damage on a success and half damage on a failure."
                },
                {
                    "name": "Sneak Attack (1/Turn)",
                    "desc": "The master assassin deals an extra 28 (8d6) damage when they hit with a weapon attack while they have advantage on the attack, or when the master assassins target is within 5 feet of an ally of the master assassin while the master assassin doesnt have disadvantage on the attack."
                },
                {
                    "name": "Cunning Celerity",
                    "desc": "The master thief takes two bonus actions on each of their turns."
                }
            ],
            "spell_list": [],
            "page_no": 469,
            "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_master-thief/"
        },
        {
            "slug": "pixie-a5e",
            "desc": "",
            "name": "Pixie",
            "size": "Tiny",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 2,
            "hit_dice": "1d4",
            "speed": {
                "walk": 10,
                "fly": 30
            },
            "strength": 2,
            "dexterity": 20,
            "constitution": 10,
            "intelligence": 10,
            "wisdom": 12,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "perception": 3,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 13",
            "languages": "Sylvan",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Thorn Dagger",
                    "desc": "Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 10/30 ft., one target. Hit: 1 piercing damage."
                },
                {
                    "name": "Faerie Blessing (3/Day)",
                    "desc": "The pixie targets a willing creature within 30 feet. The target gains one of the following abilities for 1 hour:"
                },
                {
                    "name": "The target gains truesight out to a range of 120 feet",
                    "desc": ""
                },
                {
                    "name": "The target gains the benefit of the pixies Magic Resistance trait",
                    "desc": ""
                },
                {
                    "name": "The target speaks Sylvan",
                    "desc": ""
                },
                {
                    "name": "Faerie Curse",
                    "desc": "The pixie targets a creature within 30 feet not already under a Faerie Curse. The target makes a DC 12 Wisdom saving throw. On a failure  the target is subjected to a special magical curse for 1 hour. The curse ends if the pixie dies or is incapacitated  the pixie or one of its allies deals damage to the target  or the pixie spends an action to end the curse. Spells such as remove curse  dispel magic  and lesser restoration also end the curse. If a creature makes its saving throw or the condition ends for it  it is immune to any Faerie Curse for the next 24 hours."
                },
                {
                    "name": "When the target fails its saving throw against this effect, the pixie chooses one of the following effects to impose on the target",
                    "desc": ""
                },
                {
                    "name": "The target is blinded",
                    "desc": ""
                },
                {
                    "name": "The target is charmed by the pixie",
                    "desc": ""
                },
                {
                    "name": "If the target is already charmed by the pixie, the target falls asleep",
                    "desc": "It wakes if it is shaken awake as an action or if it takes damage."
                },
                {
                    "name": "The targets head takes on the appearance of a beasts head (donkey, wolf, etc)",
                    "desc": "The targets statistics dont change  but the target can no longer speak; it can only make animal noises."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Invisibility",
                    "desc": "The pixie and any equipment it wears or carries magically turns invisible until the pixie attacks, casts a spell, becomes incapacitated, or uses a bonus action to become visible."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Faerie Light",
                    "desc": "As a bonus action, the pixie can cast dim light for 30 feet, or extinguish its glow."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The pixie has advantage on saving throws against spells and magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 202,
            "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_pixie/"
        },
        {
            "slug": "wraith-lord-a5e",
            "desc": "",
            "name": "Wraith Lord",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 171,
            "hit_dice": "18d8+90",
            "speed": {
                "walk": 40,
                "fly": 60
            },
            "strength": 14,
            "dexterity": 20,
            "constitution": 20,
            "intelligence": 16,
            "wisdom": 18,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, lightning, psychic, thunder; damage from nonmagical weapons",
            "damage_immunities": "cold, necrotic, poison",
            "condition_immunities": "charmed, fatigue, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious",
            "senses": "truesight 120 ft., passive Perception 14",
            "languages": "the languages it knew in life",
            "challenge_rating": "13",
            "cr": 13.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The wraith lord can use Paralyzing Terror. It then uses Life Drain twice. If in corporeal form  it then makes a greatsword attack."
                },
                {
                    "name": "Life Drain",
                    "desc": "The wraith targets a creature within 5 feet  forcing it to make a DC 18 Constitution saving throw. On a failure  the creature takes 17 (5d6) necrotic damage  or 24 (7d6) necrotic damage if it is frightened or surprised  and its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. It dies if its hit point maximum is reduced to 0."
                },
                {
                    "name": "Greatsword (Corporeal Form Only)",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 17 (5d6) poison damage  and the target makes a DC 18 Constitution saving throw. On a failure  the target is poisoned for 24 hours. While poisoned in this way  the target can't regain hit points. If a creature dies while poisoned in this way  its spirit rises as a wraith under the wraith lords control 1 minute after its death."
                },
                {
                    "name": "Paralyzing Terror",
                    "desc": "The wraith lord targets a frightened creature within 60 feet  forcing it to make a DC 18 Wisdom saving throw. On a failure  the target is paralyzed for 1 minute. It repeats the saving throw at the end of each of its turns  ending the effect on itself on a success."
                },
                {
                    "name": "Create Wraith",
                    "desc": "The wraith lord touches a humanoid corpse it killed up to 1 day ago. The creatures spirit rises as a wraith under the wraith lords control."
                },
                {
                    "name": "Corporeal Form (1/Day)",
                    "desc": "The wraith lord takes on a material form. In material form  it loses its incorporeal trait  its fly speed  and its immunity to the grappled  prone  and restrained conditions. The wraith instantly reverts to its incorporeal form if it is bloodied  and it can do so voluntarily at any time as an action."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Aura of Fear",
                    "desc": "A creature that starts its turn within 30 feet of a wraith lord makes a DC 17 Wisdom saving throw. On a failure, it is frightened until the start of its next turn. If a creatures saving throw is successful or the effect ends for it, it is immune to any wraith or wraith lords Aura of Fear for 24 hours."
                },
                {
                    "name": "Evil",
                    "desc": "The wraith lord radiates an Evil aura."
                },
                {
                    "name": "Incorporeal",
                    "desc": "The wraith lord can move through creatures and objects. It takes 5 (1d10) force damage if it ends its turn inside an object. If it takes radiant damage, it loses this trait until the end of its next turn."
                },
                {
                    "name": "Light Sensitivity",
                    "desc": "While in sunlight or bright light cast by a fire, the wraith lord has disadvantage on attack rolls, as well as on Perception checks that rely on sight."
                },
                {
                    "name": "Undead Nature",
                    "desc": "A wraith doesnt require air, food, drink, or sleep."
                }
            ],
            "spell_list": [],
            "page_no": 428,
            "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_wraith-lord/"
        },
        {
            "slug": "angatra-tob1-2023",
            "desc": "False",
            "name": "Angatra",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 85,
            "hit_dice": "10d8 + 40",
            "speed": {
                "walk": 50
            },
            "strength": 14,
            "dexterity": 20,
            "constitution": 18,
            "intelligence": 8,
            "wisdom": 12,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 14,
            "skills": {
                "Perception": 4,
                "Stealth": 8
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "necrotic; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, exhaustion, frightened, poisoned",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "the languages it knew in life",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The angatra makes two Claw attacks."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 14 (2d8 + 5) piercing damage, and the creature must succeed on a DC 15 Constitution saving throw or be paralyzed by pain until the end of its next turn."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Agonizing Gaze",
                    "desc": "When a creature that can see the angatra's eyes starts its turn within 30 feet of the angatra, the angatra can force it to make a DC 13 Charisma saving throw if the angatra isn't incapacitated and can see the creature. On a failed saving throw, the creature's pain threshold lowers, and it becomes vulnerable to all damage types until the end of its next turn."
                },
                {
                    "name": "Ancestral Wrath",
                    "desc": "The angatra immediately recognizes any individual descended from its tribe. It has advantage on attack rolls against such creatures, and those creatures have disadvantage on saving throws against the angatra's traits and attacks."
                },
                {
                    "name": "Undead Nature",
                    "desc": "The angatra doesn't require air, food, drink, or sleep."
                }
            ],
            "spell_list": [],
            "page_no": 17,
            "environments": [],
            "img_main": "http://api.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_angatra/"
        },
        {
            "slug": "boloti-tob1-2023",
            "desc": "False",
            "name": "Boloti",
            "size": "Tiny",
            "type": "Fey",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 45,
            "hit_dice": "10d4 + 20",
            "speed": {
                "walk": 60
            },
            "strength": 12,
            "dexterity": 20,
            "constitution": 14,
            "intelligence": 13,
            "wisdom": 12,
            "charisma": 11,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 13,
            "skills": {
                "Perception": 3,
                "Stealth": 7
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Common, Primordial, Sylvan",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Dagger (True Form Only)",
                    "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."
                },
                {
                    "name": "Whirlpool (Vortex Form Only)",
                    "desc": "One creature in the boloti's space must make a DC 12 Strength saving throw. On a failure, the target takes 9 (2d8) bludgeoning damage, and if it is Medium or smaller, it is grappled (escape DC 12). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target takes half the damage and is pushed out of the boloti's space."
                },
                {
                    "name": "Spellcasting",
                    "desc": "(True Form Only)The boloti casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 11):\nAt will: water breathing, water walk\n3/day each: create or destroy water, fog cloud, sleep\n1/day: control water"
                }
            ],
            "bonus_actions": [
                {
                    "name": "Vortex Form",
                    "desc": "The boloti magically transforms into a Small vortex of swirling, churning water or back into its true form, which is Fey. The boloti can transform into its vortex form only while at least half of its body is submerged in water, and any creature it is grappling with Whirlpool is freed if the boloti transforms back to its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying transforms with it. It reverts to its true form if it dies."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The boloti can breathe air and water."
                },
                {
                    "name": "Water Camouflage",
                    "desc": "The boloti has advantage on Dexterity (Stealth) checks made to hide while at least half of its body is submerged in water."
                },
                {
                    "name": "Water Mastery",
                    "desc": "A boloti has advantage on attack rolls if both it and its target are touching the same body of water. If the target and the boloti are both on dry ground, the boloti has disadvantage on attack rolls."
                },
                {
                    "name": "Watery Body (Vortex Form Only)",
                    "desc": "The boloti can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. A creature that starts its turn in the boloti's space must succeed on a DC 12 Strength saving throw or take 4 (1d8) bludgeoning damage as it is buffeted by the swirl of water."
                }
            ],
            "spell_list": [],
            "page_no": 38,
            "environments": [],
            "img_main": "http://api.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_boloti/"
        },
        {
            "slug": "bonecollective-tob1-2023",
            "desc": "False",
            "name": "Bone Collective",
            "size": "Small",
            "type": "Swarm",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 120,
            "hit_dice": "16d6 + 64",
            "speed": {
                "walk": 30
            },
            "strength": 10,
            "dexterity": 20,
            "constitution": 18,
            "intelligence": 14,
            "wisdom": 10,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 13,
            "skills": {
                "Arcana": 5,
                "Deception": 6,
                "Perception": 3,
                "Stealth": 11
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "bludgeoning, piercing, slashing",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, restrained, stunned",
            "senses": "darkvision 120 ft., passive Perception 13",
            "languages": "Common, Darakhul (can’t speak in shapeless form)",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The bone collective makes two Claw attacks, or one Claw attack and one Bite attack."
                },
                {
                    "name": "Bite (Humanoid Form Only)",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 31 (4d12 + 5) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                },
                {
                    "name": "Claw (Humanoid Form Only)",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 25 (3d12 + 5) slashing damage."
                },
                {
                    "name": "Piercing Bones (Shapeless Form Only)",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 0 ft., one creature in the collective's space. Hit: 52 (8d12) piercing damage, or 26 (4d12) piercing damage if the collective has half its hp or fewer."
                },
                {
                    "name": "Spellcasting",
                    "desc": "(3/Day; Humanoid Form Only)The bone collective casts the animate dead spell as an action, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14)."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Shape Swarm",
                    "desc": "The bone collective can shape itself into a Small Humanoid or back into a shapeless form of Tiny bones. Its statistics are the same in each form, and it can't regain hp or gain temporary hp. It can't take on a Humanoid form if it is occupying the space of another creature."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Collective Mind",
                    "desc": "The collective's individual bones are connected via a hive mind. It can telepathically communicate with any of its individual bones within 50 miles of it, and it can't be surprised. If the collective is reduced to half its hp or fewer, its Intelligence score is reduced to 1, it can't cast spells, it immediately changes to its shapeless form, and it can't take on a Humanoid form."
                },
                {
                    "name": "Grasping Limbs (Humanoid Form Only)",
                    "desc": "The bone collective can wield weapons and hold, grasp, push, pull, or interact with objects that might otherwise require a Humanoid form to accomplish."
                },
                {
                    "name": "Swarm (Shapeless Form Only)",
                    "desc": "The bone collective can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bone."
                },
                {
                    "name": "Undead Nature",
                    "desc": "The bone collective doesn't require air, food, drink, or sleep."
                },
                {
                    "name": "Wyrmblood Venom",
                    "desc": "When the bone collective hits a poisoned creature with a Bite or Piercing Bones attack, the target's Charisma score is reduced by 1d4. The target is incapacitated if this reduces its Charisma to 0. The reduction lasts until the target finishes a long rest."
                }
            ],
            "spell_list": [],
            "page_no": 39,
            "environments": [],
            "img_main": "http://api.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_bone-collective/"
        },
        {
            "slug": "bonepowderghoul-tob1-2023",
            "desc": "False",
            "name": "Bonepowder Ghoul",
            "size": "Small",
            "type": "Undead",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 180,
            "hit_dice": "24d6 + 96",
            "speed": {
                "walk": 30
            },
            "strength": 10,
            "dexterity": 20,
            "constitution": 18,
            "intelligence": 19,
            "wisdom": 15,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 9,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": 8,
            "perception": 16,
            "skills": {
                "Perception": 6,
                "Stealth": 9
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "Common, Darakhul, Draconic, Dwarvish",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage plus 9 (2d8) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If the target is a Humanoid, it must succeed on a DC 17 Constitution saving throw or contract the darakhul fever disease (see the Darakhul Fever sidebar)."
                },
                {
                    "name": "Gravedust",
                    "desc": "The ghoul projects a 30-foot cone of grave dust. Each creature in the area must succeed on a DC 17 Dexterity saving throw or take 13 (3d8) necrotic damage. If a creature is a Humanoid, it must also succeed on a DC 17 Constitution saving throw or contract the darakhul fever disease (see the Darakhul Fever sidebar)."
                },
                {
                    "name": "Whirlwind (Dust Form Only; Recharge 5-6)",
                    "desc": "The ghoul creates a whirlwind of bones and teeth in a 20-foot cube originating from it. Each creature in that area must make a DC 17 Dexterity saving throw. On a failure, a creature takes 55 (10d10) slashing damage, and its Strength score is reduced by 1d6. The creature dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. On a success, a creature takes half the damage and its Strength score isn't reduced."
                },
                {
                    "name": "Spellcasting",
                    "desc": "(Coalesced Form Only)The bonepowder ghoul casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16):\nAt will: dispel magic, mage hand, ray of enfeeblement\n3/day each: blindness/deafness, fear\n1/day: phantasmal killer"
                }
            ],
            "bonus_actions": [],
            "reactions": [
                {
                    "name": "Coalesce",
                    "desc": "When a bonepowder ghoul deals necrotic damage with Gravedust to at least one creature that isn't a Construct or Undead, it can magically transform from its dusty form into a coalesced form. Its statistics are the same in each form, except it can speak audibly only in its coalesced form. The coalesced form lasts for a number of minutes equal to the total necrotic damage it dealt with Gravedust to creatures that aren't Constructs or Undead or until the ghoul ends it as a bonus action."
                }
            ],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Amorphous (Dust Form Only)",
                    "desc": "The bonepowder ghoul can move through a space as narrow as 1 inch wide without squeezing."
                },
                {
                    "name": "Hungry Dead Nature",
                    "desc": "The ghoul requires no air or sleep."
                },
                {
                    "name": "Turning Defiance",
                    "desc": "The bonepowder ghoul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn Undead."
                }
            ],
            "spell_list": [],
            "page_no": 201,
            "environments": [],
            "img_main": "http://api.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_bonepowder-ghoul/"
        },
        {
            "slug": "chortdevil-tob1-2023",
            "desc": "False",
            "name": "Chort Devil",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "",
            "group": "null",
            "alignment": "Lawful Evil",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 187,
            "hit_dice": "15d8 + 120",
            "speed": {
                "walk": 30
            },
            "strength": 24,
            "dexterity": 20,
            "constitution": 26,
            "intelligence": 18,
            "wisdom": 20,
            "charisma": 20,
            "strength_save": 11,
            "dexterity_save": 9,
            "constitution_save": 12,
            "intelligence_save": 8,
            "wisdom_save": null,
            "charisma_save": 9,
            "perception": 19,
            "skills": {
                "Athletics": 11,
                "Deception": 9,
                "Insight": 9,
                "Perception": 9
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "cold, fire, poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 120 ft., passive Perception 19",
            "languages": "Celestial, Common, Infernal, telepathy 120 ft.",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The chort devil makes one Claw attack and two Ranseur attacks, or it makes four Hurl Flame attacks."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d4 + 7) slashing damage plus 14 (4d6) fire damage, and the target must succeed on a DC 17 Constitution saving throw or have disadvantage on ability checks and saving throws that use Charisma for 1 hour or until cured by a lesser restoration spell or similar magic."
                },
                {
                    "name": "Ranseur",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 12 (1d10 + 7) piercing damage plus 14 (4d6) fire damage."
                },
                {
                    "name": "Hurl Flame",
                    "desc": "Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 19 (4d6 + 5) fire damage."
                },
                {
                    "name": "Teleport",
                    "desc": "The chort devil magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The chort devil casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17):\nAt will: charm person, illusory script (as an action)\n3/day each: dispel magic, modify memory\n1/day: haste"
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Devil's Sight",
                    "desc": "Magical darkness doesn't impede the chort devil's darkvision."
                },
                {
                    "name": "Hellish Weapons",
                    "desc": "The chort devil's weapon attacks are magical. When the devil hits with any weapon, the weapon deals an extra 4d6 fire damage (included in the attack)."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The chort devil has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 93,
            "environments": [],
            "img_main": "http://api.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_chort-devil/"
        },
        {
            "slug": "chronalmental-tob1-2023",
            "desc": "False",
            "name": "Chronalmental",
            "size": "Large",
            "type": "Elemental",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 142,
            "hit_dice": "15d10 + 60",
            "speed": {
                "walk": 30
            },
            "strength": 14,
            "dexterity": 20,
            "constitution": 19,
            "intelligence": 9,
            "wisdom": 13,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 11,
            "skills": {},
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "poison; bludgeoning, piercing, and slashing from nonmagical attacks",
            "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, restrained, unconscious",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Celestial, Infernal",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The chronalmental makes three Slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage."
                },
                {
                    "name": "Steal Time (1/Day)",
                    "desc": "The chronalmental steals time from one creature it can see within 30 feet of it, drawing the stolen time into itself. The target must make a DC 16 Wisdom saving throw. On a failure, the target's speed is halved, and it can take either an action or a bonus action on its turn, but not both for 1 minute. Then, the chronalmental's position in the initiative order increases by 10, its speed increases by 30 feet, and when it takes the Multiattack action, it can make one additional Slam attack. The target can repeat the saving throw at the end of each of its turns, ending the effects on itself and the chronalmental on a success."
                },
                {
                    "name": "Displace (Recharge 5-6)",
                    "desc": "The chronalmental sends one creature it can see within 30 feet of it outside of the flow of time, shunting the creature to a tiny demiplane. The target must succeed on a DC 16 Wisdom saving throw or be stunned and magically shunted outside of time for 1 minute. The creature disappears for the duration, returning to the space it previously occupied, or the nearest unoccupied space, when the effect ends. At the end of each of its turns, the target can repeat the saving throw, ending the effect on itself on a success."
                }
            ],
            "bonus_actions": [],
            "reactions": [
                {
                    "name": "Step Between Seconds (Recharge 4-6)",
                    "desc": "When a creature the chronalmental can see moves within 5 feet of it, the chronalmental can teleport, along with any equipment it is wearing or carrying, to an unoccupied space within 60 feet that it occupied within the past minute."
                }
            ],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Elemental Nature",
                    "desc": "The chronalmental doesn't require air, food, drink, or sleep."
                },
                {
                    "name": "Temporal Body",
                    "desc": "When a chronalmental is subjected to a slow spell, haste spell, or similar effect, it automatically succeeds on any saving throws required by the spell or effect and regains 13 (3d8) hp."
                }
            ],
            "spell_list": [],
            "page_no": 56,
            "environments": [],
            "img_main": "http://api.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_chronalmental/"
        },
        {
            "slug": "deathwisp-tob1-2023",
            "desc": "False",
            "name": "Deathwisp",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 82,
            "hit_dice": "11d8 + 33",
            "speed": {
                "walk": 60
            },
            "strength": 6,
            "dexterity": 20,
            "constitution": 16,
            "intelligence": 18,
            "wisdom": 16,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": null,
            "perception": 16,
            "skills": {
                "Perception": 6,
                "Stealth": 8
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "the languages it knew in life",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The deathwisp makes two Ghostly Pike attacks, or it can make one Ghostly Pike attack and one Life Drain attack."
                },
                {
                    "name": "Ghostly Pike",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) force damage plus 9 (2d8) necrotic damage."
                },
                {
                    "name": "Life Drain",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0."
                },
                {
                    "name": "Create Specter",
                    "desc": "The deathwisp targets a Humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. This specter is under the deathwisp's control. The deathwisp can have no more than twelve specters under its control at one time."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Shadow Traveler (3/Day)",
                    "desc": "While in shadows, dim light, or darkness, the deathwisp disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this bonus action."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Flicker",
                    "desc": "The deathwisp flickers in and out of sight. Ranged weapon attacks against it are made with disadvantage."
                },
                {
                    "name": "Incorporeal Movement",
                    "desc": "The deathwisp 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 a solid object."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "While in sunlight, the deathwisp has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
                },
                {
                    "name": "Undead Nature",
                    "desc": "The deathwisp doesn't require air, food, drink, or sleep."
                }
            ],
            "spell_list": [],
            "page_no": 71,
            "environments": [],
            "img_main": "http://api.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_deathwisp/"
        },
        {
            "slug": "duelist-tob1-2023",
            "desc": "False",
            "name": "Duelist",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "",
            "group": "null",
            "alignment": "Lawful Evil",
            "armor_class": 17,
            "armor_desc": "studded leather",
            "hit_points": 117,
            "hit_dice": "18d8 + 36",
            "speed": {
                "walk": 30
            },
            "strength": 13,
            "dexterity": 20,
            "constitution": 14,
            "intelligence": 13,
            "wisdom": 12,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 6,
            "perception": 14,
            "skills": {
                "Acrobatics": 8,
                "Deception": 6,
                "Perception": 4,
                "Stealth": 8
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "Common, Elvish, Umbral",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The shadow fey duelist makes two Rapier attacks and one Dagger attack."
                },
                {
                    "name": "Dagger",
                    "desc": "Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage plus 14 (4d6) poison damage, and if the target is a creature, it must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                },
                {
                    "name": "Rapier",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Shadow Traveler (3/Day)",
                    "desc": "While in shadows, dim light, or darkness, the shadow fey disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this bonus action."
                }
            ],
            "reactions": [
                {
                    "name": "Parry",
                    "desc": "The shadow fey duelist adds 3 to its AC against one melee attack that would hit it. To do so, the duelist must see the attacker and be wielding a melee weapon."
                }
            ],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Duelist's Mobility",
                    "desc": "Opportunity attacks made against the duelist have disadvantage. If the duelist is prone at the start of its turn, it can immediately stand without costing movement."
                },
                {
                    "name": "Fey Ancestry",
                    "desc": "The shadow fey has advantage on saving throws against being charmed, and magic can't put it to sleep."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "While in sunlight, the shadow fey has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
                }
            ],
            "spell_list": [],
            "page_no": 159,
            "environments": [],
            "img_main": "http://api.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_duelist/"
        },
        {
            "slug": "duskthorndryad-tob1-2023",
            "desc": "False",
            "name": "Duskthorn Dryad",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Neutral",
            "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": 14,
            "skills": {
                "Animal Handling": 4,
                "Deception": 9,
                "Nature": 6,
                "Perception": 4,
                "Persuasion": 9,
                "Stealth": 7
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "Common, Elvish, Sylvan, Umbral",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The duskthorn dryad makes two Thorned Slam or Thorn attacks."
                },
                {
                    "name": "Thorned Slam",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage."
                },
                {
                    "name": "Thorn",
                    "desc": "Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 10 (2d4 + 5) piercing damage."
                },
                {
                    "name": "Children of the Forest (1/Day)",
                    "desc": "The dryad magically calls 1d4 boars, constrictor snakes, or wolves, or it calls 1 child of the briar. The called creatures arrive in 1d4 rounds, acting as allies of the dryad and obeying her spoken commands. The creatures remain for 1 hour, until the dryad dies, or until the dryad dismisses them as a bonus action."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The dryad casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17):\nAt will: druidcraft\n3/day each: charm person, entangle, invisibility\n1/day each: barkskin, spike growth, suggestion"
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "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."
                }
            ],
            "spell_list": [],
            "page_no": 150,
            "environments": [],
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            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_duskthorn-dryad/"
        },
        {
            "slug": "frostveil-tob1-2023",
            "desc": "False",
            "name": "Frostveil",
            "size": "Medium",
            "type": "Plant",
            "subtype": "",
            "group": "null",
            "alignment": "Unaligned",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 67,
            "hit_dice": "9d8 + 27",
            "speed": {
                "walk": 15,
                "fly": 10
            },
            "strength": 20,
            "dexterity": 20,
            "constitution": 16,
            "intelligence": 1,
            "wisdom": 11,
            "charisma": 1,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 10,
            "skills": {
                "Stealth": 7
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "bludgeoning and piercing from nonmagical attacks",
            "damage_immunities": "cold",
            "condition_immunities": "blinded, charmed, deafened, frightened, prone",
            "senses": "blindsight 120 ft., passive Perception 10",
            "languages": "—",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The frostveil makes two Frozen Tendril attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 15), and the frostveil uses Snowy Engulf on it."
                },
                {
                    "name": "Frozen Tendril",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage plus 3 (1d6) cold damage."
                },
                {
                    "name": "Snowy Engulf",
                    "desc": "The frostveil engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded and restrained, and it must succeed on a DC 15 Constitution saving throw at the start of each of the frostveil's turns or take 4 (1d8) acid damage and 3 (1d6) cold damage. If the frostveil moves, the engulfed target moves with it. The frostveil can have only one creature engulfed at a time."
                },
                {
                    "name": "Spirit Spores (Recharge 6)",
                    "desc": "The frostveil releases a puff of psychotropic spores around itself. Each creature within 10 feet of the frostveil must make a DC 15 Constitution saving throw. On a failure, a creature takes 21 (6d6) cold damage and is incapacitated for 1 minute. On a success, a creature takes half the damage and isn't incapacitated. When an incapacitated creature moves, it moves in a random direction. An incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Chilling Acidic Body",
                    "desc": "A creature that touches the frostveil or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage."
                },
                {
                    "name": "Damage Transfer",
                    "desc": "While engulfing a creature, the frostveil takes only half the damage dealt to it (rounded down), and the engulfed creature takes the other half."
                },
                {
                    "name": "False Appearance",
                    "desc": "While the frostveil remains motionless, it is indistinguishable from a formation of frost and ice."
                },
                {
                    "name": "Windborne",
                    "desc": "In windy conditions, the frostveil's flying speed increases to 30 feet. In a wind of moderate or greater speed (at least 10 miles per hour), its flying speed increases to 60 feet."
                }
            ],
            "spell_list": [],
            "page_no": 193,
            "environments": [],
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            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
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            "v2_converted_path": "/v2/creatures/tob-2023_frostveil/"
        },
        {
            "slug": "ghostwalkspider-tob1-2023",
            "desc": "False",
            "name": "Ghostwalk Spider",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 119,
            "hit_dice": "14d10 + 42",
            "speed": {
                "walk": 50
            },
            "strength": 15,
            "dexterity": 20,
            "constitution": 17,
            "intelligence": 9,
            "wisdom": 14,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": 9,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 3,
            "perception": 16,
            "skills": {
                "Perception": 6,
                "Stealth": 9
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "truesight 60 ft., passive Perception 16",
            "languages": "understands Undercommon but can’t speak",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The ghostwalk spider makes one Bite attack and one Ghostly Snare attack, or it makes two Bite attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage. If the ghostwalk spider is in its true form, the target must make a DC 15 Constitution saving throw, taking 13 (3d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hp, the target is stable but poisoned for 1 hour, even after regaining hp, and is paralyzed while poisoned in this way."
                },
                {
                    "name": "Ghostly Snare (Ghostwalk Form Only, Recharge 4-6)",
                    "desc": "Ranged Weapon Attack: +9 to hit, range 30/60 ft., one target. Hit: The target is restrained by invisible webbing. While restrained in this way, the target is invisible. As an action, the restrained target can make a DC 15 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 12; hp 15; immunity to bludgeoning, poison, and psychic damage)."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Ghostwalk",
                    "desc": "The ghostwalk spider magically takes on a ghostly form or returns to its true, tangible form. Its statistics are the same in each form. Any equipment it is wearing or carrying becomes ghostly with it. It reverts to its true form if it dies."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Ghostly Body (Ghostwalk Form Only)",
                    "desc": "The ghostwalk spider has resistance to acid, cold, fire, lightning, and thunder damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks, and it has immunity to the grappled, paralyzed, petrified, and restrained conditions."
                },
                {
                    "name": "Incorporeal Movement (Ghostwalk Form Only)",
                    "desc": "The ghostwalk spider 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": "Spider Climb",
                    "desc": "The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
                },
                {
                    "name": "Web Walker",
                    "desc": "The spider ignores movement restrictions caused by webbing."
                }
            ],
            "spell_list": [],
            "page_no": 343,
            "environments": [],
            "img_main": "http://api.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
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            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_ghostwalk-spider/"
        },
        {
            "slug": "haugbui-tob1-2023",
            "desc": "False",
            "name": "Haugbui",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": "null",
            "alignment": "Lawful Neutral",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 153,
            "hit_dice": "18d8 + 72",
            "speed": {
                "walk": 40
            },
            "strength": 18,
            "dexterity": 20,
            "constitution": 18,
            "intelligence": 15,
            "wisdom": 20,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": 10,
            "constitution_save": 9,
            "intelligence_save": null,
            "wisdom_save": 10,
            "charisma_save": null,
            "perception": 20,
            "skills": {
                "Arcana": 7,
                "History": 7,
                "Intimidation": 8,
                "Perception": 10,
                "Religion": 12
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "acid, cold, fire, lightning, necrotic, thunder",
            "damage_immunities": "poison; bludgeoning, piercing, and slashing from nonmagical attacks",
            "condition_immunities": "charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, restrained",
            "senses": "truesight 60 ft., passive Perception 20",
            "languages": "the languages it knew in life, telepathy 120 ft.",
            "challenge_rating": "13",
            "cr": 13.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The haugbui makes three Psychic Blast attacks. It can replace one attack with a use of Spellcasting."
                },
                {
                    "name": "Psychic Blast",
                    "desc": "Melee or Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 27 (5d8 + 5) psychic damage."
                },
                {
                    "name": "Invisibility",
                    "desc": "The haugbui magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the haugbui wears or carries is invisible with it."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The haugbui casts one of the following spells, requiring no components and using Wisdom as the spellcasting ability (spell save DC 18):\nAt will: dancing lights, mending, purify food and drink, spare the dying\n3/day each: gust of wind, telekinesis\n1/day each: dispel magic, remove curse"
                }
            ],
            "bonus_actions": [
                {
                    "name": "Sepulchral Scrying (Recharge 6)",
                    "desc": "While within 1 mile of its burial mound, the haugbui creates an invisible sensor within 5 miles of the mound for 1 minute. When it uses this bonus action and as a bonus action on each of its turns for the duration, the haugbui can switch between using its own senses and projecting its senses through the sensor. While projecting its senses through the sensor, it can see, hear, telepathically communicate, and cast spells as if it was in the sensor's space, and it is blinded and deafened with regard to its own senses. The sensor can be dispelled (DC 14)."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Incorporeal Movement",
                    "desc": "The haugbui 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": "Sunlight Sensitivity",
                    "desc": "While in sunlight, the haugbui has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
                },
                {
                    "name": "Turn Resistance",
                    "desc": "The haugbui has advantage on saving throws against any effect that turns undead."
                },
                {
                    "name": "Undead Nature",
                    "desc": "The hangbui doesn't require air, food, drink, or sleep."
                }
            ],
            "spell_list": [],
            "page_no": 231,
            "environments": [],
            "img_main": "http://api.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
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            "v2_converted_path": "/v2/creatures/tob-2023_haugbui/"
        },
        {
            "slug": "idolicdeity-tob1-2023",
            "desc": "False",
            "name": "Idolic Deity",
            "size": "Small",
            "type": "Construct",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 105,
            "hit_dice": "14d6 + 56",
            "speed": {
                "walk": 30
            },
            "strength": 14,
            "dexterity": 20,
            "constitution": 18,
            "intelligence": 10,
            "wisdom": 11,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 3,
            "charisma_save": null,
            "perception": 10,
            "skills": {
                "Deception": 8,
                "Stealth": 8
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison, psychic",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "Abyssal, Common, Infernal, telepathy 60 ft.",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The idolic deity can use its Seduce the Righteous. It then makes two Slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage plus 18 (4d8) psychic damage."
                },
                {
                    "name": "Seduce the Righteous",
                    "desc": "The idolic deity corrupts one creature it can see within 30 feet of it. The target must succeed on a DC 16 Wisdom saving throw or have disadvantage on attack rolls, ability checks, or saving throws (the idolic deity's choice) until the end of its next turn. Creatures that wield divine or celestial power, such as clerics, paladins, or aasimars, have disadvantage on the saving throw."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Shadow Stealth",
                    "desc": "While in dim light or darkness, the idolic deity takes the Hide action."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Apostasy Aura",
                    "desc": "The idolic deity's presence causes devout followers to doubt their faith. When a creature attempts to use divine or celestial power, such as a cleric casting a spell or a paladin using Divine Smite, it must make a DC 16 Wisdom saving throw. On a failure, the spell, class feature, or other divine or celestial power is expended, but it has no effect."
                },
                {
                    "name": "Construct Nature",
                    "desc": "The idolic deity doesn't require air, food, drink, or sleep."
                },
                {
                    "name": "False Appearance",
                    "desc": "While the idolic deity remains motionless, it is indistinguishable from a normal statue."
                },
                {
                    "name": "Incorporeal Movement",
                    "desc": "The idolic deity can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."
                }
            ],
            "spell_list": [],
            "page_no": 239,
            "environments": [],
            "img_main": "http://api.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
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            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_idolic-deity/"
        },
        {
            "slug": "kishi-tob1-2023",
            "desc": "False",
            "name": "Kishi",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Evil",
            "armor_class": 18,
            "armor_desc": "natural armor, shield",
            "hit_points": 119,
            "hit_dice": "14d8 + 56",
            "speed": {
                "walk": 50
            },
            "strength": 19,
            "dexterity": 20,
            "constitution": 19,
            "intelligence": 15,
            "wisdom": 11,
            "charisma": 22,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": 3,
            "charisma_save": null,
            "perception": 13,
            "skills": {
                "Deception": 9,
                "Perception": 3,
                "Performance": 9
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 120 ft., passive Perception 13",
            "languages": "Abyssal, Celestial, Common, Draconic, telepathy 120 ft.",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The kishi makes one Bite attack and two Spear attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage plus 9 (2d8) cold damage."
                },
                {
                    "name": "Spear",
                    "desc": "Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack, plus 9 (2d8) cold damage."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The kishi casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17):\nAt will: detect evil and good, detect magic, suggestion\n3/day: glibness\n1/day: dominate person"
                }
            ],
            "bonus_actions": [
                {
                    "name": "Trophy Shield",
                    "desc": "The kishi absorbs some of the essence of a creature it killed since the end of its previous turn and magically creates a grisly trophy of the creature on its shield or spear. For 1 hour, its Armor Class becomes 20, and creatures of the same type as the slain creature have disadvantage on attack rolls against the kishi."
                },
                {
                    "name": "Summon Demon (1/Day)",
                    "desc": "The kishi demon magically calls 1d4 giant hyenas that are Fiends with the kishi's damage resistances and immunities. It has a 50 percent chance of calling one kishi demon instead. The called creatures arrive in 1d4 rounds, acting as allies of the kishi and obeying its telepathic commands. The creatures remain for 1 hour, until the kishi dies, or until the kishi dismisses them as a bonus action."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Fiendish Weapons",
                    "desc": "The kishi's weapon attacks are magical. When the kishi hits with any weapon, the weapon deals an extra 2d8 cold damage (included in the attack)."
                },
                {
                    "name": "Two Heads",
                    "desc": "The kishi has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The kishi has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 84,
            "environments": [],
            "img_main": "http://api.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
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            "v2_converted_path": "/v2/creatures/tob-2023_kishi/"
        },
        {
            "slug": "lindwurm-tob1-2023",
            "desc": "False",
            "name": "Lindwurm",
            "size": "Large",
            "type": "Dragon",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 136,
            "hit_dice": "16d10 + 48",
            "speed": {
                "walk": 20
            },
            "strength": 18,
            "dexterity": 20,
            "constitution": 16,
            "intelligence": 6,
            "wisdom": 12,
            "charisma": 8,
            "strength_save": 7,
            "dexterity_save": 8,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 14,
            "skills": {
                "Acrobatics": 8,
                "Athletics": 7,
                "Perception": 4,
                "Stealth": 8
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "False",
            "damage_immunities": "cold",
            "condition_immunities": "paralyzed, unconscious",
            "senses": "darkvision 60 ft., tremorsense 120 ft., passive Perception 14",
            "languages": "Draconic",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The lindwurm makes one Bite attack and two Claw attacks. It can replace its Bite attack with one Constrict attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or contract a disease and be poisoned until the disease is cured. At the end of each long rest, the diseased creature must repeat the saving throw. On a failure, the creature suffers one level of exhaustion and doesn't regain expended Hit Dice from the rest. On a success, the creature's exhaustion level decreases by one, and it regains expended Hit Dice as normal from the rest. If a successful saving throw reduces the diseased creature's level of exhaustion below 1, the creature recovers from the disease, ending it."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage."
                },
                {
                    "name": "Constrict",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the lindwurm can't Constrict another target."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Ice Walk",
                    "desc": "The lindwurm can move across icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement."
                },
                {
                    "name": "Sure-Footed Skater",
                    "desc": "While the lindwurm is on snow or ice, it has advantage on Strength and Dexterity saving throws made against effects that would knock it prone."
                }
            ],
            "spell_list": [],
            "page_no": 255,
            "environments": [],
            "img_main": "http://api.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_lindwurm/"
        },
        {
            "slug": "moonlitking-tob1-2023",
            "desc": "False",
            "name": "Moonlit King",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Good",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 204,
            "hit_dice": "24d8 + 96",
            "speed": {
                "walk": 30
            },
            "strength": 16,
            "dexterity": 20,
            "constitution": 18,
            "intelligence": 20,
            "wisdom": 18,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 10,
            "intelligence_save": null,
            "wisdom_save": 10,
            "charisma_save": 11,
            "perception": 20,
            "skills": {
                "Arcana": 11,
                "Perception": 10
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "acid; bludgeoning, piercing, and slashing from attacks not made with cold iron weapons",
            "damage_immunities": "cold, fire, poison",
            "condition_immunities": "charmed, frightened, poisoned",
            "senses": "blindsight 30 ft., darkvision 120 ft., passive Perception 20",
            "languages": "Abyssal, Celestial, Common, Draconic, Elvish, Infernal, Umbral, telepathy 120 ft.",
            "challenge_rating": "17",
            "cr": 17.0,
            "actions": [
                {
                    "name": "Crystal Staff",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 14 (4d6) radiant damage."
                },
                {
                    "name": "Moon Bolt",
                    "desc": "Ranged Spell Attack: +11 to hit, range 120 ft., one target. Hit: 27 (4d10 + 5) radiant damage, and the target sheds dim light in a 10-foot radius until the end of its next turn. If the target is a creature in a form other than its true form, it takes an extra 11 (2d10) radiant damage and must succeed on a DC 19 Charisma saving throw or revert to its true form."
                },
                {
                    "name": "Animate Shadows (Recharge 5-6)",
                    "desc": "The Moonlit King causes the shadows of up to three creatures he can see within 60 feet of him to animate and attack their owners. Each target must make a DC 19 Dexterity saving throw. On a failure, a creature takes 49 (14d6) necrotic damage, and its Strength score is reduced by 1d4. On a success, a creature takes half the damage, and its Strength score isn't reduced. This reduction lasts until the creature finishes a long rest. The creature dies if this effect reduces its Strength to 0."
                },
                {
                    "name": "Summon Devil (1/Day)",
                    "desc": "The Moonlit King magically calls a lunar devil to aid him. The devil arrives in 1d4 rounds, acting as ally of the Moonlit King and obeying his spoken commands. The devil remains for 1 hour, until the Moonlit King dies, or until the King dismisses it as a bonus action."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The Moonlit King casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (save DC 19):\nAt will: continual flame, invisibility (self only), moonbeam, zone of truth\n3/day each: dispel evil and good, dispel magic, major image\n1/day each: heal, project image"
                }
            ],
            "bonus_actions": [
                {
                    "name": "Moonlight Step",
                    "desc": "The Moonlit King teleports, along with any equipment he is wearing or carrying, up to 60 feet to an unoccupied space he can see. The origin and destination spaces must contain moonlight."
                }
            ],
            "reactions": [
                {
                    "name": "Shadow Slip",
                    "desc": "When a creature the Moonlit King can see within 30 feet of him attacks him, he takes on the quality of his manifest delusions, temporarily becoming ghostly. The attack roll has disadvantage, and if it hits, the Moonlit King takes only half the damage from the attack."
                }
            ],
            "legendary_desc": "The Moonlit King can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Moonlit King regains spent legendary actions at the start of his turn.",
            "legendary_actions": [
                {
                    "name": "Move",
                    "desc": "The Moonlit King moves up to his speed without provoking opportunity attacks."
                },
                {
                    "name": "Shift Moonlight",
                    "desc": "The Moonlit King changes the brightness of each area of moonlight he can see within 120 feet of him from dim light to bright light or vice versa."
                },
                {
                    "name": "Attack (Costs 2 Actions)",
                    "desc": "The Moonlit King makes a Crystal Staff or Moon Bolt attack."
                },
                {
                    "name": "Spread Madness (Costs 2 Actions)",
                    "desc": "Each creature within 30 feet of the Moonlit King must succeed on a DC 19 Wisdom saving throw or suffer short-term madness. The Moonlit King can use this legendary action only when he is in moonlight."
                }
            ],
            "special_abilities": [
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "If the Moonlit King fails a saving throw, he can choose to succeed instead."
                },
                {
                    "name": "Moonlit Weapons",
                    "desc": "The Moonlit King's weapon attacks are magical. When he hits with any weapon, the weapon deals an extra 14 (4d6) radiant damage (included in the attack)."
                }
            ],
            "spell_list": [],
            "page_no": 176,
            "environments": [],
            "img_main": "http://api.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_moonlit-king/"
        },
        {
            "slug": "oculoswarm-tob1-2023",
            "desc": "False",
            "name": "Oculo Swarm",
            "size": "Large",
            "type": "Swarm",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 82,
            "hit_dice": "11d10 + 22",
            "speed": {
                "walk": 40,
                "fly": 5
            },
            "strength": 10,
            "dexterity": 20,
            "constitution": 14,
            "intelligence": 8,
            "wisdom": 15,
            "charisma": 17,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 16,
            "skills": {
                "Insight": 6,
                "Perception": 6,
                "Stealth": 7
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "bludgeoning, piercing, slashing",
            "damage_immunities": "False",
            "condition_immunities": "charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "understands Common but can’t speak",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The oculo swarm makes two Extract Eye attacks. If both attacks hit one creature, the target must succeed on a DC 13 Strength saving throw or the swarm removes one of its eyes. While missing half or fewer of its total number of eyes, the target has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight. While missing more than half its total number of eyes, the target is blinded until its sight is restored. If the target's eye is recovered from the defeated swarm, it can be reattached with a successful DC 12 Wisdom (Medicine) check, provided the eye is reattached within 1 hour of the target losing the eye."
                },
                {
                    "name": "Extract Eye",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 0 ft., one creature in the swarm's space. Hit: 18 (4d8) piercing damage, or 9 (2d8) piercing damage if the swarm has half of its hp or fewer."
                },
                {
                    "name": "Disorienting Gaze (Recharge 5-6)",
                    "desc": "The swarm's many eyes suddenly turn in different directions. Each creature within 10 feet of the oculo swarm must make a DC 13 Charisma saving throw. On a failure, a creature takes 21 (6d6) psychic damage and is disoriented until the end of its next turn. On a success, a creature takes half the damage and isn't disoriented. A disoriented creature is incapacitated and moves in a random direction when it moves."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Hundreds of Eyes",
                    "desc": "The oculo swarm has advantage on Wisdom (Perception) checks that rely on sight and on saving throws against being blinded. In addition, if the swarm isn't blinded, creatures attacking it can't benefit from traits and features that rely on a creature's allies distracting or surrounding the swarm, such as the Pack Tactics trait or Sneak Attack class feature."
                },
                {
                    "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 eyeball. The swarm can't regain hp or gain temporary hp."
                }
            ],
            "spell_list": [],
            "page_no": 288,
            "environments": [],
            "img_main": "http://api.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_oculo-swarm/"
        }
    ]
}