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

GET /v1/monsters/?format=api&ordering=-armor_desc&page=19
HTTP 200 OK
Allow: GET, HEAD, OPTIONS
Content-Type: application/json
Vary: Accept

{
    "count": 3207,
    "next": "https://api.open5e.com/v1/monsters/?format=api&ordering=-armor_desc&page=20",
    "previous": "https://api.open5e.com/v1/monsters/?format=api&ordering=-armor_desc&page=18",
    "results": [
        {
            "slug": "mi-go",
            "desc": "_Mi-go have been described as “vaguely insectlike,” but the emphasis belongs on “vaguely.” They have stubby wings, multiple limbs, and nightmarish heads, but the resemblance ends there._  \nThe mi-go are a space-faring race of great skill and vast malevolence. They travel in large numbers between worlds, somehow folding space to cover astronomical distances in months rather than decades.  \n**Alien Technology.** Their technology includes mastery of living things, powerful techniques to implant mi-go elements and even minds in alien bodies (or to extract them), and an unparalleled mastery of living tissue in both plant and animal form. While they have their own secrets and goals, they also serve ancient powers from between the stars and carry on an interstellar effort to conquer and spread their species.  \n**World Colonizers.** The mi-go are devoted followers of Shub-Niggurath, the goddess of fecundity and growth, and take their evangelical mission extremely seriously. They colonize entire worlds in Shub-Niggurath’s name, and they plant and harvest entire species according to her will.  \n**Brain Cylinders.** One of the apexes of mi-go technology is the brain cylinder, a device that permits the extraction and maintenance of a living brain outside the body. Safely isolated in a mi-go cylinder, a human brain can be transported between the stars, sheltered—mostly—from the psyche-crushing effects of interstellar space. They deploy, fill, and retrieve these cylinders according to schedules and for purposes mysterious to others. Indeed, most of their technology appears either revolting or simply bizarre to humanoids (plant folk are less disquieted by their functioning).  \nMi-go merchants exchange psychic tools, surgical instruments, and engineered materials such as solar wings, illuminating lampfruit, and purple starvines (which induce sleep).",
            "name": "Mi-Go",
            "size": "Medium",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 76,
            "hit_dice": "8d8+40",
            "speed": {
                "walk": 30,
                "fly": 60
            },
            "strength": 16,
            "dexterity": 19,
            "constitution": 21,
            "intelligence": 25,
            "wisdom": 15,
            "charisma": 13,
            "strength_save": 6,
            "dexterity_save": null,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 4,
            "perception": 5,
            "skills": {
                "arcana": 10,
                "deception": 7,
                "medicine": 5,
                "perception": 5,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "radiant, cold",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "blindsight 30 ft., darkvision 240 ft., passive Perception 15",
            "languages": "Common, Mi-go, Void Speech",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The mi-go makes two attacks with its claws."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage, and the target is grappled (escape DC 13). If both claw attacks strike the same target in a single turn, the target takes an additional 13 (2d12) psychic damage.",
                    "attack_bonus": 7,
                    "damage_dice": "3d6"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Spore Release",
                    "desc": "When a mi-go dies, it releases its remaining spores. All living creatures within 10 feet take 14 (2d8 + 5) poison damage and become poisoned; a successful DC 16 Constitution saving throw halves the damage and prevents poisoning. A poisoned creature repeats the saving throw at the end of its turn, ending the effect on itself with a success."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Astral Travelers",
                    "desc": "Mi-go do not require air or heat to survive, only sunlight (and very little of that). They can enter a sporulated form capable of surviving travel through the void and returning to consciousness when conditions are right."
                },
                {
                    "name": "Sneak Attack (1/Turn)",
                    "desc": "The mi-go does an extra 7 (2d6) damage when it hits a target with a claw attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the mi-go that isn't incapacitated and the mi-go doesn't have disadvantage on the attack roll."
                },
                {
                    "name": "Disquieting Technology",
                    "desc": "The mi-go are a highly advanced race, and may carry items of powerful technology. Mi-go technology can be represented using the same rules as magic items, but their functions are very difficult to determine: identify is useless, but an hour of study and a successful DC 19 Arcana check can reveal the purpose and proper functioning of a mi-go item."
                }
            ],
            "spell_list": [],
            "page_no": 287,
            "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_mi-go/"
        },
        {
            "slug": "millitaur",
            "desc": "_The millitaur is a purplish-black segmented worm the size of a horse, with hundreds of legs, black multifaceted eyes and thick powerful mandibles. They wield crude stone axes._  \n**Mulch Eaters.** Millitaurs roam jungles and woodlands, where dense undergrowth rots beneath the canopy and piles high; leaves and plants provide much of the millitaur diet. Though millitaurs are territorial, they sometimes chase away threats rather than kill intruders. However, they also are good hunters and supplement their diet with squirrel, monkey, and even gnome or goblin.  \n**Poisonous Drool.** As formidable as they appear, millitaurs are the preferred prey of some dragons and jungle giants, and tosculi often hunt them for use as slaves and pack animals. In defense, they’ve developed a mild poison. Millitaur handaxes often drip with this substance, smeared onto them from the beast’s mandibles. They use their axes for breaking up mulch for easier digestion, as well as using them for hunting and self-defense.  \n**Clicking Speech.** Millitaurs communicate via body language, antennae movements, scent, and clicking sounds. Although they have no voice boxes, millitaurs can make sounds by artfully clicking and grinding their mandibles, and they can mimic the sounds of Common in a peculiar popping tone. They can be good sources for local information so long as they are treated with respect and their territory is not encroached.",
            "name": "Millitaur",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 85,
            "hit_dice": "10d10+30",
            "speed": {
                "walk": 40,
                "burrow": 20,
                "climb": 30
            },
            "strength": 18,
            "dexterity": 14,
            "constitution": 16,
            "intelligence": 8,
            "wisdom": 12,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "acrobatics": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "poison; bludgeoning and slashing from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "prone",
            "senses": "darkvision 60 ft., tremorsense 30 ft., passive Perception 11",
            "languages": "Common",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The millitaur makes two handaxe attacks."
                },
                {
                    "name": "Handaxe",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 2 (1d4) poison damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 288,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_millitaur/"
        },
        {
            "slug": "mindrot-thrall",
            "desc": "_A heavily cloaked figure reeks of decay and spreads a floating cloud of spores with every step._  \n**Fungal Rot.** Mindrot fungus is an intelligent hive-mind parasite that consumes creatures from the inside out. When inhaled, mindrot spores enter the brain through the bloodstream. As the fungus grows, it dissolves the host’s body and slowly replaces the creature’s flesh with its own.  \nThe fungus’s first target is the motor function of the brain. It takes control of the creature’s movement while the victim is still alive and fully conscious—but no longer controls his or her own body! Indeed, sensory awareness may be the last function that the fungus attacks. Eventually, even the victim’s skin and muscle are replaced with fungal fibers. At that point, the affected creature no longer looks like its former self. Such a newly-born mindrot thrall conceals its alarming appearance under heavy robes or cloaks so it can travel without causing alarm.  \n**Spore Blisters.** A thrall’s skin is taut and waxy. Blisters form just beneath the surface, and when they grow as large as a child’s fist they burst, releasing a spray of spores. It seeks to infect as many new victims as possible during the few weeks that it survives in humanoid form. At the end of that time, the thrall shrivels to a dried, vaguely humanoid husk. Even a dead mindrot thrall, however, is still dangerous because its half-formed spore blisters can remain infectious for months. Disturbing the husk can burst these blisters and trigger a Mindrot Spores attack.  \n**Dimensional Horrors.** Wizards hypothesize the fungus was brought to the mortal world by a shambling horror crossing through a dimensional portal. The remoteness of that wasteland is likely whythe mindrot fungus hasn’t destroyed whole cities, though someday it may find a more fertile breeding ground.",
            "name": "Mindrot Thrall",
            "size": "Medium",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 82,
            "hit_dice": "11d8+33",
            "speed": {
                "walk": 30
            },
            "strength": 15,
            "dexterity": 14,
            "constitution": 17,
            "intelligence": 11,
            "wisdom": 14,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 5,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning and piercing from nonmagical attacks",
            "damage_immunities": "acid, poison",
            "condition_immunities": "charmed, frightened, poisoned",
            "senses": "tremorsense 30 ft., passive Perception 12",
            "languages": "understands Common but cannot speak",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The mindrot thrall makes two claw attacks."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.",
                    "attack_bonus": 4,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Acid Breath (Recharge 4-6)",
                    "desc": "The thrall exhales a blast of acidic spores from its rotten lungs in a 15-foot cone. Each creature in that area takes 36 (8d8) acid damage, or half damage with a successful DC 13 Dexterity saving throw. If the saving throw fails, the creature is also infected with mindrot spores."
                },
                {
                    "name": "Mindrot Spores",
                    "desc": "Infection occurs when mindrot spores are inhaled or swallowed. Infected creatures must make a DC 13 Constitution saving throw at the end of every long rest; nothing happens if the saving throw succeeds, but if it fails, the creature takes 9 (2d8) acid damage and its hit point maximum is reduced by the same amount. The infection ends when the character makes successful saving throws after two consecutive long rests, or receives the benefits of a lesser restoration spell or comparable magic. A creature slain by this disease becomes a mindrot thrall after 24 hours unless the corpse is destroyed."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Fungal Aura",
                    "desc": "A creature that starts its turn within 5 feet of a mindrot thrall must succeed on a DC 13 Constitution saving throw or become infected with mindrot spores."
                }
            ],
            "spell_list": [],
            "page_no": 290,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_mindrot-thrall/"
        },
        {
            "slug": "mirror-hag",
            "desc": "_A mirror hag forces an unsuspecting creature to reflect on its own superficiality by gazing into the hag’s horrible face._  \n**Hideous Hex.** Until a creature can see past the hag’s deformities, it suffers the pain of a disfigured life. Some mirror hags do this for the betterment of all, but most do it because causing pain amuses them.  \n**Warped Features.** Mirror hags are hunchbacked, with growths and lesions covering their skin. Their joints misalign, and the extremities of their bones press against their skin. However, it is their faces that inspire legends: the blackest moles sprouting long white hairs, noses resembling half-eaten carrots, and eyes mismatched in size, color, and alignment. If a creature recoils from a mirror hag’s looks, she bestows her reconfiguring curse on it.  \n**Mirror Covens.** Mirror hags can form a coven with two other hags. Generally, mirror hags only form covens with other mirror hags, but from time to time a mirror hag will join a coven of witches or green hags.",
            "name": "Mirror Hag",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 168,
            "hit_dice": "16d8+96",
            "speed": {
                "walk": 30,
                "fly": 10
            },
            "strength": 15,
            "dexterity": 16,
            "constitution": 22,
            "intelligence": 12,
            "wisdom": 14,
            "charisma": 19,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "thunder",
            "damage_immunities": "",
            "condition_immunities": "charmed, frightened",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Common",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "A mirror hag can use its Reconfiguring Curse and make one melee attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (4d8 + 3) piercing damage, or 39 (8d8 + 3) piercing damage against a stunned target.",
                    "attack_bonus": 6,
                    "damage_dice": "4d8"
                },
                {
                    "name": "Quarterstaff",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Reconfiguring Curse",
                    "desc": "The mirror hag curses a living creature within 60 feet, giving it beastly or hideous features. The target of the reconfiguring curse must succeed on a DC 15 Constitution saving throw or take 1d6 Charisma damage. A successful save renders the target immune to further uses of that hag's curse for 24 hours."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Innate Spellcasting",
                    "desc": "the hag's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). She can innately cast the following spells, requiring no material components:\n\nat will: disguise self, inflict wounds (4d10), message, ray of enfeeblement\n\n1/day each: detect thoughts, dispel magic, lightning bolt, locate creature, shillelagh, stinking cloud, teleport"
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The hag has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Confounding Ugliness",
                    "desc": "When confronting a mirror hag at any range, a creature must make a choice at the start of each of its turns: either avert its eyes so that it has disadvantage on attack rolls against the hag until the start of its next turn, or look at the hag and make a DC 15 Constitution saving throw. Failure on the saving throw leaves the character stunned until the start of its next turn."
                }
            ],
            "spell_list": [],
            "page_no": 243,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_mirror-hag/"
        },
        {
            "slug": "monolith-champion",
            "desc": "_This suit of armor stands motionless, its visor raised to reveal a black skull with eyes cold as a winter moon. A cloak of owl feathers hangs from its shoulders, and a greatsword is slung across its back._  \n**Beautiful Constructs.** Monolithic servitors are constructs designed to serve the courts of the shadow fey. As constructs go, these are uncommonly beautiful; they are meant to be as pleasing to the eyes as they are functional. Beauty, of course, is in the eye of the beholder, and what’s beautiful in the eyes of the shadow fey might be considered strange, disturbing, or even alarming by mortal folk.  \n**Expensive Armor.** Regardless of a viewer’s esthetic opinion, it’s obvious that a monolith champion incorporates amazing workmanship. Every fitting is perfect; every surface is masterfully burnished and etched with detail almost invisible to the naked eye or decorated with macabre inlays and precious chasing. The skull in the helmet is mere decoration, meant to frighten the weak of heart and mislead opponents into thinking the champion is some form of undead rather than a pure construct.  \n**Keeping Out the Rabble.** As its name implies, the monolith champion serves as a guardian, warrior, or sentry. In those roles, it never tires, never becomes distracted or bored, never questions its loyalty, and never swerves from its duty. It delights in throwing non-fey visitors out of fey settlements and buildings.  \n**Constructed Nature.** A monolith champion doesn’t require air, food, drink, or sleep.",
            "name": "Monolith Champion",
            "size": "Large",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 102,
            "hit_dice": "12d10+36",
            "speed": {
                "walk": 40
            },
            "strength": 19,
            "dexterity": 12,
            "constitution": 16,
            "intelligence": 10,
            "wisdom": 10,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison, bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "Elvish, Umbral",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The champion makes two greatsword attacks or two slam attacks."
                },
                {
                    "name": "Greatsword",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage plus 11 (2d10) cold or fire damage.",
                    "attack_bonus": 7,
                    "damage_dice": "3d6"
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 11 (2d10) cold or fire damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Blatant Dismissal",
                    "desc": "While in a fey court or castle, a monolith champion that scores a successful hit with its greatsword can try to force the substitution of the target with a shadow double. The target must succeed at a DC 14 Charisma saving throw or become invisible, silent, and paralyzed, while an illusory version of itself remains visible and audible-and under the monolith champion's control, shouting for a retreat or the like. Outside fey locales, this ability does not function."
                },
                {
                    "name": "Fey Flame",
                    "desc": "The ritual powering a monolith champion grants it an inner flame that it can use to enhance its weapon or its fists with additional fire or cold damage, depending on the construct's needs."
                }
            ],
            "spell_list": [],
            "page_no": 294,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_monolith-champion/"
        },
        {
            "slug": "monolith-footman",
            "desc": "_A suit of elven parade armor, beautifully ornate but perhaps not terribly functional, stands at attention._  \n**Beautiful Construct.** Like the Open Game License",
            "name": "Monolith Footman",
            "size": "Large",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 60,
            "hit_dice": "8d10+16",
            "speed": {
                "walk": 40
            },
            "strength": 18,
            "dexterity": 12,
            "constitution": 14,
            "intelligence": 10,
            "wisdom": 10,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison, bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "Elvish, Umbral",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Longsword",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 9 (2d8) cold or fire damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 9 (2d8) cold or fire damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Blatant Dismissal",
                    "desc": "While in the courts or castles of the fey, a monolith footman that scores a successful hit with its longsword can try to force the substitution of the target with a shadow double. The target must succeed at a DC 10 Charisma saving throw or become invisible, silent, and paralyzed, while an illusory version of itself remains visible and audible-and under the monolith footman's control, shouting for a retreat or the like. Outside fey locales, this ability does not function."
                },
                {
                    "name": "Fey Flame",
                    "desc": "The ritual powering a monolith footman grants it an inner flame that it can use to enhance its weapon or its fists with additional fire or cold damage, depending on the construct's needs."
                },
                {
                    "name": "Simple Construction",
                    "desc": "Monolith footmen are designed with a delicate fey construction. They burst into pieces and are destroyed when they receive a critical hit."
                }
            ],
            "spell_list": [],
            "page_no": 295,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_monolith-footman/"
        },
        {
            "slug": "mordant-snare",
            "desc": "_Mordant snares were created by war mages of ancient times. Each resembles an immense, dark gray, 11-armed starfish weighing eight tons, and yet a mordant snare is never obvious. Instead, it controls a few humanoids shuffling about aimlessly, their skin glistening with moisture, occasionally forming loose groups near the snare. These puppets pay little attention to their surroundings._  \n**Starfish Puppet Masters.** Snares bury themselves under loose soil to attack creatures walking above them. They attack by extruding filaments that inject acid into victims; this liquefies organs and muscle while leaving the skeleton, tendons, and skin intact. With the body thus hollowed out and refilled with acid and filaments, the mordant snare can control it from below like a puppet, creating a group of awkward, disoriented people. New victims fall prey to mordant snares when they approach to investigate.  \n**Brains Preferred.** The mordant snare prefers intelligent food. With its tremorsense, it can easily distinguish between prey; it prefers Small and Medium bipeds. A mordant snare hunts an area until it is empty, so a village can suffer tremendous losses or even be wiped out before discovering what’s happening. However, a mordant snare is intelligent enough to know that escaped victims may come back with friends, shovels, and weapons, ready for battle. When this occurs, the snare abandons its puppets, burrows deeper underground, and seeks a new home.  \n**Cooperative Killers.** Mordant snares are few in number and cannot reproduce. Since the secret of their creation was lost long ago, eventually they will disappear forever—until then, they cooperate well with each other, using puppets to lure victims to one another. A team is much more dangerous than a lone snare, and when three or more link up, they are especially deadly.",
            "name": "Mordant Snare",
            "size": "Gargantuan",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 264,
            "hit_dice": "16d20+96",
            "speed": {
                "walk": 10,
                "burrow": 20
            },
            "strength": 23,
            "dexterity": 16,
            "constitution": 22,
            "intelligence": 15,
            "wisdom": 14,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "deception": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning from nonmagical attacks",
            "damage_immunities": "acid",
            "condition_immunities": "prone",
            "senses": "darkvision 60 ft., tremorsense 60 ft., passive Perception 12",
            "languages": "Common, Primordial",
            "challenge_rating": "15",
            "cr": 15.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The mordant snare makes four melee attacks, using any combination of tentacle attacks, spike attacks, and filament attacks. No creature can be targeted by more than one filament attack per turn."
                },
                {
                    "name": "Spike",
                    "desc": "Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 12 (2d8 + 3) piercing damage plus 3 (1d6) acid damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d8"
                },
                {
                    "name": "Tentacle",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage plus 7 (2d6) acid damage.",
                    "attack_bonus": 11,
                    "damage_dice": "2d10"
                },
                {
                    "name": "Filaments",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage plus 10 (3d6) acid damage, and the target is grappled (escape DC 16) and restrained.",
                    "attack_bonus": 11,
                    "damage_dice": "3d10"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Magic Resistance",
                    "desc": "The mordant snare has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Absorb Channeled Energy",
                    "desc": "If a mordant snare is in the area of effect of a turn undead attempt, it gains temporary hit points. For each mordant puppet that would have been affected by the turning if it were a zombie, the mordant snare gains 10 temporary hit points, to a maximum of 60."
                },
                {
                    "name": "Buried",
                    "desc": "Until it does something to reveal its presence, a buried mordant snare is treated as if it's invisible."
                },
                {
                    "name": "Mordant Puppets",
                    "desc": "A mordant snare can control up to four bodies per tentacle. These \"puppets\"look and move like zombies. Treat each one as a zombie, but limited in movement to the 30-foot-by-30-foot area above the buried snare. Unlike normal zombies, any creature within 5 feet of a mordant puppet when the puppet takes piercing or slashing damage takes 3 (1d6) acid damage (spray from the wound). All puppets attached to a particular tentacle are destroyed if the mordant snare attacks with that tentacle; this does 9 (2d8) acid damage per puppet to all creatures within 5 feet of any of those puppets, or half damage with a successful DC 16 Dexterity saving throw. Damage done to puppet zombies doesn't affect the mordant snare. If the snare is killed, all of its puppets die immediately without causing any acid damage."
                }
            ],
            "spell_list": [],
            "page_no": 296,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_mordant-snare/"
        },
        {
            "slug": "moss-lurker",
            "desc": "_Somewhat like the cruel crossbreed of troll and gnome, the moss lurkers are a primitive race of forest and cavern dwellers with long, greenish beards and hair. Their hides are mossy green or peaty amber, and a vaguely fungal scent surrounds them at all times._  \nLike their trollish relatives, moss lurkers have large and often grotesque noses. Their claws are bright red when unsheathed, and their teeth tend toward the long and snaggly. They wear simple clothes of homespun wool or leather, or go naked in the summer. Their hats are sometimes festooned with toadstools or ferns as primitive camouflage.  \n**Rocks and Large Weapons.** Moss lurkers have a fondness for throwing stones onto enemies from a great height, and they often employ enormous axes, warhammers, and two-handed swords that seem much larger than such a small creature should be able to lift.",
            "name": "Moss Lurker",
            "size": "Small",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 45,
            "hit_dice": "10d6+10",
            "speed": {
                "walk": 30
            },
            "strength": 14,
            "dexterity": 14,
            "constitution": 12,
            "intelligence": 12,
            "wisdom": 10,
            "charisma": 10,
            "strength_save": 4,
            "dexterity_save": 4,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "perception": 2,
                "stealth": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "fire, poison",
            "condition_immunities": "blind, poisoned",
            "senses": "blindsight 60 ft., passive Perception 12",
            "languages": "Giant, Sylvan, Trollkin",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d6+2"
                },
                {
                    "name": "Great Sword or Maul",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing or bludgeoning damage.",
                    "attack_bonus": 4,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Mushroom-Poisoned Javelin",
                    "desc": "Ranged Weapon Attack: +4 to hit, range 30 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 6 (1d12) poison damage and the target is poisoned until the start of the moss lurker's next turn. A successful DC 11 Constitution save halves the poison damage and prevents poisoning.",
                    "attack_bonus": 4,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Dropped Boulder",
                    "desc": "Ranged Weapon Attack: +4 to hit, range 100 ft. (vertically), one target. Hit: 10 (3d6) bludgeoning damage.",
                    "attack_bonus": 4,
                    "damage_dice": "3d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Camouflage",
                    "desc": "A moss lurker has advantage on Dexterity (Stealth) checks to hide in forested or swampy terrain."
                },
                {
                    "name": "Love of Heavy Weapons",
                    "desc": "While moss lurkers can use heavy weapons, they have disadvantage while wielding them."
                },
                {
                    "name": "Keen Hearing and Smell",
                    "desc": "The moss lurker has advantage on Wisdom (Perception) checks that rely on hearing or smell."
                },
                {
                    "name": "Poisoned Gifts",
                    "desc": "A moss lurker can contaminate liquids or food with poison. Someone who consumes the contaminated substance must make a successful DC 11 Constitution saving throw or become poisoned for 1 hour. When the poison is introduced, the moss lurker can choose a poison that also causes the victim to fall unconscious, or to become paralyzed while poisoned in this way. An unconscious creature wakes if it takes damage, or if a creature uses an action to shake it awake."
                }
            ],
            "spell_list": [],
            "page_no": 298,
            "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_moss-lurker/"
        },
        {
            "slug": "myling",
            "desc": "_Mylings are the souls of the unburied, those who died in the forest from abandonment or exposure and can find no peace until their bodies are properly interred. Given the circumstances around their deaths, mylings tend to be solitary. They haunt the places where they died. When some tragedy resulted in multiple deaths, the resulting mylings stay together and hunt as a pack._  \n**Attack in a Rage.** Mylings prefer to attack lone wanderers, but they target a group when desperate or when there’s more than one myling in the pack. They shadow a target until after dark, then jump onto the target’s back and demand to be carried to their chosen burial ground. They cling tightly to a victim with arms and legs locked around the victim’s shoulders and midsection, begging, threatening, and biting until the victim gives in to their demands. Mylings will bite victims to death if they are unable or unwilling to carry them, or if a victim moves too slowly.  \n**Ungrateful Rest.** While all mylings seek a creature to carry them to their final resting place, even when a chosen “mount” is willing to carry the myling, the creature’s body grows immensely heavier as it nears its burial place. Once there, it sinks into the earth, taking its bearers with it. Being buried alive is their reward for helping the myling.  \n**Urchin Rhymes and Songs.** Some mylings maintain traces of the personalities they had while alive— charming, sullen, or sadistic—and they can speak touchingly and piteously. Dressed in ragged clothing, their skin blue with cold, they sometimes reach victims who believe they are helping an injured child or young adult. They hide their faces and sing innocent rhymes when they aren’t screeching in fury, for they know that their dead eyes and cold blue skin cause fright and alarm.  \n**Undead Nature.** A myling doesn’t require air, food, drink, or sleep.",
            "name": "Myling",
            "size": "Small",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 45,
            "hit_dice": "10d6+10",
            "speed": {
                "walk": 30,
                "burrow": 10
            },
            "strength": 15,
            "dexterity": 10,
            "constitution": 12,
            "intelligence": 10,
            "wisdom": 12,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "stealth": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, frightened, poisoned, stunned, unconscious",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Common",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The myling makes one bite and two claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage, and the target is grappled (escape DC 12). If the target was grappled by the myling at the start of the myling's turn, the bite attack hits automatically.",
                    "attack_bonus": 4,
                    "damage_dice": "2d4"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) slashing damage.",
                    "attack_bonus": 4,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Buried Alive",
                    "desc": "If the myling starts its turn on its chosen burial ground, it sinks into the earth. If it has a creature grappled, that creature sinks with the myling. A Medium or larger creature sinks up to its waist; a Small creature sinks up to its neck. If the myling still has the victim grappled at the start of the myling's next turn, both of them disappear into the earth. While buried this way, a creature is considered stunned. It can free itself with a successful DC 20 Strength (Athletics) check, but only one check is allowed; if it fails, the creature is powerless to aid itself except with magic. The creature must also make a DC 10 Constitution saving throw; if it succeeds, the creature has a lungful of air and can hold its breath for (Constitution modifier + 1) minutes before suffocation begins. Otherwise, it begins suffocating immediately. Allies equipped with digging tools can reach it in four minutes divided by the number of diggers; someone using an improvised tool (a sword, a plate, bare hands) counts as only one-half of a digger."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 301,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_myling/"
        },
        {
            "slug": "naina",
            "desc": "_These drakes are resplendent in their natural form, plumed and scaled in glittering, multicolored hues. In humanoid form, they appear as elderly homespun human crones or as young, beautiful elvish women._  \n**Drakes in Human Form.** These faerie drakes can take the shape of wise, old, human women. They retain full use of their sorcerous powers in their humanoid forms, and they can retain that form indefinitely.  \n**Difficult to Spot.** A naina shapeshifted into human form is nearly impossible to spot as anything but human unless she makes a mistake that gives away her true nature, and they seldom do. Draconic roars, a flash of scales, a fondness for raw meat, and a flash of wrathful dragon breath are the most common tells.  \n**Hunted by Rumor.** When rumors of a naina circulate, any woman who is a stranger may be persecuted, ostracized, or even tortured unless she can prove that she’s entirely human.",
            "name": "Naina",
            "size": "Large",
            "type": "Dragon",
            "subtype": "shapechanger",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 231,
            "hit_dice": "22d10+110",
            "speed": {
                "walk": 40,
                "fly": 120
            },
            "strength": 20,
            "dexterity": 16,
            "constitution": 21,
            "intelligence": 15,
            "wisdom": 18,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": 9,
            "intelligence_save": 6,
            "wisdom_save": 8,
            "charisma_save": 8,
            "perception": 8,
            "skills": {
                "arcana": 6,
                "deception": 8,
                "insight": 8,
                "perception": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "paralyzed, poisoned, unconscious",
            "senses": "darkvision 60 ft., passive Perception 18",
            "languages": "Common, Darakhul, Draconic, Elvish, Sylvan",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The naina makes two claw attacks and one bite attack."
                },
                {
                    "name": "Bite (drake form only)",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (3d12 + 5) piercing damage.",
                    "attack_bonus": 9,
                    "damage_dice": "3d12"
                },
                {
                    "name": "Claw (drake form only)",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (3d12 + 5) slashing damage.",
                    "attack_bonus": 9,
                    "damage_dice": "3d12"
                },
                {
                    "name": "Poison Breath (Recharge 5-6)",
                    "desc": "While in drake form (only), the naina breathes a 20-foot cone of poison gas, paralytic gas, or sleep gas."
                },
                {
                    "name": "Poison",
                    "desc": "A creature caught in this poison gas takes 18 (4d8) poison damage and is poisoned; a successful DC 17 Constitution saving throw reduces damage to half and negates the poisoned condition. While poisoned this way, the creature must repeat the saving throw at the end of each of its turns. On a failure, it takes 9 (2d8) poison damage and the poisoning continues; on a success, the poisoning ends."
                },
                {
                    "name": "Paralysis",
                    "desc": "A creature caught in this paralytic gas must succeed on a DC 17 Constitution saving throw or be paralyzed for 2d4 rounds. A paralyzed creature repeats the saving throw at the end of each of its turns; a successful save ends the paralysis."
                },
                {
                    "name": "Sleep",
                    "desc": "A creature caught in this sleeping gas must succeed on a DC 17 Constitution saving throw or fall unconscious for 6 rounds. A sleeping creature repeats the saving throw at the end of each of its turns; it wakes up if it makes the save successfully."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Magic Sensitive",
                    "desc": "The naina detects magic as if it were permanently under the effect of a detect magic spell."
                },
                {
                    "name": "Spellcasting",
                    "desc": "the naina is a 9th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The naina has the following sorcerer spells prepared:\n\ncantrips (at will): dancing lights, mage hand, mending, ray of frost, resistance, silent image\n\n1st level (4 slots): charm person, thunderwave, witch bolt\n\n2nd level (3 slots): darkness, invisibility, locate object\n\n3rd level (3 slots): dispel magic, hypnotic pattern\n\n4th level (3 slots): dimension door\n\n5th level (1 slot): dominate person"
                },
                {
                    "name": "Shapechanger",
                    "desc": "The naina can use her action to polymorph into one of her two forms: a drake or a female humanoid. She cannot alter either form's appearance or capabilities (with the exception of her breath weapon) using this ability, and damage sustained in one form transfers to the other form."
                }
            ],
            "spell_list": [],
            "page_no": 302,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_naina/"
        },
        {
            "slug": "ngobou",
            "desc": "_This ill-tempered, six-horned creature resembles a triceratops the size of an ox, with pairs of horns atop its nose and brows, as well as great tusks jutting from each side of its mouth._  \n_**Hatred of Elephants.**_ Ngobous are ox-sized dinosaurs often at war with elephants over territory. Ngobous are irascible and suspicious by nature, prone to chasing after any creature that stays too long inside its territory. They also become aggressive when they can see or smell elephants. Even old traces of elephants’ scent are sufficient to trigger an ngobou’s rage.  \n_**Poor Beasts of War.**_ Grasslands tribes sometimes try to train ngobous as beasts of burden or war, but most have given up on the ill-tempered animals; their behavior is too erratic, especially if elephants are nearby or have been in the area recently.  \n_**Trample Crops.**_ Ngobou herds can smash entire crops flat in minutes—and their horns can tear through a herd of goats or cattle in little time as well.",
            "name": "Ngobou",
            "size": "Large",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 85,
            "hit_dice": "10d10+30",
            "speed": {
                "walk": 40
            },
            "strength": 20,
            "dexterity": 9,
            "constitution": 16,
            "intelligence": 2,
            "wisdom": 9,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "perception": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 15",
            "languages": "-",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Gore",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 38 (6d10 + 5) piercing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "6d10"
                },
                {
                    "name": "Stomp",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 18 (3d8 + 5) bludgeoning damage.",
                    "attack_bonus": 8,
                    "damage_dice": "3d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Trampling Charge",
                    "desc": "If the ngobou moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the ngobou can make one stomp attack against it as a bonus action."
                },
                {
                    "name": "Elephants' Bane",
                    "desc": "The ngobou has advantage on attacks against elephants. It can detect by scent whether an elephant has been within 180 feet of its location anytime in the last 48 hours."
                },
                {
                    "name": "Spikes",
                    "desc": "A creature that grapples an ngobou takes 9 (2d8) piercing damage."
                }
            ],
            "spell_list": [],
            "page_no": 115,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_ngobou/"
        },
        {
            "slug": "nichny",
            "desc": "_These ancient creatures resemble nothing so much as black cats dressed in sumptuous, if archaic, clothing._  \n**Xenophobic.** The nichny are highly xenophobic and gleefully carnivorous fey who dwell in deep, primeval forests.  \n**True and False Prophets.** They can dispense luck to those they like and they certainly have oracular powers, but they rarely share their prophecies with outsiders. Their prophecies are always delivered in triples, and legend holds that two inevitably prove true and one proves false.  \n**Answer Three Questions.** One final legend claims that if a nichny can be bound with gold or orichalcum chains, it must answer three questions. As with their prophecies, two answers will be true and one will be a lie. All three questions must be posed before any will be answered. When the third answer is given, the nichny and the chains disappear.",
            "name": "Nichny",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 112,
            "hit_dice": "15d8+45",
            "speed": {
                "walk": 30,
                "climb": 30
            },
            "strength": 17,
            "dexterity": 19,
            "constitution": 17,
            "intelligence": 18,
            "wisdom": 18,
            "charisma": 19,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 7,
            "skills": {
                "acrobatics": 7,
                "insight": 7,
                "perception": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, frightened, paralyzed, poisoned, unconscious",
            "senses": "darkvision 60 ft., passive Perception 17",
            "languages": "Elvish, Primordial, Sylvan, Void Speech",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The nichny makes two claw attacks."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d12"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Freedom of Movement",
                    "desc": "A nichny ignores difficult terrain and cannot be entangled, grappled, or otherwise impeded in its movements as if it is under the effect of a constant freedom of movement spell. This ability is negated for grapple attempts if the attacker is wearing gold or orichalcum gauntlets or using a gold or orichalcum chain as part of its attack."
                },
                {
                    "name": "Imbue Luck (1/Day)",
                    "desc": "Nichny can enchant a small gem or stone to bring good luck. If the nichny gives this lucky stone to another creature, the bearer receives a +1 bonus to all saving throws for 24 hours."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the nichny's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat Will: detect magic, invisibility, magic missile, ray of frost\n\n3/day each: blink, dimension door, haste, polymorph (self only)\n\n1/day each: teleport, word of recall"
                },
                {
                    "name": "Luck Aura",
                    "desc": "A nichny is surrounded by an aura of luck. All creatures it considers friends within 10 feet of the nichny gain a +1 bonus to attack rolls, saving throws, and ability checks. Creatures that it considers its enemies take a -1 penalty to attack rolls, saving throws, and ability checks. The nichny can activate or suppress this aura on its turn as a bonus action."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The nichny has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Soothsaying",
                    "desc": "Once per week, a nichny can answer up to three questions about the past, present, or future. All three questions must be asked before the nichny can give its answers, which are short and may be in the form of a paradox or riddle. One answer always is false, and the other two must be true."
                }
            ],
            "spell_list": [],
            "page_no": 303,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_nichny/"
        },
        {
            "slug": "night-scorpion",
            "desc": "",
            "name": "Night Scorpion",
            "size": "Large",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 90,
            "hit_dice": "12d10+24",
            "speed": {
                "walk": 40
            },
            "strength": 15,
            "dexterity": 14,
            "constitution": 14,
            "intelligence": 1,
            "wisdom": 9,
            "charisma": 3,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "blindsight 60 ft., passive Perception 9",
            "languages": "-",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The scorpion makes three attacks: two with its claws and one with its sting."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple one target.",
                    "attack_bonus": 4,
                    "damage_dice": "1d8+2"
                },
                {
                    "name": "Sting",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target takes 7 (2d6) poison damage and is blinded for 1d3 hours; a successful DC 12 Constitution saving throw reduces damage by half and prevents blindness. If the target fails the saving throw by 5 or more, the target is also paralyzed while poisoned. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.",
                    "attack_bonus": 4,
                    "damage_dice": "1d10"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 340,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_night-scorpion/"
        },
        {
            "slug": "nightgarm",
            "desc": "_These humanoid creatures work with their lupine mother and their worg and winter wolf brothers and sisters to destroy human and dwarvish settlements. Their howls are songs of vengeance, and their fangs and jaws seem ready to swallow the world._  \n**Champions of the Northern Packs.** Created in a magical ritual performed over a pregnant worg by her packmates, nightgarms are always female and are always loyal followers of Fenris. They are dedicated to harassing servants of the gods, especially the northern gods of the sky, thunder, or wisdom. Their spawn infiltrate settlements to bring them down—treachery that always ends with a massed attack by wolves.  \n**Carry Off Plunder.** Nightgarms resemble enormous wolves, but up close their wide mouths, hate-filled eyes, and half-formed fingers give them away as something different from—and much worse than— worgs. They can wield items in their front paws and can walk on their hind limbs when necessary, though they are far swifter on four legs.  \n**Impossibly Wide Jaws.** A nightgarm’s jaws can open to swallow corpses, living creatures, and items larger than themselves, a magical trick that happens in a matter of seconds.",
            "name": "Nightgarm",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 114,
            "hit_dice": "12d10+48",
            "speed": {
                "walk": 20
            },
            "strength": 20,
            "dexterity": 14,
            "constitution": 18,
            "intelligence": 10,
            "wisdom": 15,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "perception": 5,
                "stealth": 5
            },
            "damage_vulnerabilities": "radiant; silvered weapons",
            "damage_resistances": "lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 15",
            "languages": "Common, Giant, Goblin, telepathy 200 ft. (with falsemen only)",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 27 (4d10 + 5) piercing damage, and a Medium or smaller target must succeed on a DC 15 Strength saving throw or be swallowed whole. A swallowed creature is blinded and restrained and has total cover against attacks and other effects outside the nightgarm. It takes 21 (6d6) acid damage at the start of each of the nightgarm's turns. A nightgarm can have only one creature swallowed at a time. If the nightgarm takes 25 damage or more on a single turn from the swallowed creature, the nightgarm must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone within 5 feet of the nightgarm. If the nightgarm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.",
                    "attack_bonus": 8,
                    "damage_dice": "4d10+5"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Spawn Falseman",
                    "desc": "If a nightgarm spends an entire round consuming a humanoid corpse, it immediately becomes pregnant. Nine hours later, it gives birth to a duplicate of the devoured creature. Known as a \"falseman,\"this duplicate has all the memories and characteristics of the original but serves its mother loyally, somewhat similar to a familiar's relationship to a wizard. A nightgarm can have up to 14 falsemen under her control at a time. A nightgarm can communicate telepathically with its falsemen at ranges up to 200 feet."
                },
                {
                    "name": "Quadruped",
                    "desc": "The nightgarm can drop any objects it is holding to run on all fours. When it does so, its speed increases to 40ft."
                },
                {
                    "name": "Distending Maw",
                    "desc": "Like snakes, nightgarms can open their mouths far wider than other creatures of similar size. This ability grants it a formidable bite and allows it to swallow creatures up to Medium size."
                },
                {
                    "name": "Superstitious",
                    "desc": "A nightgarm must stay at least 5 feet away from a brandished holy symbol or a burning sprig of wolf's bane, and it cannot touch or make melee attacks against a creature holding one of these items. After 1 round, the nightgarm can make a DC 15 Charisma saving throw at the start of each of its turns; if the save succeeds, the nightgarm temporarily overcomes its superstition and these restrictions are lifted until the start of the nightgarm's next turn."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the nightgarm's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:\n\n3/day each: darkness, dissonant whispers, hold person\n\n1/day each: conjure woodland beings (wolves only), dimension door, scrying (targets falsemen only)"
                }
            ],
            "spell_list": [],
            "page_no": 304,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_nightgarm/"
        },
        {
            "slug": "nihilethic-zombie",
            "desc": "",
            "name": "Nihilethic Zombie",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 9,
            "armor_desc": "natural armor",
            "hit_points": 22,
            "hit_dice": "3d8+9",
            "speed": {
                "walk": 20,
                "swim": 30
            },
            "strength": 13,
            "dexterity": 6,
            "constitution": 16,
            "intelligence": 3,
            "wisdom": 6,
            "charisma": 5,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 0,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "cold, necrotic, poison; bludgeoning, piercing and slashing from nonmagical attacks (only when in ethereal form)",
            "condition_immunities": "poisoned",
            "senses": "darkvision 60 ft., passive Perception 8",
            "languages": "understand Void Speech and the languages it knew in life but can't speak",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Slam (Material Form Only)",
                    "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage and the target must make a successful DC 13 Constitution saving throw or become diseased. The disease has little effect for 1 minute; during that time, it can be removed by bless, lesser restoration, or comparable magic. After 1 minute, the diseased creature's skin becomes translucent and slimy. The creature cannot regain hit points unless it is at least partially underwater, and the disease can only be removed by heal or comparable magic. Unless the creature is either fully submerged or frequently doused with water, it takes 6 (1d12) acid damage every 10 minutes. If a creature dies while diseased, it rises in 2d6 rounds as a nihilethic zombie. This zombie is permanently dominated by the nihileth that commands the attacking zombie.",
                    "attack_bonus": 3,
                    "damage_dice": "4d6+1"
                },
                {
                    "name": "Withering Touch (Ethereal Form)",
                    "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) necrotic damage.",
                    "attack_bonus": 3,
                    "damage_dice": "1d6+1"
                },
                {
                    "name": "Form Swap",
                    "desc": "As a bonus action, the nihilethic zombie can alter between its material and ethereal forms at will."
                },
                {
                    "name": "Sacrifice Life",
                    "desc": "A nihilethic zombie can sacrifice itself to heal a nihileth within 30 feet of it. All of its remaining hit points transfer to the nihileth in the form of healing. The nihilethic zombie is reduced to 0 hit points and it doesn't make an Undead Fortitude saving throw. A nihileth cannot be healed above its maximum hit points in this manner."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Void Body",
                    "desc": "The nihilethic zombie can reduce the damage it takes from a single source by 1d12 points. This reduction cannot be applied to radiant damage."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Undead Fortitude",
                    "desc": "If damage reduces the nihileth to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the nihileth drops to 1 hit point instead."
                },
                {
                    "name": "Dual State",
                    "desc": "Like its nihileth creator, a nihilethic zombie can assume either a material or ethereal form. When in its material form, it has resistance to nonmagical weapons. In its ethereal form, it is immune to nonmagical weapons. Its ethereal form appears as a dark purple outline of its material form, with a blackish-purple haze within."
                }
            ],
            "spell_list": [],
            "page_no": 9,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_nihilethic-zombie/"
        },
        {
            "slug": "orobas-devil",
            "desc": "_Tall and powerful, this creature resembles a strong man with well‑chiseled muscles, save its equine head, flaring nostrils, and hoofed feet._  \nThe orobas thrive in Hell, selling their knowledge to those who have the coin (or other form of payment). The common phrase, “never trust a gift horse,” stems from these corrupting devils.  \n**Horse-Headed but Wise.** When called to the mortal world, they sometimes take the shape of a destrier. Orobas devils prefer to take the horrific form of a horse-headed man. Sulfuric smoke curls from their nostrils and their fingers sport ragged claws. This beast‑like appearance belies their true strength; the orobas possess an uncanny knowledge of the past, as well as of things to come.  \n**Masters of Deceit.** When bargaining with an orobas, one must speak truthfully—or possess an exceptionally quick tongue and the most charming smile. Practitioners of the dark arts know these devils as the Lords of Distortion, for their ability to practice deceit. They prize reality-warping magic above all else, and bribes of that sort can win concessions when making a pact.  \n**Surrounded by Lessers.** Orobas devils gather lesser devils both as chattel and defense. Their analytical minds telepathically confer the strengths and weaknesses of foes to their allies. With surprising speed, the deceivers can assess a battlefield, weigh outcomes, and redirect forces. Enemies of the orobas almost never catch them off guard. They have frequent, clear visions of their immediate future.",
            "name": "Orobas Devil",
            "size": "Large",
            "type": "Fiend",
            "subtype": "devil",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 19,
            "armor_desc": "natural armor",
            "hit_points": 261,
            "hit_dice": "14d10+126",
            "speed": {
                "walk": 40
            },
            "strength": 26,
            "dexterity": 14,
            "constitution": 28,
            "intelligence": 23,
            "wisdom": 26,
            "charisma": 21,
            "strength_save": 12,
            "dexterity_save": 7,
            "constitution_save": 14,
            "intelligence_save": null,
            "wisdom_save": 13,
            "charisma_save": null,
            "perception": 13,
            "skills": {
                "deception": 10,
                "history": 11,
                "insight": 13,
                "perception": 13,
                "persuasion": 10
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "fire, poison",
            "condition_immunities": "poisoned",
            "senses": "truesight 90 ft., passive Perception 23",
            "languages": "Celestial, Darakhul, Draconic, Giant, Infernal, Undercommon, Void Speech; telepathy 100 ft.",
            "challenge_rating": "14",
            "cr": 14.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The orobas makes four attacks: one with its bite, one with its claw, one with its flail, and one with its stomp."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 18 (3d6 + 8) piercing damage. The target must succeed on a DC 18 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points and it takes 14 (4d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage."
                },
                {
                    "name": "Flail",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage plus 18 (4d8) acid damage."
                },
                {
                    "name": "Stomp",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Knowing (3/day)",
                    "desc": "An orobas can predict actions and alter chance accordingly. Three times per day, it can choose to have advantage on any attack or skill check."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The orobas has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The orobas's weapon attacks are magical."
                },
                {
                    "name": "Sage Advice",
                    "desc": "An orobas sometimes twists responses to a divination. It softens the answer, leaves crucial information out of the response, manipulates a convoluted answer, or outright lies. An orobas always has advantage on Deception and Persuasion checks when revealing the result of a divination."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the orobas' spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nconstant: detect evil and good\n\nat will: augury, protection from evil and good, teleport (self plus 50 lb of objects only)\n\n5/day each: bestow curse, fireball, scorching ray\n\n3/day each: antimagic field, chain lightning, contact other plane, dimension door, wall of fire\n\n1/day each: eyebite, find the path, foresight"
                }
            ],
            "spell_list": [],
            "page_no": 111,
            "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_orobas-devil/"
        },
        {
            "slug": "pombero",
            "desc": "_This squat little man has long limbs and skin the color of coal, and the backs of its hands and tops of its feet are covered in thick hair. Its face seems a bit too wide for its head, and its eyes gleam a little too brightly in the pale light._  \nPomberos are strange tricksters, born of shadows in the wild. At rest, they tend to adopt a squatting posture, which accentuates their too-long limbs. They shun bright light, though it doesn’t harm them, and seek out shadows and half-light. For this reason, they are known as the Night People.  \n**Joy of Trespassing.** Pomberos take delight from creeping into places where they don’t belong and stealing interesting objects. A pombero’s lair is littered with trinkets, both commonplace and valuable. The blame for all manner of misfortune is laid at the pombero’s hairy feet.  \n**Hatred of Hunters.** In contrast to their larcenous ways, pomberos take great umbrage over the killing of animals and the destruction of trees in their forests. Birds are particularly beloved pets, and they enjoy mimicking bird songs and calls most of all. Villagers in areas near pombero territory must be careful to treat the animals and trees with respect, and killing birds usually is a strong taboo in such areas.",
            "name": "Pombero",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 90,
            "hit_dice": "12d8+36",
            "speed": {
                "walk": 30
            },
            "strength": 17,
            "dexterity": 16,
            "constitution": 16,
            "intelligence": 8,
            "wisdom": 10,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "athletics": 5,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "Sylvan",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The pombero uses Charming Touch if able, and makes two fist attacks."
                },
                {
                    "name": "Fist",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage and the target is grappled (escape DC 13).",
                    "attack_bonus": 5,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Charming Touch (recharge 5-6)",
                    "desc": "The pombero chooses a creature it can see within 5 feet. The creature must make a successful DC 12 Wisdom saving throw or be charmed for 10 minutes. The effect ends if the charmed creature takes damage. The pombero can have only one creature at a time charmed with this ability. If it charms a new creature, the previous charm effect ends immediately."
                },
                {
                    "name": "Invisibility",
                    "desc": "The pombero becomes invisible until it chooses to end the effect as a bonus action, or when it attacks."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Beast's Voice",
                    "desc": "The pombero can magically speak with any beast and can perfectly mimic beast sounds."
                },
                {
                    "name": "Twisted Limbs",
                    "desc": "The pombero can twist and squeeze itself through a space small enough for a Tiny bird to pass through as if it were difficult terrain."
                },
                {
                    "name": "Sneak Attack (1/turn)",
                    "desc": "The pombero does an extra 7 (2d6) damage with a weapon attack when it has advantage on the attack roll, or when the target is within 5 feet of an ally of the pombero that isn't incapacitated and the pombero doesn't have disadvantage on the roll."
                },
                {
                    "name": "Soft Step",
                    "desc": "The pombero has advantage on Dexterity (Stealth) checks in forest terrain."
                }
            ],
            "spell_list": [],
            "page_no": 313,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_pombero/"
        },
        {
            "slug": "possessed-pillar",
            "desc": "_This ancient animal-headed pillar is engraved with weathered symbols from ancient empires._  \n**Animal Headed.** Possessed pillars are carved from enormous blocks of stone to look like animal-headed gods of ancient pantheons, or sometimes demonic figures of zealous cults. The most common are the jackal-faced and the ibis-headed variants, but pillars with baboon, crocodile, elephant, or hawk heads also exist.  \n**Hijacked by Cults.** Some such pillars are claimed by various cults, and carved anew with blasphemous symbols or smeared with blood, oils, and unguents as sacrificial offerings.  \n**Weapon Donations.** Priests claim the weapons stolen by the pillars and distribute them to temple guards or sell them to fund temple activities.  \n**Constructed Nature.** A possessed pillar doesn’t require air, food, drink, or sleep.",
            "name": "Possessed Pillar",
            "size": "Large",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 95,
            "hit_dice": "10d10+40",
            "speed": {
                "walk": 20
            },
            "strength": 20,
            "dexterity": 8,
            "constitution": 19,
            "intelligence": 3,
            "wisdom": 11,
            "charisma": 1,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 120 ft., passive Perception 10",
            "languages": "understands the languages of its creator but can't speak",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The pillar makes two slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.",
                    "attack_bonus": 8,
                    "damage_dice": "3d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Immutable Form",
                    "desc": "The pillar is immune to any spell or effect that would alter its form."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The pillar has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The pillar's weapon attacks are magical."
                },
                {
                    "name": "Steal Weapons",
                    "desc": "The eldritch magic that powers the pillar produces a magnetic power that seizes metal objects that touch it, including metal weapons. When a creature successfully strikes the pillar with a metal melee weapon, the attacker must make a successful DC 15 Strength or Dexterity saving throw or the weapon becomes stuck to the pillar until the pillar releases it or is destroyed. The saving throw uses the same ability as the attack used. The pillar can release all metal weapons stuck to it whenever it wants. A pillar always drops all weapons stuck to it when it believes it's no longer threatened. This ability affects armor only during a grapple."
                },
                {
                    "name": "False Appearance",
                    "desc": "While the pillar remains motionless, it is indistinguishable from a statue or a carved column."
                }
            ],
            "spell_list": [],
            "page_no": 314,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_possessed-pillar/"
        },
        {
            "slug": "psoglav-demon",
            "desc": "",
            "name": "Psoglav Demon",
            "size": "Large",
            "type": "Fiend",
            "subtype": "demon",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 115,
            "hit_dice": "11d10+55",
            "speed": {
                "walk": 40,
                "fly": 60
            },
            "strength": 21,
            "dexterity": 23,
            "constitution": 20,
            "intelligence": 16,
            "wisdom": 19,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 9,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": 7,
            "perception": 6,
            "skills": {
                "acrobatics": 9,
                "intimidation": 7,
                "perception": 6,
                "stealth": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, lightning",
            "damage_immunities": "fire, poison",
            "condition_immunities": "poisoned",
            "senses": "blindsight 30 ft., darkvision 60 ft., passive Perception 16",
            "languages": "Common, Infernal; telepathy 60 ft.",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The psoglav demon makes three bite attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5).",
                    "attack_bonus": 8,
                    "damage_dice": "2d12"
                },
                {
                    "name": "Shadow Stealing Ray (Recharge 5-6)",
                    "desc": "The psoglav emits a beam from its single eye. One target within 60 feet of the psoglav is hit automatically by the ray. The target is knocked 20 feet back and must succeed on a DC 15 Dexterity saving throw or be knocked prone. The target's shadow stays in the space the target was originally in, and acts as an undead shadow under the command of the psoglav demon. If the creature hit with the shadow stealing ray flees the encounter, it is without a natural shadow for 1d12 days before the undead shadow fades and the creature's natural shadow returns. The undead shadow steals the body of its creature of origin if that creature is killed during the encounter; in that case, the creature's alignment shifts to evil and it falls under the command of the psoglav. The original creature regains its natural shadow immediately if the undead shadow is slain. A creature can only have its shadow stolen by the shadow stealing ray once per day, even if hit by the rays of two different psoglav demons, but it can be knocked back by it every time it is hit."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Innate Spellcasting",
                    "desc": "the psoglav's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spell, requiring no material components:\n\n1/day: greater invisibility"
                },
                {
                    "name": "Magic Weapon",
                    "desc": "The psoglav's weapon attacks are magical."
                },
                {
                    "name": "Shadow Door (4/Day)",
                    "desc": "The psoglav has the ability to travel between shadows as if by means of a dimension door spell. The magical transport must begin and end in an area with at least some dim light. The shadow door can span a maximum of 90 feet."
                }
            ],
            "spell_list": [],
            "page_no": 79,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_psoglav-demon/"
        },
        {
            "slug": "putrid-haunt",
            "desc": "_These shambling corpses have twigs, branches, and other debris intertwined with their bodies, and their gaping maws often crawl with scrabbling vermin._  \n**Swamp Undead.** Putrid haunts are walking corpses infused with moss, mud, and the detritus of the deep swamp. They are the shambling remains of individuals who, either through mishap or misdeed, died while lost in a vast swampland. Their desperate need to escape the marshland in life transforms into a hatred of all living beings in death. They often gather in places tainted by evil deeds.  \n**Mossy Islands.** When no potential victims are nearby, putrid haunts sink into the water and muck, where moss and water plants grow over them and vermin inhabit their rotting flesh. When living creatures draw near, the dormant putrid haunt bursts from its watery hiding spot and attacks its prey, slamming wildly with its arms and stomping on prone foes to push them deeper into the muck. There’s no planning and little cunning in their assault, but they move through the marshes more freely than most intruders and they attack with a single-mindedness that’s easily mistaken for purpose.  \n**Leech Harbors.** Putrid haunts create especially favorable conditions for leeches. They are often hosts or hiding places for large gatherings of leeches.  \n**Undead Nature.** A putrid haunt doesn’t require air, food, drink, or sleep.",
            "name": "Putrid Haunt",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 44,
            "hit_dice": "8d8+8",
            "speed": {
                "walk": 30
            },
            "strength": 17,
            "dexterity": 8,
            "constitution": 13,
            "intelligence": 6,
            "wisdom": 11,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning and piercing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, exhaustion, poisoned",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "-",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.",
                    "attack_bonus": 5,
                    "damage_dice": "2d8"
                },
                {
                    "name": "Vomit Leeches (Recharge 6)",
                    "desc": "A putrid haunt can vomit forth the contents of its stomach onto a target within 5 feet. Along with the bile and mud from its stomach, this includes 2d6 undead leeches that attach to the target. A creature takes 1 necrotic damage per leech on it at the start of the creature's turn, and the putrid haunt gains the same number of temporary hit points. As an action, a creature can remove or destroy 1d3 leeches from itself or an adjacent ally."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Dead Still",
                    "desc": "Treat a putrid haunt as invisible while it's buried in swamp muck."
                },
                {
                    "name": "Swamp Shamble",
                    "desc": "Putrid haunts suffer no movement penalties in marshy terrain."
                }
            ],
            "spell_list": [],
            "page_no": 315,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_putrid-haunt/"
        },
        {
            "slug": "qwyllion",
            "desc": "_These hideous, reeking creatures resemble toothless, cadaverous hags, their large eyes glowing with unearthly green light, and their fingers tipped with ragged claws._  \n**Twisted Nymphs.** Qwyllion (the name means “polluter” in Old Elvish) are nymphs who have been twisted by the corrupted mana of magical wastelands or warped alchemical experiments into baleful versions of their former selves.  \n**Frighten Animals.** Besides making them hideously ugly, the transformation leaves them with a deadly gaze attack and the ability to dominate a living creature with a mere glance. Animals refuse to approach within 20 feet of them.  \n**Goblin Mercenaries.** Qwyllion and their dominated thralls and enslaved specters are sometimes engaged by goblin sorcerers and evil mages to guard desecrated temples and despoiled gardens. The terms and payments for these arrangements vary wildly from one qwyllion to the next. Anyone who dares to employ a qwyllion must be constantly vigilant, because these creatures are prone to renege on any agreement eventually.",
            "name": "Qwyllion",
            "size": "Medium",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 110,
            "hit_dice": "13d8+52",
            "speed": {
                "walk": 30
            },
            "strength": 12,
            "dexterity": 20,
            "constitution": 19,
            "intelligence": 12,
            "wisdom": 13,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 6,
            "perception": 4,
            "skills": {
                "acrobatics": 11,
                "perception": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "Common, Goblin, Infernal, Sylvan, Void Speech",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The qwyllion uses its deadly gaze if it can, and makes two claw attacks."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 24 (3d12 + 5) slashing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "3d12"
                },
                {
                    "name": "Deadly Gaze (recharge 5-6)",
                    "desc": "The qwyllion turns its gaze against a single creature within 20 feet of the qwyllion. The target must succeed on a DC 14 Constitution saving throw or take 16 (3d8 + 3) necrotic damage and be incapacitated until the start of the qwyllion's next turn. A humanoid slain by a qwyllion's death gaze rises 2d4 hours later as a specter under the qwyllion's control."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the qwyllion's innate casting ability is Charisma (spell save DC 14). She can innately cast the following spells, requiring no material components:\n\n3/day each: dominate person (range 20 feet), shatter"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Disruptive",
                    "desc": "Because of the qwyllion's nauseating nature, spellcasters have disadvantage on concentration checks while within 40 feet of the qwyllion."
                },
                {
                    "name": "Nauseating Aura",
                    "desc": "The qwyllion is nauseatingly corrupt. Any creature that starts its turn within 20 feet of the qwyllion must succeed on a DC 14 Constitution saving throw or be poisoned for 1d8 rounds. If a creature that's already poisoned by this effect fails the saving throw again, it becomes incapacitated instead, and a creature already incapacitated by the qwyllion drops to 0 hit points if it fails the saving throw. A successful saving throw renders a creature immune to the effect for 24 hours. Creatures dominated by the qwyllion are immune to this effect."
                }
            ],
            "spell_list": [],
            "page_no": 316,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_qwyllion/"
        },
        {
            "slug": "rat-king",
            "desc": "_A great knot of scabrous rats scrabbles together as a mass, with skulls, bones, and flesh entangled in the whole. Teeth, eyes, and fur all flow as a single disturbing rat swarm walking on two legs._  \n**Fused at the Tail.** A rat king forms when dozens of rats twist their tails together in a thick knot of bone and lumpy cartilage. Its numbers and powers grow quickly.  \n**Rule Sewers and Slums.** The rat king is a cunning creature that stalks city sewers, boneyards, and slums. Some even command entire thieves’ guilds or hordes of beggars that give it obeisance. They grow larger and more powerful over time until discovered.  \n**Plague and Dark Magic.** The rat king is the result of plague infused with twisted magic, and a malignant ceremony that creates one is called “Enthroning the Rat King.” Rats afflicted with virulent leavings of dark magic rites or twisted experiments become bound to one another. As more rats add to the mass, the creature’s intelligence and force of will grow, and it invariably goes quite mad.",
            "name": "Rat King",
            "size": "Medium",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 76,
            "hit_dice": "9d8+36",
            "speed": {
                "walk": 30,
                "burrow": 20
            },
            "strength": 6,
            "dexterity": 16,
            "constitution": 18,
            "intelligence": 11,
            "wisdom": 15,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, slashing",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, frightened, paralyzed, petrified, prone, restrained, stunned",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Common, Thieves' Cant",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The rat king makes four bite attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage, and a bitten creature must succeed on a DC 15 Constitution saving throw or be infected with a disease. A diseased creature gains one level of exhaustion immediately. When the creature finishes a long rest, it must repeat the saving throw. On a failure, the creature gains another level of exhaustion. On a success, the disease does not progress. The creature recovers from the disease if its saving throw succeeds after two consecutive long rests or if it receives a lesser restoration spell or comparable magic. The creature then recovers from one level of exhaustion after each long rest.",
                    "attack_bonus": 6,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Summon Swarm (1/Day)",
                    "desc": "The rat king summons three swarms of rats. The swarms appear immediately within 60 feet of the rat king. They can appear in spaces occupied by other creatures. The swarms act as allies of the rat king. They remain for 1 hour or until the rat king dies."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Absorption",
                    "desc": "When the rat king does damage to a rat or rat swarm, it can absorb the rat, or part of the swarm, into its own mass. The rat king regains hit points equal to the damage it did to the rat or swarm."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Keen Smell",
                    "desc": "The rat king has advantage on Wisdom (Perception) checks that rely on smell."
                },
                {
                    "name": "Plague of Ill Omen",
                    "desc": "The rat king radiates a magical aura of misfortune in a 30-foot radius. A foe of the rat king that starts its turn in the aura must make a successful DC 14 Charisma saving throw or be cursed with bad luck until the start of its next turn. When a cursed character makes an attack roll, ability check, or saving throw, it must subtract 1d4 from the result."
                }
            ],
            "spell_list": [],
            "page_no": 318,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_rat-king/"
        },
        {
            "slug": "ravenala",
            "desc": "_Ravenalas guard tropical forests and watch after local flora and fauna. Their heads are crowned by long-stemmed, green-paddled fronds and spiked seed pods, and their dangling arms end in hooked wooden talons._  \n**Leafy Advisors.** Tribal humanoids respect and venerate ravenelas, and sometimes seek their advice or magical aid at times of great need. Ravenalas seldom interact with other species unless approached and questioned.  \n**Prisoners Lamentation.** Unlike treants, ravenalas avoid physical conflict in favor of magical responses. If annoyed, they imprison hostile creatures within their trunks rather than killing or eating them. Trapped creatures must sing their own lament as they are carried off to a distant, dangerous locale. Ravenalas grow to about 20 feet tall and can weigh 1,800 lb.",
            "name": "Ravenala",
            "size": "Large",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 126,
            "hit_dice": "12d10+60",
            "speed": {
                "walk": 30
            },
            "strength": 20,
            "dexterity": 10,
            "constitution": 20,
            "intelligence": 12,
            "wisdom": 16,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": 6,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "cold, fire",
            "damage_resistances": "bludgeoning, piercing",
            "damage_immunities": "",
            "condition_immunities": "blinded, deafened",
            "senses": "passive Perception 13",
            "languages": "Common, Druidic, Elvish, Sylvan",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The ravenala makes two slam attacks or two bursting pod attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d6+5"
                },
                {
                    "name": "Bursting Pod",
                    "desc": "Melee Ranged Attack: +8 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage, and the target and all creatures within 5 feet of it also take 5 (2d4) piercing damage, or half as much piercing damage with a successful DC 15 Dexterity saving throw.",
                    "attack_bonus": 8,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Lamenting Engulfment",
                    "desc": "The ravenala targets a creature within 5 feet of it. The target must succeed on a DC 13 Dexterity saving throw or be grappled and restrained by the ravenala. While restrained, the creature is engulfed inside the ravenala's trunk. The ravenala can grapple one creature at a time; grappling doesn't prevent it from using other attacks against different targets. The restrained creature must make a DC 14 Wisdom saving throw at the start of each of its turns. On a failure, the creature is compelled to sing a lament of all its various mistakes and misdeeds for as long as it remains restrained. Singing prevents uttering command words, casting spells with a verbal component, or any verbal communication. The restrained creature can still make melee attacks. When the ravenala moves, the restrained creature moves with it. A restrained creature can escape by using an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the ravenala."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Magic Resistance",
                    "desc": "The ravenala has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the ravenala's innate spellcasting ability is Wisdom (spell save DC 14). It can innately cast the following spells, requiring no material components:\n\nat will: entangle, sleep\n\n1/day each: heal, wall of thorns"
                },
                {
                    "name": "Green Walk",
                    "desc": "The ravenala can move across undergrowth, natural or magical, without needing to make an ability check and without expending additional movement."
                }
            ],
            "spell_list": [],
            "page_no": 321,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_ravenala/"
        },
        {
            "slug": "red-hag",
            "desc": "_An elder race—much older than the elves, and as old as the dragons, they claim—red hags are the most cunning and longest-lived of the hags, having a lifespan of more than a thousand years._  \n**Beautiful and Strong.** Unlike their hag kin, red hags are not horrid to look upon, and most are considered comely in their own right. Few know anything about them, and the hags do little to enlighten them, preferring their seclusion.  \n**Tied to Nature.** The hags have a deep connection with all elements of nature, and they often make their homes in deep forests, in caves, or alongside coastlines.  \n**Blood Magic.** Because of their close connection to nature, red hags often serve as druids. Within their druidic circles, however, they practice blood sacrifices and perform ritualistic blood magic—both to slake their craving for humanoid blood, but also as a means to venerate Hecate, goddesses of dark magic. Red hags also favor the cleric and wizard classes; few ever seek a martial path. The ancient hags all answer to a hierarchy.",
            "name": "Red Hag",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 119,
            "hit_dice": "14d8+56",
            "speed": {
                "walk": 30,
                "swim": 30
            },
            "strength": 19,
            "dexterity": 16,
            "constitution": 18,
            "intelligence": 18,
            "wisdom": 22,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 9,
            "skills": {
                "arcana": 9,
                "deception": 5,
                "insight": 7,
                "perception": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "charmed, poisoned",
            "senses": "blood sense 90 ft., darkvision 60 ft., passive Perception 16",
            "languages": "Common, Druidic, Giant",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) slashing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "3d8"
                },
                {
                    "name": "Siphoning Aura (Recharge 5-6)",
                    "desc": "The red hag radiates an aura in a 30-foot radius, lasting for 3 rounds, that draws all fluids out through a creature's mouth, nose, eyes, ears, and pores. Every creature of the hag's choosing that starts its turn in the affected area takes 18 (4d6 + 4) necrotic damage, or half damage with a successful DC 15 Constitution saving throw."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The hag can breathe air and water."
                },
                {
                    "name": "Spellcasting",
                    "desc": "the hag is an 8th-level spellcaster. Her spellcasting ability is Wisdom (Spell save DC 17, +9 to hit with spell attacks). She requires no material components to cast her spells. The hag has the following druid spells prepared:\n\ncantrips (at will): animal friendship (red hags treat this as a cantrip), poison spray, thorn whip\n\n1st level (4 slots): cure wounds, entangle, speak with animals\n\n2nd level (3 slots): barkskin, flame blade, lesser restoration\n\n3rd level (3 slots): call lightning, conjure animals, dispel magic, meld into stone\n\n4th level (2 slots): control water, dominate beast, freedom of movement, hallucinatory terrain"
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The hag has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Blood Sense",
                    "desc": "A red hag automatically senses the presence of the blood of living creatures within 90 feet and can pinpoint their locations within 30 feet."
                }
            ],
            "spell_list": [],
            "page_no": 244,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_red-hag/"
        },
        {
            "slug": "redcap",
            "desc": "_This grizzled, weather-beaten creature looks like a sour old man at first glance, complete with scraggly beard. It carries a great pike and wears heavy boots, shod with iron, and the blood-soaked hat jammed on its head is hard to miss. It grins with massive yellow teeth._  \n**Blood-Soaked Caps.** Redcaps are exceedingly dangerous creatures who wear the mark of their cruelty and evil quite literally. The caps from which they take their name define their existence, and they must constantly be revived with fresh blood.  \n**Compelled to Kill.** Redcaps aren’t cruel and murderous by choice, but by necessity. A redcap must frequently bathe its cap in fresh, humanoid blood to sustain itself. If it fails to do so every three days, the creature withers and dies quickly. A redcap whose hat is nearly dry is a desperate, violent force of nature that prefers to die in battle rather than waste away to nothing.  \n**Bandits and Mercenaries.** Most long-lived redcaps are drawn to serve in marauding armies or make a living through constant banditry.",
            "name": "Redcap",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 105,
            "hit_dice": "14d8+42",
            "speed": {
                "walk": 40
            },
            "strength": 20,
            "dexterity": 10,
            "constitution": 17,
            "intelligence": 11,
            "wisdom": 13,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "athletics": 8,
                "intimidation": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "charmed, frightened",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Common, Sylvan, Undercommon",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The redcap makes two pike attacks and one bite attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage and the creature is bleeding profusely. A bleeding creature must make a successful DC 15 Constitution saving throw at the start of its turn or take 10 (3d6) necrotic damage and continue bleeding. On a successful save the creature takes no necrotic damage and the effect ends. A creature takes only 10 necrotic damage per turn from this effect no matter how many times it's been bitten, and a single successful saving throw ends all bleeding. Spending an action to make a successful DC 15 Wisdom (Medicine) check or any amount of magical healing also stops the bleeding. Constructs and undead are immune to the bleeding effect.",
                    "attack_bonus": 8,
                    "damage_dice": "2d8"
                },
                {
                    "name": "Pike",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "1d10"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Clomping Boots",
                    "desc": "The redcap has disadvantage on Dexterity (Stealth) checks."
                },
                {
                    "name": "Red Cap",
                    "desc": "The redcap must soak its cap in the blood of a humanoid killed no more than an hour ago at least once every three days. If it goes more than 72 hours without doing so, the blood on its cap dries and the redcap gains one level of exhaustion every 24 hours. While the cap is dry, the redcap can't remove exhaustion by any means. All levels of exhaustion are removed immediately when the redcap soaks its cap in fresh blood. A redcap that dies as a result of this exhaustion crumbles to dust."
                },
                {
                    "name": "Solid Kick",
                    "desc": "The redcap can kick a creature within 5 feet as a bonus action. The kicked creature must make a successful DC 15 Strength saving throw or fall prone."
                }
            ],
            "spell_list": [],
            "page_no": 325,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_redcap/"
        },
        {
            "slug": "rift-swine",
            "desc": "_This enormous pig is as large as an ox, and its mouth bristles with mismatched tusks. Its body is a lopsided mass of tumorous flesh that gives way to eyes and vestigial mouths, and long tentacles trail from its sides._  \nFrom time to time, a breach forms in the fabric of the multiverse, and the Material Plane is bathed in the energy of alien dimensions. Living creatures exposed to this incursion can undergo horrible mutations, turning into monstrous mockeries of their former shapes. One example of this phenomenon is the rift swine: once-ordinary pigs transformed into slavering horrors after being bathed in eldritch light.  \n**Destructive Herds.** Rift swine travel in herds of 5-8 (and larger herds are possible). Their effect on an area can be catastrophic—they eat nearly anything, possess a fiendish cunning, and delight in the destruction they cause. A rift swine has difficulty perceiving anything smaller than itself as a threat, leading it to attack most other creatures on sight and fighting until it is destroyed.  \n**Abyssal Meat.** The rumors of vast herds of hundreds of rift swine on strongly chaos-aligned planes, cultivated by the lords of those places, are thankfully unconfirmed.",
            "name": "Rift Swine",
            "size": "Large",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 110,
            "hit_dice": "13d10+39",
            "speed": {
                "walk": 40
            },
            "strength": 18,
            "dexterity": 10,
            "constitution": 17,
            "intelligence": 4,
            "wisdom": 12,
            "charisma": 5,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "force, poison",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "-",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The rift swine makes one tusks attack and two tentacle attacks."
                },
                {
                    "name": "Tusks",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d8"
                },
                {
                    "name": "Tentacle",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the rift swine can't use this tentacle against another target.",
                    "attack_bonus": 7,
                    "damage_dice": "2d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "360-Degree Vision",
                    "desc": "The rift swine's extra eyes give it advantage on Wisdom (Perception) checks that rely on sight."
                },
                {
                    "name": "Chaos mutations",
                    "desc": "50% of rift swine have additional mutant features. Choose or roll on the table below.\n\n1 - Acid Boils: A creature that hits the rift swine with a melee attack must make a successful DC 12 Dexterity saving throw or take 3 (1d6) acid damage.\n\n2 - Tentacular Tongue: Instead of using its tusks, the rift swine can attack with its tongue: Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a creature, it is grappled and restrained as with a tentacle attack (escape DC 14).\n\n3 - Covered in Slime:Increase the rift swine's AC by 1.\n\n4 - Acid Saliva: The rift swine's tusk or tongue attack does an additional 3 (1d6) acid damage.\n\n5 - Poison Spit: Ranged Weapon Attack: +3 to hit, range 15 ft., one target. Hit: 6 (1d12) poison damage.\n\n6 - Roll Twice"
                }
            ],
            "spell_list": [],
            "page_no": 326,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_rift-swine/"
        },
        {
            "slug": "rime-worm-grub",
            "desc": "_These long, crusty slugs sparkle like ice. A gaping hole at one end serves as a mouth, from which long tendrils emanate._  \nRime worms are sometimes kept as guards by frost giants.  \n_**Ice Burrowers.**_ The rime worm’s tendrils help it to burrow through ice and snow as well absorb sustenance from prey. Their pale, almost translucent, skin is coated with ice crystals, making them difficult to spot in their snowy habitat.  \n_**Spray Black Ice.**_ The worms are fierce hunters, and their ability to spray skewers of ice and rotting flesh makes them extremely dangerous.",
            "name": "Rime Worm Grub",
            "size": "Medium",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 45,
            "hit_dice": "6d8+18",
            "speed": {
                "walk": 30,
                "swim": 30,
                "burrow": 20
            },
            "strength": 16,
            "dexterity": 12,
            "constitution": 16,
            "intelligence": 4,
            "wisdom": 12,
            "charisma": 3,
            "strength_save": 5,
            "dexterity_save": null,
            "constitution_save": 5,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "cold",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 200 ft., passive Perception 11",
            "languages": "-",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The rime worm makes one tendril attack and one gnash attack."
                },
                {
                    "name": "Tendril",
                    "desc": "Melee Weapon Attack. +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Gnash",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "2d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Born of Rime",
                    "desc": "A rime worm grub can breathe air or water with equal ease."
                },
                {
                    "name": "Ravenous",
                    "desc": "At the grub stage, the worm is painfully hungry. Rime worm grubs can make opportunity attacks against enemies who disengage."
                }
            ],
            "spell_list": [],
            "page_no": 327,
            "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_rime-worm-grub/"
        },
        {
            "slug": "roachling-lord",
            "desc": "_The creature is humanoid but disturbingly roachlike. Its legs are too short, its arms too long, its skin is oily, and its back is covered by a carapace. Atop those features sits an incongruously humanlike face._  \nCombining the worst of human and cockroach qualities, these nimble creatures have a talent for stealth and for fighting dirty. Also known as scuttlers, roachlings are an unpleasant humanoid race—inquisitive and covetous, unclean and ill-mannered—and most other races shun them.  \n_**Devious Combatants.**_ Roachlings are skittish and easily frightened, but they aren’t cowards. Rather, they are practical about their weaknesses. They understand survival often depends on remaining unseen and out of reach. Most roachlings prefer to fight only when the chance for victory sits squarely on their side.  \nThey also have a well-deserved reputation for deviousness. Roachlings are adept at skulking, underhanded tactics, and hit‑and-run fighting. Filth and trickery are their most useful tools.  \n_**Deeply Paranoid.**_ Because they have long been hunted and persecuted, roachlings are naturally suspicious, and they extend their trust slowly. A deep-rooted paranoia infects the race, and unsurprisingly their paranoia often turns out to be justified.  \n_**Fused Carapace.**_ Roachlings have prominent, whip-like antennae, a carapace covering much of their backs, and small spines on their legs and arms. They have short, noticeably bowed legs. Hair is unusual among roachlings, but when present, it’s always oily and dark, pressed flat against the skull.  \nRoachling coloration varies across tan, yellow, dark brown, and black. Regardless of color, their thick, hardened skin appears shiny and slightly oily although it is dry. Roachlings have an internal skeleton, however, not the exoskeleton of a true insect.",
            "name": "Roachling Lord",
            "size": "Small",
            "type": "Humanoid",
            "subtype": "roachling",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 63,
            "hit_dice": "14d6+14",
            "speed": {
                "walk": 25
            },
            "strength": 10,
            "dexterity": 16,
            "constitution": 12,
            "intelligence": 10,
            "wisdom": 10,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": 5,
            "constitution_save": 3,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "acrobatics": 5,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., tremorsense 10 ft., passive Perception 9",
            "languages": "Common",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The roachling lord makes two melee attacks or throws two darts."
                },
                {
                    "name": "Begrimed Shortsword",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) poison damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Begrimed Dart",
                    "desc": "Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 7 (2d6) poison damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Resistant",
                    "desc": "The roachling skirmisher has advantage on Constitution saving throws."
                },
                {
                    "name": "Unlovely",
                    "desc": "The skirmisher has disadvantage on Performance and Persuasion checks in interactions with nonroachlings."
                }
            ],
            "spell_list": [],
            "page_no": 329,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_roachling-lord/"
        },
        {
            "slug": "roachling-skirmisher",
            "desc": "_The creature is humanoid but disturbingly roachlike. Its legs are too short, its arms too long, its skin is oily, and its back is covered by a carapace. Atop those features sits an incongruously humanlike face._  \nCombining the worst of human and cockroach qualities, these nimble creatures have a talent for stealth and for fighting dirty. Also known as scuttlers, roachlings are an unpleasant humanoid race—inquisitive and covetous, unclean and ill-mannered—and most other races shun them.  \n_**Devious Combatants.**_ Roachlings are skittish and easily frightened, but they aren’t cowards. Rather, they are practical about their weaknesses. They understand survival often depends on remaining unseen and out of reach. Most roachlings prefer to fight only when the chance for victory sits squarely on their side.  \nThey also have a well-deserved reputation for deviousness. Roachlings are adept at skulking, underhanded tactics, and hit‑and-run fighting. Filth and trickery are their most useful tools.  \n_**Deeply Paranoid.**_ Because they have long been hunted and persecuted, roachlings are naturally suspicious, and they extend their trust slowly. A deep-rooted paranoia infects the race, and unsurprisingly their paranoia often turns out to be justified.  \n_**Fused Carapace.**_ Roachlings have prominent, whip-like antennae, a carapace covering much of their backs, and small spines on their legs and arms. They have short, noticeably bowed legs. Hair is unusual among roachlings, but when present, it’s always oily and dark, pressed flat against the skull.  \nRoachling coloration varies across tan, yellow, dark brown, and black. Regardless of color, their thick, hardened skin appears shiny and slightly oily although it is dry. Roachlings have an internal skeleton, however, not the exoskeleton of a true insect.",
            "name": "Roachling Skirmisher",
            "size": "Small",
            "type": "Humanoid",
            "subtype": "roachling",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 7,
            "hit_dice": "2d6",
            "speed": {
                "walk": 25
            },
            "strength": 10,
            "dexterity": 14,
            "constitution": 11,
            "intelligence": 10,
            "wisdom": 9,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": 4,
            "constitution_save": 2,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "acrobatics": 4,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., tremorsense 10 ft., passive Perception 9",
            "languages": "Common",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Shortsword",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Dart",
                    "desc": "Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Resistant",
                    "desc": "The roachling skirmisher has advantage on Constitution saving throws."
                },
                {
                    "name": "Unlovely",
                    "desc": "The skirmisher has disadvantage on Performance and Persuasion checks in interactions with nonroachlings."
                }
            ],
            "spell_list": [],
            "page_no": 329,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_roachling-skirmisher/"
        },
        {
            "slug": "rubezahl",
            "desc": "_Resembling a black-furred stag that walks like a man, this creature has a pair of immense, branching antlers arching above its coldly gleaming eyes. The fur is sleek over most of its body, but becomes shaggy around its goatlike legs. The creature’s hands are tipped with wicked claws, and its legs are goatlike with cloven hooves._  \n_**Assume Mortal Form.**_ Rubezahls are capricious creatures, driven by constantly shifting motivations and mannerisms. They are consummate tricksters who delight in taking the form of innocuous mortals like travelling monks, tinkers, or lost merchants. They love to play the friend with their nearly undetectable lies, slipping into the confidence of unsuspecting mortals before murdering them.  \n_**Counting Demons.**_ Rubezahls have a weakness, however. They are known as counting demons, and a savvy mortal who knows its nature can confound one with groups of objects: a handful of coins, a basket of apples, even a bed of flowers. If the objects are clearly pointed out to the rubezahl, the creature becomes distracted until it counts each item in the group. Unfortunately for mortals, rebezahls can count startlingly fast; even a mound of gravel takes no more than a few moments for a rubezahl to assess. Rubezahl loathe being compelled this way, and they are equally driven to annihilate any mortal bold enough to exploit this weakness.",
            "name": "Rubezahl",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "demon",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 110,
            "hit_dice": "17d8+34",
            "speed": {
                "walk": 50
            },
            "strength": 20,
            "dexterity": 15,
            "constitution": 14,
            "intelligence": 11,
            "wisdom": 12,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "deception": 8,
                "perception": 5,
                "survival": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "lightning, thunder, poison",
            "condition_immunities": "poisoned, stunned",
            "senses": "blindsight 10 ft., darkvision 120 ft., passive Perception 15",
            "languages": "Abyssal, Common, telepathy 120 ft.",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The rubezahl makes one gore attack and two claw attacks."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage.",
                    "attack_bonus": 9,
                    "damage_dice": "3d6"
                },
                {
                    "name": "Gore",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage and a target creature must succeed on a DC 15 Strength saving throw or be knocked prone.",
                    "attack_bonus": 9,
                    "damage_dice": "3d8"
                },
                {
                    "name": "Thunderstrike (Recharge 5-6)",
                    "desc": "The rubezahl calls a sizzling bolt of lightning out of the sky, or from the air if underground or indoors, to strike a point the rubezahl can see within 150 feet. All creatures within 20 feet of the target point take 36 (8d8) lightning damage, or half damage with a successful DC 16 Dexterity saving throw. A creature that fails its saving throw is stunned until the start of the rubezahl's next turn."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Counting Compulsion",
                    "desc": "If a creature uses an action to point out an ordered group of objects to the rubezahl, the demon is compelled to count the entire group. Until the end of its next turn, the rubezahl has disadvantage on attack rolls and ability checks and it can't take reactions. Once it has counted a given group of objects, it can't be compelled to count those objects ever again."
                },
                {
                    "name": "False Tongue",
                    "desc": "The rubezahl has advantage on Charisma (Deception) checks, and magical attempts to discern lies always report that the rubezahl's words are true."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the rubezahl's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat will: disguise self (humanoid forms only), fog cloud\n\n3/day each: call lightning, gust of wind, lightning bolt\n\n1/day: control weather"
                },
                {
                    "name": "Sneak Attack (1/turn)",
                    "desc": "The rubezahl does an extra 10 (3d6) damage if it hits a target with a weapon attack when it had advantage on the attack roll, or if the target is within 5 feet of an ally of the rubezahl that isn't incapacitated and the rubezahl doesn't have disadvantage on the attack roll."
                }
            ],
            "spell_list": [],
            "page_no": 80,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_rubezahl/"
        },
        {
            "slug": "rusalka",
            "desc": "_A barefoot woman with long hair and almost transparent skin sits upon a willow branch. Her hair and clothing are wet, as if she has just returned from a swim. Her smile seems friendly enough._  \nWhen a woman drowns, her dripping body may rise again as a rusalka. Some claim the drowning must be a suicide. Others say that the water itself must be tainted with murder or some great evil spirit.  \n**Near Water.** Rusalkas dwell in the water where they died, emerging only at night. Some climb a nearby tree, dangle their feet in the water, and sing alluring songs. Others sit on the bank, combing their wet tresses and awaiting prey. They must, however, remain in or near the water where they died, as part of their curse. However, during a full moon, the rusalki can leave the water to dance along the shore or the riverbank, singing all night long and inviting young men to join them.  \n**Songs and Poetry.** Rusalkas mesmerize and seduce passersby with song and dance and poetry. Young men are their usual victims, but they also prey on curious children, lonely older men, and other heartbroken women. When a potential victim comes near enough, the rusalki entangles the person with her hair and drags him or her beneath the water to drown.  \n**Lover’s Walks.** A rusalka cannot pass for human on any but the darkest night, but she might claim to be a lonely tree spirit or a benevolent nymph willing to grant a wish in exchange for a kiss. She may part the water of a lake and coax her victim toward the center with the promise of a kiss—delivered as her hair entraps the victim and the water rushes around him. Alternatively, she may use water walk so she and the victim can stroll across the surface of the water, reward him with a long kiss (to prevent him from catching a deep breath), then end the spell over deep water and drag him to the bottom.  \n**Undead Nature.** A rusalka doesn’t require air, food, drink, or sleep.",
            "name": "Rusalka",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 88,
            "hit_dice": "16d8+16",
            "speed": {
                "walk": 30,
                "swim": 40
            },
            "strength": 17,
            "dexterity": 13,
            "constitution": 12,
            "intelligence": 11,
            "wisdom": 15,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "necrotic, poison; piercing and slashing from nonmagical attacks",
            "condition_immunities": "charmed, frightened, paralyzed, poisoned",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Common",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Breathless Kiss",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: the target is grappled (escape DC 13) and the rusalka draws all the air from the target's lungs with a kiss. If the rusalka has movement remaining, she drags the grappled creature into deep water, where it begins suffocating.",
                    "attack_bonus": 6,
                    "damage_dice": "0"
                },
                {
                    "name": "Drowning Hair (1/Day)",
                    "desc": "The rusalka's long hair tangles around a creature the rusalka has grappled. The creature takes 33 (6d10) necrotic damage, or half damage with a successful DC 15 Constitution saving throw. In addition, until it escapes the rusalka's grapple, it is restrained and has disadvantage on Strength checks to break free of the grapple."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Withered Tresses",
                    "desc": "If a rusalka is kept out of water for 24 consecutive hours, its hair and body dry into desiccated swamp weeds and the creature is utterly destroyed."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the rusalka's innate casting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components:\n\nat will: control water, suggestion, tongues, water walk (can be ended freely at will)\n\n1/day: dominate person"
                },
                {
                    "name": "Watery Camouflage",
                    "desc": "In dim light or darkness, a rusalka that's underwater is invisible."
                }
            ],
            "spell_list": [],
            "page_no": 331,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_rusalka/"
        },
        {
            "slug": "rust-drake",
            "desc": "_A motionless rust drake is easily mistaken for a pile of scrap metal._  \n**Shedding Rust.** Aside from fangs and claws like iron spikes, this dragon-like creature seems to be nothing more than a collection of rust. Each beating of its wings brings a shower of flakes.  \n**Warped Metallics.** Many sages claim that rust dragons are a perversion of nature’s order obtained either by the corruption of a metallic dragon’s egg or the transformation of such a dragon by way of a ritual. Others disagree and propose another theory about a malady that affects the skin of young metallic dragons and ferrous drakes alike. So far, no one has discovered the truth about their origins.  \n**Filthy Scrap Metal Eaters.** These foul creatures feed on rust and are known as disease carriers.",
            "name": "Rust Drake",
            "size": "Medium",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 161,
            "hit_dice": "19d8+76",
            "speed": {
                "walk": 30,
                "burrow": 5,
                "fly": 100
            },
            "strength": 20,
            "dexterity": 15,
            "constitution": 19,
            "intelligence": 12,
            "wisdom": 8,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3,
                "stealth": 5
            },
            "damage_vulnerabilities": "acid",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "paralyzed, poisoned",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Common, Draconic",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The drake makes one bite attack and one tail swipe attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage, and the target must succeed on a DC 16 Constitution save or contract Rust Drake Lockjaw.",
                    "attack_bonus": 8,
                    "damage_dice": "3d8"
                },
                {
                    "name": "Tail Swipe",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d8"
                },
                {
                    "name": "Vomits Scrap (Recharge 5-6)",
                    "desc": "A rust drake can vomit forth a 15-foot cone of rusted metal. Targets in the affected area take 55 (10d10) slashing damage, or half damage with a successful DC 15 Dexterity saving throw. In addition, affected creatures must also make a successful DC 15 Constitution saving throw or contract Rust Drake Tetanus."
                },
                {
                    "name": "Rust Drake Lockjaw",
                    "desc": "This disease manifests symptoms in 1d4 days, when the affected creature experiences painful muscle spasms, particularly in the jaw. After each long rest, the creature must repeat the saving throw. If it fails, the victim takes 1d3 Dexterity damage and is paralyzed for 24 hours; if the saving throw succeeds, the creature takes no damage and feels well enough to act normally for the day. This continues until the creature dies from Dexterity loss, recovers naturally by making successful saving throws after two consecutive long rests, or is cured with lesser restoration or comparable magic. After the disease ends, the victim recovers 1d3 lost Dexterity with each long rest; greater restoration or comparable magic can restore it all at once."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 155,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_rust-drake/"
        },
        {
            "slug": "salt-devil",
            "desc": "_“They led that caravan without mercy or kindness. If you fell or stumbled, they struck you, making your tongue feel as sand or your body ache with pain, then laughed, telling you to get up. And once we arrived, gods, they had us take the tools from the dead, withered hands of the last slaves, and start digging.” He took a drink from his waterskin, as if just the memory made him thirsty._  \n**Sparkly Crystals.** Salt devils have sharp, crystalline teeth, sparkling skin studded with fine salt crystals, and long claws that leave jagged, burning wounds. They can also fight with saltencrusted blades seemingly forged from thin air.  \n**Servants of Mammon.** Salt devils claim to serve Mammon, and they often ally with gnolls and slavers with whom they seek out oases to use as ambush sites or just to poison the water.  \n**Slavers and Corruptors.** Salt devils create slave markets and salt mines, where they thrive on the misery of those indentured into their service. They detest summoning peers during combat because they hate being indebted to another devil. They prefer to forge alliances with mortals when partners are needed for an endeavor, and they are less grasping and greedy than one might expect of Mammon’s servants, preferring to encourage corruption in others.",
            "name": "Salt Devil",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "devil",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 93,
            "hit_dice": "11d8+44",
            "speed": {
                "walk": 30
            },
            "strength": 18,
            "dexterity": 13,
            "constitution": 18,
            "intelligence": 13,
            "wisdom": 14,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": 4,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 5,
            "perception": 5,
            "skills": {
                "perception": 5,
                "stealth": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "fire, poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 120 ft., passive Perception 15",
            "languages": "Celestial, Common, Gnoll, Infernal, telepathy 120 ft.",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The devil makes two scimitar attacks."
                },
                {
                    "name": "Scimitar",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. If the target is neither undead nor a construct, it also takes 5 (1d10) necrotic damage, or half damage with a successful DC 15 Constitution saving throw. Plants, oozes, and creatures with the Amphibious, Water Breathing, or Water Form traits have disadvantage on this saving throw. If the saving throw fails by 5 or more, the target also gains one level of exhaustion.",
                    "attack_bonus": 7,
                    "damage_dice": "1d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Devil's Sight",
                    "desc": "Magical darkness doesn't impede the devil's darkvision."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The devil has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the devil's spellcasting ability is Charisma (spell save DC 13). The devil can innately cast the following spells, requiring no material components:\n\nat will: darkness\n\n1/day each: harm, teleport"
                },
                {
                    "name": "Variant: Devil Summoning",
                    "desc": "Summon Devil (1/Day): The salt devil has a 40 percent chance of summoning one salt devil"
                }
            ],
            "spell_list": [],
            "page_no": 113,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_salt-devil/"
        },
        {
            "slug": "salt-golem",
            "desc": "_A salt golem is a crudely sculpted, roughly humanoid crystalline form that shuffles about on wide, stump-like feet. Tiny salt crystals fall from its body in a glittering cloud with every step._  \n**Coastal Druids.** These unnatural creatures are created by druids and others living in coastal or desert regions, or by those who seek to wage war with creatures susceptible to the warding powers of salt. Stories tell of a druid who built a squad of nine salt golems to combat a rampaging zmey. The salt warriors waged a long hunt and eventually killed the powerful dragon in its lair while the creator druid and her wizard companion reaped the spoils of its hoard.  \n**Crystalline and Silent.** A salt golem has a crudely formed humanoid body made of crystalline salts. It wears no clothing or armor and carries no weapons or other possessions. It cannot speak—the only sound it makes is the susurrus of sliding sand as it moves. A salt golem is incapable of strategy or tactics. It mindlessly fights until it destroys its opponents or until ordered to stop by its creator.  \n**Valuable Remains.** A salt golem stands about eight feet tall and weighs around 1,000 lb. A salt golem’s body is formed from a composite of at least 1,000 lb of rare salts and minerals worth at least 2,500 gp.  \n**Constructed Nature.** A golem doesn’t require air, food, drink, or sleep.",
            "name": "Salt Golem",
            "size": "Large",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 110,
            "hit_dice": "11d10+55",
            "speed": {
                "walk": 20
            },
            "strength": 20,
            "dexterity": 9,
            "constitution": 20,
            "intelligence": 3,
            "wisdom": 11,
            "charisma": 1,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "athletics": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 120 ft., passive Perception 10",
            "languages": "understands the languages of its creator but can't speak",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The golem makes two slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 27 (5d8 + 5) bludgeoning damage and the target must make a successful DC 17 Constitution saving throw or gain one level of exhaustion.",
                    "attack_bonus": 9,
                    "damage_dice": "5d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Blinding Salt Spray",
                    "desc": "Any time the golem is hit in combat, thousands of tiny salt crystals erupt from its body. All creatures within 5 feet of the golem must succeed on a DC 17 Dexterity saving throw or become blinded for 1d3 rounds."
                },
                {
                    "name": "Immutable Form",
                    "desc": "The golem is immune to any spell or effect that would alter its form."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The golem has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The golem's weapon attacks are magical."
                }
            ],
            "spell_list": [],
            "page_no": 235,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_salt-golem/"
        },
        {
            "slug": "sand-hag",
            "desc": "_This withered crone glares malevolently, her face framed by lank gray hair. Her malicious grin is filled with shark teeth, and drool trickles from her lips._  \n**Hatred of Beauty.** Sand hags are terrifying crones that haunt desert ruins and forgotten oases. Their hatred for things of beauty and peace is terrible to behold. A sand hag uses her illusions and mimicry to lure travelers into an ambush.  \n**False Oasis.** They delight in tricking a caravan into an illusory oasis, killing all the riding animals and pack animals so the travelers can’t flee, and then terrifying and slaughtering them one by one.  \n**Drain Bodies.** For the slaughter of animals or humanoids, a sand hag prefers to rely on her claws, which drain the moisture from their victims. They leave the mummified remnants in postures of life—tied to a saddle, or atop a guard tower—to terrify others.  \nSand hags stand 6 to 7 feet tall, weigh less than 150 lb., and dress in torn and tattered robes. Although skeletally thin, a sand hag’s apparent frailty belies her prodigious strength.",
            "name": "Sand Hag",
            "size": "Medium",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 112,
            "hit_dice": "15d8+45",
            "speed": {
                "walk": 30,
                "burrow": 30
            },
            "strength": 18,
            "dexterity": 15,
            "constitution": 16,
            "intelligence": 16,
            "wisdom": 14,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "deception": 6,
                "perception": 5,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., passive Perception 15",
            "languages": "Common, Dwarvish, Giant, Gnomish",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The sand hag makes two claw attacks."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. If the target is a creature, it must make a successful DC 12 Constitution saving throw or gain one level of exhaustion.",
                    "attack_bonus": 7,
                    "damage_dice": "1d8"
                },
                {
                    "name": "Scouring Sirocco (Recharge 5-6)",
                    "desc": "The sand hag generates a blast of hot wind in a 30-foot line or a 15-foot cone. Creatures inside it take 14 (4d6) slashing damage plus 7 (2d6) fire damage and are blinded for 1 minute; a successful DC 14 Constitution saving throw halves the damage and negates the blindness. A blinded creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. The affected area (line or cone) is heavily obscured until the end of the sand hag's next turn."
                },
                {
                    "name": "Change Shape",
                    "desc": "The hag polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Magic Resistance",
                    "desc": "The sand hag has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the sand hag's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:\n\nat will: invisibility\n\n2/day each: hallucinatory terrain, major image"
                },
                {
                    "name": "Mimicry",
                    "desc": "The sand hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations only with a successful DC 14 Wisdom (Insight) check."
                },
                {
                    "name": "Scorpion Step",
                    "desc": "The sand hag walks lightly across sandy surfaces, never sinking into soft sand or leaving tracks. When in sand terrain, the sand hag ignores difficult terrain, doesn't leave tracks, and gains tremorsense 30 ft."
                }
            ],
            "spell_list": [],
            "page_no": 245,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_sand-hag/"
        },
        {
            "slug": "sand-silhouette",
            "desc": "_Sand silhouettes are spirits of those who died in desperation in sandy ground, buried during sandstorms, thrown into dry wells, or the victims of a dune collapse. Looking like a shadow stretched out along the ground, a sand silhouette’s erratic movements are difficult to discern._  \n**Sand Bodies.** If disturbed or agitated, these restless souls cause the sand around them to swirl and form into a loose vortex that vaguely resembles their physical body in life. They can control these shapes as they controlled their physical bodies.  \n**Traceless Movement.** Sand silhouettes glide through the sand without leaving a trace or creating any telltale sign of their approach, which makes it easy for them to surprise even cautious travelers with their sudden attacks from below.  \n**Undead Nature.** A sand silhouette doesn’t require air, food, drink, or sleep.",
            "name": "Sand Silhouette",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 105,
            "hit_dice": "14d8+42",
            "speed": {
                "walk": 30,
                "burrow": 30
            },
            "strength": 18,
            "dexterity": 12,
            "constitution": 17,
            "intelligence": 7,
            "wisdom": 12,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, exhaustion, grappled, frightened, paralyzed, petrified, poisoned, prone, restrained, unconscious",
            "senses": "darkvision 60 ft., tremorsense 60 ft., passive Perception 11",
            "languages": "all languages it knew in life",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The sand silhouette makes two slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the sand silhouette engulfs it.",
                    "attack_bonus": 7,
                    "damage_dice": "3d6"
                },
                {
                    "name": "Engulf",
                    "desc": "The sand silhouette engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded and restrained, but no longer grappled. It must make a successful DC 15 Constitution saving throw at the start of each of the sand silhouette's turns or take 14 (3d6 + 4) bludgeoning damage. If the sand silhouette moves, the engulfed target moves with it. The sand silhouette can only engulf one creature at a time."
                },
                {
                    "name": "Haunted Haboob (Recharge 4-6)",
                    "desc": "The sand silhouette turns into a 60-foot radius roiling cloud of dust and sand filled with frightening shapes. A creature that starts its turn inside the cloud must choose whether to close its eyes and be blinded until the start of its next turn, or keep its eyes open and make a DC 15 Wisdom saving throw. If the saving throw fails, the creature is frightened for 1 minute. A frightened creature repeats the Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Camouflage",
                    "desc": "While in desert environments, the sand silhouette can use the Hide action even while under direct observation."
                },
                {
                    "name": "Sand Form",
                    "desc": "The sand silhouette can move through a space as narrow as 1 inch wide without squeezing."
                },
                {
                    "name": "Sand Glide",
                    "desc": "The sand silhouette can burrow through nonmagical, loose sand without disturbing the material it is moving through. It is invisible while burrowing this way."
                },
                {
                    "name": "Vulnerability to Water",
                    "desc": "For every 5 feet the sand silhouette moves while touching water, or for every gallon of water splashed on it, it takes 2 (1d4) cold damage. If the sand silhouette is completely immersed in water, it takes 10 (4d4) cold damage."
                }
            ],
            "spell_list": [],
            "page_no": 332,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_sand-silhouette/"
        },
        {
            "slug": "sand-spider",
            "desc": "_When a sand spider attacks, its two speckled, tan legs erupt from the sand, plunging forward with murderous speed, followed by a spider the size of a horse. They attack as often in broad daylight as at night._  \n**Drag Prey into Tunnels.** Sand spiders lurk beneath the arid plains and dry grasslands. These carnivores hunt desert dwellers and plains travelers by burrowing into loose sand so they are completely hidden from view. When prey walks over their trap, the spider lunges up from hiding, snares the prey, and drags it down beneath the sand, where it can wrap the prey in webbing before quickly stabbing it to death.  \n**Spider Packs.** More terrifying than a lone sand spider is a group of sand spiders hunting together. They build connected lair networks called clusters, containing one female and 2 or 3 males. They work together with one sand spider attacking to draw attention, and 2 or 3 others attacking from trapdoors in the opposite direction, behind the skirmish line.",
            "name": "Sand Spider",
            "size": "Large",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 105,
            "hit_dice": "14d10+28",
            "speed": {
                "walk": 30,
                "burrow": 20
            },
            "strength": 20,
            "dexterity": 17,
            "constitution": 14,
            "intelligence": 4,
            "wisdom": 12,
            "charisma": 4,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "perception": 4,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., tremorsense 60 ft., passive Perception 14",
            "languages": "-",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The sand spider makes two attacks with its impaling legs and one bite attack."
                },
                {
                    "name": "Impaling Leg",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage. If the sand spider scores a critical hit with this attack, it rolls damage dice three times instead of twice. If both impaling leg attacks hit the same target, the second hit does an extra 11 (1d12 + 5) piercing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "1d12"
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 16 (2d10 + 5) piercing damage plus 13 (3d8) poison damage, or half as much poison damage with a successful DC 13 Constitution saving throw.",
                    "attack_bonus": 8,
                    "damage_dice": "2d10"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Trapdoor Ambush",
                    "desc": "When a creature walks over a sand spider's hidden burrow, the spider can use its reaction to attack that creature with two impaling leg attacks. The creature is considered a surprised target for both attacks. If one or both attacks hit and the target is a Medium or smaller creature, then the sand spider and the target engage in a Strength contest. If the creature wins, it can immediately move 5 feet away from the sand spider. If the contest results in a tie, the creature is grappled (escape DC 15). If the sand spider wins, the creature is grappled and dragged by the sand spider 30 feet into its lair. If the creature is still grappled at the start of the sand spider's next turn, it becomes restrained instead. The restrained creature can escape by using an action to make a successful DC 15 Strength (Athletics) check."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Sand Stealth",
                    "desc": "The sand spider gains an additional +3 to Stealth (+9 in total) in sand terrain."
                },
                {
                    "name": "Spider Climb",
                    "desc": "The sand spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
                },
                {
                    "name": "Ambusher",
                    "desc": "The sand spider has advantage on attack rolls against surprised targets."
                }
            ],
            "spell_list": [],
            "page_no": 364,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_sand-spider/"
        },
        {
            "slug": "sandwyrm",
            "desc": "_While they mimic the bleached bones of a desert creature, the bony adornments atop along their backs are part of their peculiar melding of bone and scale._  \n**Hidden by Sand.** These lethargic, horned, yellow-scaled lizards spend most of their lives underground, lying in wait under the desert sand with their long-necked, spine-tailed bulk hidden below the surface and only the long, jagged bones lining their backs exposed. These bones resemble a sun-bleached ribcage so perfectly that it attracts carrion birds—and curious travelers. When prey passes between the “ribs,” the sandwyrm snaps the rows of bone tightly over its prey. Once its victim is restrained, the sandwyrm paralyzes its meal with repeated stings before carrying it away.  \n**Torpid and Slow.** Sandwyrms sometimes wait for weeks in torpid hibernation before footsteps on the sand alert it to a fresh meal approaching. To guard against lean weeks, sandwyrms store excess prey in subterranean lairs. They’re not above eating carrion if fresh meat isn’t available. When outmatched in a fight, sandwyrms retreat to their lairs with their paralyzed prety.  \n**Peculiar Drakes.** Sandwyrms evolved as an offshoot to drakes or wyverns rather than from true dragons; their anatomy suggests they were originally four-limbed creatures and that their forearms are recent additions to the animal’s body. The bones on their backs may have once been wings, so that sandwyrms are the remnants of some primordial, winged reptiles that migrated to the deep deserts.",
            "name": "Sandwyrm",
            "size": "Large",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 142,
            "hit_dice": "15d10+60",
            "speed": {
                "walk": 20,
                "burrow": 40
            },
            "strength": 20,
            "dexterity": 12,
            "constitution": 18,
            "intelligence": 5,
            "wisdom": 13,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 7,
            "skills": {
                "perception": 7,
                "stealth": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., tremorsense 120 ft., passive Perception 17",
            "languages": "",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The sandwyrm makes one bite attack and one stinger attack. It can gore in place of the bite attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Gore",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "1d12"
                },
                {
                    "name": "Stinger",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 12 (2d6 + 5) piercing damage plus 24 (7d6) poison damage, or half as much poison damage with a successful DC 15 Constitution saving throw. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned and paralyzed for 1 hour. Regaining hit points doesn't end the poisoning or paralysis.",
                    "attack_bonus": 8,
                    "damage_dice": "2d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Spine Trap",
                    "desc": "When underground with its spines exposed, the sandwyrm can snap its spines closed on one Large, two Medium, or four Small or Tiny creatures above it. Each creature must make a successful DC 15 Dexterity saving throw or be restrained. A restrained creature can use its action to make a DC 15 Strength check to free itself or another restrained creature, ending the effect on a success. Creatures restrained by this trait move with the sandwyrm. The sandwyrm's stinger attack has advantage against creatures restrained by this trait."
                }
            ],
            "spell_list": [],
            "page_no": 334,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_sandwyrm/"
        },
        {
            "slug": "sathaq-worm",
            "desc": "_This titanic worm’s rocky hide is rough and hard as stone. Its yawning gullet writhes with miniature worms like itself._  \n**Elemental Predators.** Sathaq worms are nightmarish predators from the Plane of Elemental Earth, 30 feet long and 10 feet thick, with rugged brown hide embedded with stones. They devour stone and flesh with equal ease.  \n**Guts Filled with Larvae.** Sathaq worms are solitary; they approach each other only to mate. Their young incubate inside the worms’ gullets. Creatures they swallow are simultaneously digested by the parent worm and devoured by the larvae.  \n**Painful Presence.** Ultrasonic noise and magical ripples that tear at flesh and bone make the very presence of a sathaq worm extremely uncomfortable for creatures of the Material Plane.",
            "name": "Sathaq Worm",
            "size": "Huge",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 172,
            "hit_dice": "15d12+75",
            "speed": {
                "walk": 20,
                "burrow": 20,
                "swim": 20
            },
            "strength": 22,
            "dexterity": 6,
            "constitution": 20,
            "intelligence": 5,
            "wisdom": 12,
            "charisma": 9,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "perception": 5,
                "stealth": 2
            },
            "damage_vulnerabilities": "thunder",
            "damage_resistances": "fire; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "acid, poison",
            "condition_immunities": "exhaustion, paralyzed, petrified, poisoned, unconscious",
            "senses": "tremorsense 60 ft., passive Perception 15",
            "languages": "understands Deep Speech and Terran, but can't speak",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the sathaq worm. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the worm, and takes 7 (2d6) bludgeoning damage plus 7 (2d6) slashing damage plus 7 (2d6) acid damage at the start of each of the sathaq worm's turns. The sathaq worm can have only one creature swallowed at a time. If the sathaq worm takes 20 damage or more on a single turn from a creature inside it, the sathaq worm must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 5 feet of the sathaq worm. If the sathaq worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.",
                    "attack_bonus": 10,
                    "damage_dice": "4d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Agonizing Aura",
                    "desc": "The sathaq worms' presence induces pain in creatures native to the Material Plane. Any creature that starts its turn within 30 feet of the sathaq worm must make a DC 17 Fortitude saving throw. On a failed save, the creature is poisoned until the start of its next turn. If a creature's saving throw succeeds, it is immune to the sathaq worm's Agonizing Aura for the next 24 hours."
                },
                {
                    "name": "Earth Glide",
                    "desc": "The sathaq worm can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through."
                },
                {
                    "name": "Siege Monster",
                    "desc": "The sathaq worm deals double damage to objects and structures."
                },
                {
                    "name": "Earthen Camoflage",
                    "desc": "The sathaq worm's stealth bonus is increased to +6 in sand, mud, or dirt."
                }
            ],
            "spell_list": [],
            "page_no": 337,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_sathaq-worm/"
        },
        {
            "slug": "savager",
            "desc": "_A porcupine-quilled creature built like a grizzly bear with claws and fangs like scimitars. A savager’s forelegs are mangled and scabbed, and its eyes shine with hatred and anticipation._  \n**Driven by Dark Spirits.** While druids claim these bear-like animals are not cursed or enchanted, the savager’s habit of killing any living creature on sight is not natural behavior. Hunger doesn’t explain their attacks, since savagers eat only part of their kills before abandoning the meal and looking for other animals to attack. Some dark forest spirit drives them.  \n**Gnaws Itself.** When there are no other creatures nearby to attack, a savager gnaws on its own forelimbs, resulting in scabs, scars, and calluses so thick and numb that they protect the savager from even the sharpest of swords.  \n**Rare Meetings.** The only creature a savager won’t attack on sight is another savager. If they are of the same sex, the two avoid each out of self-preservation, and if they’re of the opposite sex, they mate so ferociously that both creatures are left wounded, angry, and hungry. A savager litter contains anywhere from 10 to 25 cubs, all of them born able to walk and fend for themselves. This is important, because within 24 hours after giving birth, a savager mother no longer recognizes her own offspring, and she will attack and cannibalize any that don’t escape on their own.  \nA savager weighs 1,800 pounds and is 11 feet long.",
            "name": "Savager",
            "size": "Large",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 115,
            "hit_dice": "1d10+60",
            "speed": {
                "walk": 40,
                "climb": 20
            },
            "strength": 22,
            "dexterity": 14,
            "constitution": 22,
            "intelligence": 2,
            "wisdom": 10,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": 5,
            "constitution_save": 9,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "charmed, frightened",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The savager makes one bite attack and one claw attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) piercing damage.",
                    "attack_bonus": 9,
                    "damage_dice": "2d12"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 38 (5d12 + 6) slashing damage.",
                    "attack_bonus": 9,
                    "damage_dice": "5d12"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Mighty Swing",
                    "desc": "When a savager attacks without moving during its turn, it makes its claw attack with advantage."
                },
                {
                    "name": "Quills",
                    "desc": "A creature takes 4 (1d8) piercing damage at the start of its turn while it is grappling a savager."
                }
            ],
            "spell_list": [],
            "page_no": 338,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_savager/"
        },
        {
            "slug": "scheznyki",
            "desc": "_These small, vicious fey look like dirty, lazy dwarves dressed in burlap pants and shirts tied on with dirty twine and frayed rope. They are usually bootless with broken, dirty toenails and wearing rough burlap and leather tams as hats._  \n**Corrupted Dwarves.** Nicknamed “vanishers,” these small, vicious, dwarf-like fey haunt abandoned quarries and ancient ruins, killing and robbing unsuspecting visitors. Legend says the scheznykis are lazy dwarves corrupted by the shadow fey, though others claim that these are dwarves who swore allegiance to fey lords and ladies long ago. They live in drowned and abandoned mines, tumbledown ruins, and even in the tomb complexes of long‑departed priests and god-kings.  \n**Magical Hats.** Their shadow fey masters have given them magical hats that allow them to fly and become invisible at will. These hats can be stolen and used by adventurers, but the scheznykis fight hard to retrieve them.  \n**Arcane Beards.** If an adventurer can successfully grapple a scheznyki, they can attempt to cut the creature’s beard with a magical blade (the beard is AC 15 and has 5 hp). When an attacker successfully cuts off the beard, the scheznyki loses access to all spell-like and spell casting abilities—and the beard hair itself is valuable in making potion inks.  \nIf the scheznyki loses its hat and beard at the same time, it falls into a deep, wasting coma and dies in 24 hours or when next exposed to sunlight. When this occurs, the scheznyki’s body crumbles into dust and blows away one round later. If its beard is magically mended or regrown, or its hat restored to its head before this happens, the scheznyki recovers fully and immediately.",
            "name": "Scheznyki",
            "size": "Small",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 153,
            "hit_dice": "18d6+72",
            "speed": {
                "walk": 20,
                "climb": 15
            },
            "strength": 19,
            "dexterity": 15,
            "constitution": 18,
            "intelligence": 15,
            "wisdom": 16,
            "charisma": 16,
            "strength_save": 10,
            "dexterity_save": null,
            "constitution_save": 10,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "unconscious",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Common, Darakhul, Elvish",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The scheznyki makes four war pick attacks or two hand crossbow attacks."
                },
                {
                    "name": "Heavy Pick",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "1d8"
                },
                {
                    "name": "Hand Crossbow",
                    "desc": "Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Innate Spellcasting",
                    "desc": "the scheznyki's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat will: dancing lights, darkness, detect evil and good, faerie fire, invisibility*, fly*, mage hand, ray of frost (*only when wearing a vanisher hat)\n\n5/day each: magic missile, ray of enfeeblement, silent image\n\n3/day each: locate object (radius 3,000 ft. to locate a vanisher hat), hideous laughter, web\n\n1/day each: dispel magic, dominate person, hold person"
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The scheznyki has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 339,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_scheznyki/"
        },
        {
            "slug": "sea-dragon-wyrmling",
            "desc": "_This aquamarine dragon has a shark’s head that tapers off into a sleek eel-like body. Its large fins double as wings._  \n**Divine Dragons.** Sea dragons are the children of the ocean, and believe they are semi-divine beings, worthy of worship. Given their size and power, they may be right; certainly, they are often companions or steeds to gods of the sea.  \nDespite the solemn duties the sea dragons invoke thanks to their lineage, they are extremely whimsical. While these immense creatures are playful, their games can shatter hulls and drown sailors. The sea dragons course through the waves with tangible joy as they hunt whales and entire schools of tuna.  \n**Shipwreck Art.** Sea dragons love collecting treasure, especially prize the sunken treasure-filled hulls of ships lost to storm, battle, or their own handiwork. While they appreciate all wealth, they prefer hardy items that can stand up to long exposure to sea water. Precious metals and gemstones add a dramatic luster to the dragon’s lair when they catch stray beams of light. Sea dragons take any more perishable treasures and place them on a reef-altar, to dissolve in the sea as a tithe to the sea gods.  \n**Sunken Memorials.** A sea dragon’s lair is littered with meticulously arranged ships consigned to the deeps. These wrecks are often artfully smashed to allow the treasures in the hold to spill out onto the sea floor. It may seem haphazard, but it displays a complex aesthetic that only other sea dragons can truly appreciate. Because they arrange these wrecks so carefully, a dragon notices immediately if its hoard is disturbed.  \n\n## Sea Dragon’s Lair\n\n  \nSea dragons dwell in lairs dwell in lairs beneath the waves: ocean fissures and caves, lightless trenches full of strange rock formations, and sheltered reefs of cultivated coral.  \nWhatever the place, it’s dedicated to the worship of sea gods. Despite the draconic instinct for seclusion and protection when choosing a lair, sea dragons always choose lairs relatively close to humanoid trade routes and abundant supplies of fish.  \nThe sky surrounding a sea dragon’s lair is perpetually stormy, and the seas run high. If a captain is courageous, these high winds and swift-running currents can cut significant time off a voyage.  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action and generates one of the following effects. The dragon can’t use the same effect two rounds in a row:\n* Four vortexes, each 5 feet in diameter and up to 30 feet tall, appear within the lair where the dragon wishes. Creatures occupying the space where a vortex appears or who enter the vortex for the first time on a turn must make a DC 15 Dexterity save or be restrained. As an action, a creature can free itself or another creature from a vortex by succeeding on a DC 15 Strength check. The vortexes last until the dragon uses this lair action again or until the dragon dies.\n* The dragon creates a wall of living coral on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area takes damage as if touching the wall and is pushed 5 feet out of the wall’s space, on whichever side of the wall it wants. Touching the wall releases painful stings that deal 18 (4d8) poison damage, or half that with a successful DC 15 Constitution saving throw. Each 10-foot section of the wall has AC 5, 30 hit points, resistance to fire damage, and immunity to psychic damage. The wall lasts until the dragon uses this lair action again or until the dragon dies.\n* The dragon bends time around its enemies. Four creatures the dragon can see within 120 feet of it must succeed on a DC 15 Wisdom save or be affected by a slow spell. This effect last until initiative count 20 on the following round.\n  \n### Regional Effects\n\n  \nThe region containing a legendary sea dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:\n* Sea life becomes richer within 6 miles of the lair. Schools of fish move into new waters, sharks become common, and whale migration paths shift to pass near the area.\n* Water temperatures drop sharply within 6 miles of the lair. Creatures not accustomed to cold suffer exposure to extreme cold while swimming in this water.\n* Storms and rough water are more common within 6 miles of the lair.\n  \nIf the dragon dies, conditions of the sea surrounding the lair return to normal over the course of 1d10 days.",
            "name": "Sea Dragon Wyrmling",
            "size": "Medium",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 52,
            "hit_dice": "8d8+16",
            "speed": {
                "walk": 30,
                "fly": 60,
                "swim": 40
            },
            "strength": 17,
            "dexterity": 10,
            "constitution": 15,
            "intelligence": 13,
            "wisdom": 11,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": 2,
            "constitution_save": 4,
            "intelligence_save": null,
            "wisdom_save": 2,
            "charisma_save": 4,
            "perception": 4,
            "skills": {
                "perception": 4,
                "stealth": 2
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "cold",
            "condition_immunities": "",
            "senses": "blindsight 10 ft. darkvision 60 ft., passive Perception 14",
            "languages": "Common, Draconic, Primordial",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) cold damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d10"
                },
                {
                    "name": "Tidal Breath (Recharge 5-6)",
                    "desc": "The dragon exhales a crushing wave of frigid seawater in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw. On a failure, the target takes 11 (2d10) bludgeoning damage and 11 (2d10) cold damage, and is pushed 15 feet away from the dragon and knocked prone. On a successful save the creature takes half as much damage and isn't pushed or knocked prone."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 136,
            "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_sea-dragon-wyrmling/"
        },
        {
            "slug": "selang",
            "desc": "_This grinning humanoid looks like a handsome man, though his skin is black as obsidian, his eye glow red, and he has both insectoid legs and antennae._  \n**Dark Satyrs.** The selang or dark satyrs are twisted and vicious fauns who have abandoned nature worship, and instead venerate ancient gods of deep and malign intelligence. Selangs seek to help those evil gods enter the mortal world by opening dark portals and bridging a path to realms beyond mortal understanding.  \n**Battle Song and Laughter.** Selangs relish battle, pain, and torture—they find violence thrilling and bloodshed exciting, and they often laugh, sing, and boast shamelessly during combat. Although they are the diplomats and spokesmen of the old gods, their manic speech and alien logic can be hard to follow, requiring an Intelligence check (DC 16) to understand a dark satyr each round. They are most comfortable with the slithering tones of the Void Speech.  \n**Blasphemous Music.** Their cults and settlements are often found at the sites sacred to the dark gods, making hypnotic and alien harmonies with swarms of dorreqi. They are rarely the strongest soldiers, instead encouraging evil humanoids or other creatures of martial mien to fill the ranks, while the dark satyrs use their magic and poison against their foes.",
            "name": "Selang",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 76,
            "hit_dice": "9d8+36",
            "speed": {
                "walk": 40
            },
            "strength": 18,
            "dexterity": 15,
            "constitution": 18,
            "intelligence": 12,
            "wisdom": 14,
            "charisma": 19,
            "strength_save": null,
            "dexterity_save": 4,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 6,
            "perception": 6,
            "skills": {
                "perception": 6,
                "performance": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "acid, lightning",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "Common, Elvish, Sylvan, Void Speech",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The selang makes two dagger attacks or two shortbow attacks."
                },
                {
                    "name": "Dagger",
                    "desc": "Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage, plus sleep poison.",
                    "attack_bonus": 6,
                    "damage_dice": "1d4"
                },
                {
                    "name": "Shortbow",
                    "desc": "Ranged Weapon Attack: +4 to hit, range 80/320, one target. Hit: 5 (1d6 + 2) piercing damage plus sleep poison.",
                    "attack_bonus": 4,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Sleep Poison",
                    "desc": "An injured creature must succeed on a DC 14 Constitution saving throw or be poisoned for 2d6 rounds. A creature poisoned in this way is unconscious. An unconscious creature wakes if it takes damage, or if a creature uses its action to shake it awake."
                },
                {
                    "name": "Alien Piping",
                    "desc": "A selang can confuse and injure its enemies by playing weird, ear-bending harmonies on alien pipes, made from the beaks, cartilage, and throat sacs of a dorreq. When the selang plays a tune on these pipes, all creatures within 60 feet must make a successful DC 14 Wisdom saving throw or be affected by contagion, confusion, irresistible dance, or hideous laughter, depending on what alien and otherworldly music the dark satyr chooses to play. A creature that saves successfully against this psychic effect is immune to the piping for 24 hours. The selang can use each of these spell-like effects once per day."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Innate Spellcasting",
                    "desc": "the selang's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:\n\nat will: dancing lights, minor illusion\n\n3/day each: alter self, fear, sleep, suggestion"
                }
            ],
            "spell_list": [],
            "page_no": 341,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_selang/"
        },
        {
            "slug": "serpopard",
            "desc": "_These spotted and scaly quadrupeds run on hairless leonine paws, while their cat heads perch atop sinuous, serpentine necks._  \n**Swaying, Snakelike Cats.** Serpopards are 13 feet long and weigh 600 lb, with little gender dimorphism. They have feline bodies but long, serpentine necks topped by vaguely draconic heads. Their hairless paws have wickedly curved, retractable talons. A serpopard’s neck is in constant motion, swaying like a cobra, allowing it to track foes on all sides and to strike in unexpected directions.  \n**Easily Distracted.** Serpopards are foul-tempered predators and scavengers, and are known to occasionally resort to cannibalizing their weakest pack mate. They actively hunt humanoids when possible and also attack other predators to steal their kills—or to kill and eat the predators, then take their kills. Serpopards are not tenacious hunters, however. They can be distracted from a pursuit by the appearance of an easier meal.  \n**Musk Glands.** In some culture, serpopard pelts and musk glands are prized for use in fashion and perfumes. Images of these odd animals appear regularly in southern tomb iconography and temple decoration.",
            "name": "Serpopard",
            "size": "Large",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 85,
            "hit_dice": "10d10+30",
            "speed": {
                "walk": 40,
                "swim": 30
            },
            "strength": 17,
            "dexterity": 16,
            "constitution": 16,
            "intelligence": 2,
            "wisdom": 12,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "poison",
            "damage_immunities": "",
            "condition_immunities": "poisoned",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "-",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The serpopard makes two bite attacks and two claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "2d8"
                },
                {
                    "name": "Musk (Recharges after a Short or Long Rest)",
                    "desc": "The serpopard releases a jet of foul-smelling musk in a 15-foot cone that lasts for 2d4 rounds. Creatures in the cone must make DC 13 Dexterity saving throws. If the save succeeds, the creature moves to the nearest empty space outside the cone; if the saving throw fails, the creature becomes drenched in musk. A creature that enters the area of the cone while the musk persists is saturated automatically. A creature saturated in musk is poisoned. In addition, every creature that starts its turn within 5 feet of a saturated creature must make a successful DC 15 Constitution saving throw or be poisoned until the start of its next turn. Serpopard musk (and the poisoning) wear off naturally in 1d4 hours. A saturated creature can end the effect early by spending 20 minutes thoroughly washing itself, its clothes, and its equipment with water and soap."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Swamp Stealth",
                    "desc": "The serpopard gains an additional +2 to Stealth (+7 in total) in sand or swamp terrain."
                },
                {
                    "name": "Sinuous Strikeback",
                    "desc": "The serpopard can take any number of reactions in a round, but it can react only once to each trigger."
                }
            ],
            "spell_list": [],
            "page_no": 342,
            "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_serpopard/"
        },
        {
            "slug": "shabti",
            "desc": "_Wearing silver and red enamel pectoral jewelry and stylized armlets, as well as carrying a thin, carved stick, this angular, dark‑eyed human appears almost normal. When it moves, gears clash and whir faintly within it._  \n**Lifelike Servants.** Shabti are constructs made to tend to their masters needs in the afterlife. Dressed in ceremonial regalia, they are sometimes mistaken for living beings by intruders into their ancient tombs, though careful examination reveals faintly glowing hieroglyphs graven into their garments and their bodies.  \n**Insane Machines.** Usually driven mad by centuries within its master’s tomb, a shabti fiercely attacks anything that threatens its sworn charge. Some ceaselessly babble ancient scriptures or invocations to the gods of death.  \n**Ancient Weapons.** A shabti fights by releasing its serpentine armlets, then using telekinesis against spellcasters while thrashing anyone within reach with archaic but effective stick‑fighting maneuvers. The shabti’s weapon, the nabboot, is a 4-foot stick made of rattan or bundled reeds; this weapon was common in ancient forms of single-stick fighting. Shabti always fight until destroyed.  \n**Constructed Nature.** A shabti slime doesn’t require air, food, drink, or sleep.",
            "name": "Shabti",
            "size": "Medium",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 102,
            "hit_dice": "12d8+48",
            "speed": {
                "walk": 40
            },
            "strength": 14,
            "dexterity": 20,
            "constitution": 18,
            "intelligence": 6,
            "wisdom": 11,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "understands the languages of its creator but can't speak",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The shabti uses Telekinesis and makes two attacks with its nabboot."
                },
                {
                    "name": "Nabboot",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) bludgeoning damage plus 7 (2d6) necrotic damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be cursed with tomb taint. The cursed target's speed is reduced to half, and its hit point maximum decreases by 3 (1d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies and its body turns to dust. The curse lasts until removed by the remove curse spell or comparable magic.",
                    "attack_bonus": 8,
                    "damage_dice": "1d4"
                },
                {
                    "name": "Telekinesis",
                    "desc": "The shabti targets a creature within 60 feet. The target must succeed on a DC 15 Strength check or the shabti moves it up to 30 feet in any direction (including upward), and it is restrained until the end of the shabti's next turn."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Immutable Form",
                    "desc": "The shabti is immune to spells and effects that would alter its form."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The shabti has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The shabti's weapon attacks are magical."
                },
                {
                    "name": "Serpentine Armlets",
                    "desc": "As a bonus action, the shabti commands its armlets to drop to the floor, whereupon they become two giant poisonous snakes. The shabti can mentally direct the serpents (this does not require an action). If the snakes are killed, they dissolve into wisps of smoke which reform around the shabti's forearms, and they can't be turned into snakes for 1 week. These armlets are linked to the shabti at the time of its creation and do not function for other creatures."
                }
            ],
            "spell_list": [],
            "page_no": 343,
            "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_shabti/"
        },
        {
            "slug": "sharkjaw-skeleton",
            "desc": "_The humanoid form approaches through the murky water, but as it nears, it becomes clear that this is no living thing. It is made entirely of sharks’ jaws, joined together and brought to life with grim magic._  \nMade from numerous, interlocking shark’s jaws, these horrors are animated through foul magic into a large, vaguely humanoid shape. Sahuagin priests animate them to guard their sepulchers of bones. These sharkjaw skeletons lie among great piles of bones, waiting to rise up and attack any uninvited souls who invade the sanctity of sahuagin holy sites. Others guard pirate treasures or ancient shipwrecks.  \n**Undead Automaton.** Being mindless, sharkjaw skeletons do nothing without orders from their creator, and they follow those instructions explicitly. A sharkjaw skeleton’s creator can give it new commands as long as the skeleton is within 60 feet and can see and hear its creator. Otherwise, a sharkjaw skeleton follows its last instructions to the best of its ability and to the exclusion of all else, though it will always fight back if attacked.  \n**Undead Nature.** A shroud doesn’t require air, food, drink, or sleep.",
            "name": "Sharkjaw Skeleton",
            "size": "Large",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 45,
            "hit_dice": "6d10+12",
            "speed": {
                "walk": 30,
                "swim": 30
            },
            "strength": 16,
            "dexterity": 10,
            "constitution": 15,
            "intelligence": 6,
            "wisdom": 8,
            "charisma": 4,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 1,
            "skills": {
                "perception": 1,
                "stealth": 2
            },
            "damage_vulnerabilities": "bludgeoning",
            "damage_resistances": "",
            "damage_immunities": "cold, necrotic, poison",
            "condition_immunities": "exhaustion, poisoned",
            "senses": "darkvision 60 ft., blindsense 30 ft., passive Perception 11",
            "languages": "understands the languages of its creator but can't speak",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The sharkjaw skeleton makes one bite attack and one claw attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the sharkjaw skeleton can bite only the grappled creature and has advantage on attack rolls to do so.",
                    "attack_bonus": 5,
                    "damage_dice": "1d8"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "2d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 350,
            "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_sharkjaw-skeleton/"
        },
        {
            "slug": "shellycoat",
            "desc": "_Despite being short and squat, this creature’s relationship with a troll is undeniable. The kinship is most notable in the long arms and thick, pebbly hide._  \n**Long Handed and Toad-like.** The shellycoat is a warped and spiteful creature also called the Iamh fada, or “long hands,” and they are frequently referred to as bridge trolls. Despite being fey, they are distantly related to true trolls. Unlike those tall, lanky creatures, a shellycoat is dwarfish and toad-like, with short, bent, legs and freakishly long arms with swollen, distended joints. It can further dislocate and stretch these joints to alarming lengths.  \n**Bridges and Pools.** The shellycoat can be found in abandoned wells or behind waterfalls, in deep tide pools, or beneath the ice of frozen ponds, but their preferred haunt has always been under bridges. They are most active during nighttime and on heavily overcast days, because of their mortal dread of sunlight.  \nA shellycoat's favored tactic is to lie in wait under the water or ice (or bridge) and surprise its prey. It strikes outward or upward from its hiding place to snatch children, livestock (preferably goats), and lone travelers or fishermen. Prey is dragged down to the shadows and water to be robbed and devoured.  \n**Shining Garments.** A shellycoat will always have fashioned for itself a coat, cloak, or shirt of colored pebbles, glass, and polished river shells. These adornments are crude but beautiful and sometimes magical.",
            "name": "Shellycoat",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 75,
            "hit_dice": "10d8+30",
            "speed": {
                "walk": 30,
                "swim": 20
            },
            "strength": 17,
            "dexterity": 15,
            "constitution": 16,
            "intelligence": 13,
            "wisdom": 9,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 1,
            "skills": {
                "perception": 1,
                "stealth": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "charmed, unconscious",
            "senses": "Darkvision 60 ft., passive Perception 11",
            "languages": "Giant, Sylvan",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The shellycoat makes one bite attack and one claws attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 12 (2d8 + 3) slashing damage and the target is grappled (escape DC 13), restrained, and poisoned (DC 13 Strength saving throw negates, lasts while grappled and 1 round after). The shellycoat can shift the position of a grappled creature by up to 15 feet as a bonus action. While it has a creature grappled, the shellycoat can use its claws attack only against the grappled creature.",
                    "attack_bonus": 5,
                    "damage_dice": "2d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Innate Spellcasting",
                    "desc": "the shellycoat can cast the following spells innately, requiring no components:\n\n1/day each: darkness, fog cloud\n\n1/day (if in possession of its coat): water breathing"
                },
                {
                    "name": "Regeneration",
                    "desc": "The shellycoat regains 3 hit points at the start of its turn. If the creature takes acid or fire damage, this trait doesn't function at the start of the monster's next turn. The shellycoat dies only if it starts its turn with 0 hit points and doesn't regenerate."
                },
                {
                    "name": "Stealthy Observer",
                    "desc": "The shellycoat has advantage on Dexterity (Stealth) checks made to hide and any Perception checks that rely on hearing."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "The shellycoat becomes petrified after 5 (2d4) uninterrupted rounds of exposure to direct, natural sunlight."
                }
            ],
            "spell_list": [],
            "page_no": 346,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_shellycoat/"
        },
        {
            "slug": "shoggoth",
            "desc": "_A shoggoth is an intelligent, gelatinous blob that can reshape itself at will. Created by an elder race as servants, the shoggoths rebelled long ago and slew their masters without pity. Since that time, they’ve lived in isolated or desolate regions, devouring whatever they encounter and absorbing its flesh into their own amorphous, shifting forms._  \n**Constant Growth.** When in a spherical form, a shoggoth’s mass is enough to have a 10- to 15-foot diameter, though this is just an average size. Shoggoths continue growing throughout their lives, though the eldest among them grow very slowly indeed, and some shoggoths may shrink from starvation if they deplete a territory of resources.  \n**Mutable Form.** A shoggoth can form eyes, mouths, tentacles, and other appendages as needed, though it lacks the control to truly polymorph into another creature’s shape and hold it.",
            "name": "Shoggoth",
            "size": "Huge",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 387,
            "hit_dice": "25d12+225",
            "speed": {
                "walk": 50,
                "climb": 30,
                "swim": 30
            },
            "strength": 26,
            "dexterity": 14,
            "constitution": 28,
            "intelligence": 12,
            "wisdom": 16,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 9,
            "skills": {
                "perception": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "fire, bludgeoning, piercing",
            "damage_immunities": "cold, thunder, slashing",
            "condition_immunities": "blinded, deafened, prone, stunned, unconscious",
            "senses": "darkvision 120 ft., tremorsense 60 ft., passive Perception 19",
            "languages": "Void Speech",
            "challenge_rating": "19",
            "cr": 19.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The shoggoth makes 1d4 + 1 slam attacks. Reroll the number of attacks at the start of each of the shoggoth's turns."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage, and the target is grappled (escape DC 18) and restrained. The shoggoth can grapple any number of creatures simultaneously, and this has no effect on its number of attacks.",
                    "attack_bonus": 14,
                    "damage_dice": "4d10"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Anaerobic",
                    "desc": "A shoggoth doesn't need oxygen to live. It can exist with equal comfort at the bottom of the ocean or in the vacuum of outer space."
                },
                {
                    "name": "Absorb Flesh",
                    "desc": "The body of a creature that dies while grappled by a shoggoth is completely absorbed into the shoggoth's mass. No portion of it remains to be used in raise dead, reincarnate, and comparable spells that require touching the dead person's body."
                },
                {
                    "name": "Amorphous",
                    "desc": "A shoggoth can move through a space as small as 1 foot wide. It must spend 1 extra foot of movement for every foot it moves through a space smaller than itself, but it isn't subject to any other penalties for squeezing."
                },
                {
                    "name": "Hideous Piping",
                    "desc": "The fluting noises made by a shoggoth are otherworldly and mind-shattering. A creature that can hear this cacophony at the start of its turn and is within 120 feet of a shoggoth must succeed on a DC 15 Wisdom saving throw or be confused (as the spell confusion) for 1d4 rounds. Creatures that roll a natural 20 on this saving throw become immune to the Hideous Piping for 24 hours. Otherwise, characters who meet the conditions must repeat the saving throw every round."
                },
                {
                    "name": "Keen Senses",
                    "desc": "A shoggoth has advantage on Wisdom (Perception) checks that rely on hearing or smell."
                },
                {
                    "name": "Rolling Charge",
                    "desc": "If the shoggoth moves at least 20 feet straight toward a creature and hits it with a slam attack on the same turn, that creature must succeed on a DC 20 Dexterity saving throw or be knocked prone. If the creature is knocked prone, the shoggoth immediately moves into the creature's space as a bonus action and crushes the creature beneath its bulk. The crushed creature can't breathe, is restrained, and takes 11 (2d10) bludgeoning damage at the start of each of the shoggoth's turns. A crushed creature remains in its space and does not move with the shoggoth. A crushed creature can escape by using an action and making a successful DC 19 Strength check. On a success, the creature crawls into an empty space within 5 feet of the shoggoth."
                }
            ],
            "spell_list": [],
            "page_no": 347,
            "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_shoggoth/"
        },
        {
            "slug": "shroud",
            "desc": "_Shrouds appear much like they did in life, only translucent and immaterial. Their voices are weak._  \n**Bitter Spirits.** Shrouds are transitional creatures: remnants of wicked people who died but refuse to rest in peace, yet have not grown strong enough to become shadows. They are aggressive enemies of all living creatures and the light that nurtures life. Shrouds blend naturally into darkness, but they stand out starkly in bright light.  \n**Thin Outlines.** Shrouds look like flickering shadowy outlines of the people they were before they died, retaining the same height and body type.  \n**Repetitive Speech.** Shrouds cannot converse, but they occasionally can be heard cruelly whispering a name, term, or phrase over and over again: something that must have had meaning to them in life.  \n**Undead Nature.** A shroud doesn’t require air, food, drink, or sleep.",
            "name": "Shroud",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 9,
            "hit_dice": "2d8",
            "speed": {
                "hover": true,
                "walk": 0,
                "fly": 30
            },
            "strength": 4,
            "dexterity": 13,
            "constitution": 10,
            "intelligence": 2,
            "wisdom": 10,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "stealth": 3
            },
            "damage_vulnerabilities": "radiant",
            "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": "exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "Common",
            "challenge_rating": "1/8",
            "cr": 0.125,
            "actions": [
                {
                    "name": "Strength Drain",
                    "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) necrotic damage, and the target's Strength score is reduced by one-half that amount. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.",
                    "attack_bonus": 3,
                    "damage_dice": "1d4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amorphous",
                    "desc": "The shroud can move through a space as narrow as 1 inch wide without squeezing."
                },
                {
                    "name": "Shadow Evolution",
                    "desc": "Shrouds instantly become shadows once they cause a total of 12 damage. Any damage they've suffered is subtracted from the shadow's total hit points or abilities."
                },
                {
                    "name": "Shroud Stealth",
                    "desc": "When in dim light or darkness, the shroud can take the Hide action as a bonus action."
                },
                {
                    "name": "Sunlight Weakness",
                    "desc": "While in sunlight, the shroud has disadvantage on attack rolls, ability checks, and saving throws."
                }
            ],
            "spell_list": [],
            "page_no": 348,
            "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_shroud/"
        },
        {
            "slug": "skein-witch",
            "desc": "_Skein witches are androgynous humanoids mummified in writhing diamond thread. Their skin is translucent, and suspended inside their bodies are dozens of quivering hourglasses in place of organs._  \n**Shepherd Destiny.** Skein witches are curators of destiny and enforcers of what must be. They voyage across the planes, weaving the strands of fate at the behest of their goddess-creator. Although they carry out their charge without regard to petty mortal concerns, they can be persuaded to bend fate for powerful petitioners whose interests align with those of their goddess.  \n**Surrounded by Guardians.** Despite their supernatural abilities, a skein witch’s physical body is frail. Because of that, they tend to surround themselves with undead, constructs, or other brutish, soulless guardians cut free from the thread of fate.  \n**Fear All Cards.** If a deck of many things is brought within 30 feet of a skein witch, she emits a psychic wail and disintegrates.",
            "name": "Skein Witch",
            "size": "Medium",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 20,
            "armor_desc": "natural armor",
            "hit_points": 162,
            "hit_dice": "25d8+50",
            "speed": {
                "walk": 30,
                "fly": 30
            },
            "strength": 6,
            "dexterity": 12,
            "constitution": 14,
            "intelligence": 16,
            "wisdom": 20,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": 8,
            "wisdom_save": 10,
            "charisma_save": 10,
            "perception": 15,
            "skills": {
                "history": 8,
                "insight": 15,
                "perception": 15
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "radiant",
            "damage_immunities": "fire, lightning, psychic",
            "condition_immunities": "",
            "senses": "truesight 60 ft., passive Perception 25",
            "languages": "Celestial, telepathy (100 ft.)",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The skein witch makes two Inexorable Thread attacks."
                },
                {
                    "name": "Inexorable Threads",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 30 ft., one target. Hit: 27 (5d8 + 5) radiant damage, and the target is \"one step closer to death.\"If the target is reduced to 0 hit points, it's treated as if it's already failed one death saving throw. This effect is cumulative; each inexorable threads hit adds one unsuccessful death saving throw. If a character who's been hit three or more times by inexorable threads is reduced to 0 hit points, he or she dies immediately. This effect lasts until the character completes a long rest.",
                    "attack_bonus": 9,
                    "damage_dice": "5d8"
                },
                {
                    "name": "Bind Fates (1/Day)",
                    "desc": "One target within 60 feet of the skein witch must make a DC 18 Wisdom saving throw. On a failed save, the target's fate is bound to one random ally of the target. Any damage or condition the target suffers is inflicted on the individual to which they are bound instead, and vice versa. A creature can be bound to only one other creature at a time. This effect lasts until either of the affected creatures gains a level, or until a heal or heroes' feast lifts this binding."
                },
                {
                    "name": "Destiny Distortion Wave (Recharge 5-6)",
                    "desc": "The skein witch projects a 60-foot cone of distortion that frays the strands of fate. All targets in the cone take 55 (10d10) force damage, or half damage with a successful DC 18 Wisdom saving throw. In addition, if more than one target that failed its saving throw is affected by a condition, those conditions are randomly redistributed among the targets with failed saving throws."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Bend Fate (3/day)",
                    "desc": "If the skein witch fails a saving throw, she may choose to succeed instead and reflect the effect of the failed saving throw onto one enemy within 30 feet. The skein witch still suffers the effect of a successful saving throw, if any. The new target is entitled to a saving throw as if it were the original target of the attack, but with disadvantage."
                },
                {
                    "name": "Fear All Cards",
                    "desc": "If a deck of many things is brought within 30 feet of a skein witch, she emits a psychic wail and disintegrates."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The skein witch has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Misty Step (At Will)",
                    "desc": "The skein witch can step between places as a bonus action."
                },
                {
                    "name": "Sealed Destiny (1/Day)",
                    "desc": "The skein witch attunes herself to the threads of the PCs' fates. Ask each player to write down their prediction of how the PC to their left will die, and at what level. Collect the notes without revealing the answers. When one of those PCs dies, reveal the prediction. If the character died in the manner predicted, they fulfill their destiny and are immediately resurrected by the gods as a reward. If they died at or within one level of the prediction, they return to life with some useful insight into the destiny of someone important."
                }
            ],
            "spell_list": [],
            "page_no": 349,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
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            "v2_converted_path": "/v2/creatures/tob_skein-witch/"
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    ]
}