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=56
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=57",
    "previous": "https://api.open5e.com/v1/monsters/?format=api&ordering=-armor_desc&page=55",
    "results": [
        {
            "slug": "rakshasa-servitor",
            "desc": "",
            "name": "Rakshasa, Servitor",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 32,
            "hit_dice": "5d8+10",
            "speed": {
                "walk": 30
            },
            "strength": 14,
            "dexterity": 17,
            "constitution": 14,
            "intelligence": 12,
            "wisdom": 14,
            "charisma": 11,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "perception": 2
            },
            "damage_vulnerabilities": "piercing from magic weapons wielded by good creatures",
            "damage_resistances": "nonmagic B/P/S attacks",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60', passive Perception 14",
            "languages": "Common, Infernal",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Dagger",
                    "desc": "Melee Weapon Attack: +5 to hit, 5 ft., one target, 5 (1d4+3) piercing damage + 3 (1d6) poison."
                },
                {
                    "name": "Hand Crossbow",
                    "desc": "Ranged Weapon Attack: +5 to hit 30/120' one target 6 (1d6+3) piercing damage + 3 (1d6) poison."
                },
                {
                    "name": "Spellcasting",
                    "desc": "Cha (DC 11) no material components: At will: detect thoughts disguise self1/day: cause fear"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Protecting Pounce",
                    "desc": "When a rakshasa the servitor can see within 15 ft. of it is the target of an attack the servitor can move up to half its speed toward that rakshasa with o provoking opportunity attacks. If it ends this movement within 5 ft. of the rakshasa the servitor becomes the target of the attack instead."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Limited Magic Immunity",
                    "desc": "Can't be affected or detected by cantrips unless it wishes to be. Has advantage on saves vs. all other spells and magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 328,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_rakshasa-servitor/"
        },
        {
            "slug": "relentless-hound",
            "desc": "",
            "name": "Relentless Hound",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 12,
            "armor_desc": "",
            "hit_points": 52,
            "hit_dice": "8d8+16",
            "speed": {
                "walk": 40,
                "fly": 20
            },
            "strength": 17,
            "dexterity": 14,
            "constitution": 15,
            "intelligence": 4,
            "wisdom": 11,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 2,
            "charisma_save": null,
            "perception": 0,
            "skills": {
                "perception": 0
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, fire, lightning, thunder; nonmagic B/P/S attacks",
            "damage_immunities": "cold, necrotic, poison",
            "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious",
            "senses": "darkvision 60 ft, passive Perception 14",
            "languages": "—",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Two Spectral Bites. If both hit same target it takes 10 (3d6) necrotic and hp max is reduced by that amount (DC 13 Con negates damage and hp max). Reduction lasts until target finishes a long rest. Target dies if this reduces its hp max to 0."
                },
                {
                    "name": "Spectral Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, 5 ft., one creature,. 10 (2d6+3) necrotic."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Multiply (3/Day)",
                    "desc": "When it takes damage while below half its hp max it creates a spectral hound. Spectral hound uses the stats of a shadow except it doesn't have Sunlight Weakness trait and can't make new shadows when it kills Humanoids. It appears in an unoccupied space within 5 ft. of the relentless hound and acts on same initiative as that hound. After spectral hound finishes a long rest it becomes a relentless hound."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Good Dog",
                    "desc": "If a Humanoid that hasn't harmed hound in last 24 hrs and takes action to offer it bit of food or speak kind words to it hound must make DC 12 Wis save or be charmed by that Humanoid for 1 hr or until Humanoid or its companions do anything harmful to hound. Also hound has disadvantage on saves vs. command spell."
                },
                {
                    "name": "Incorporeal Movement",
                    "desc": "Move through others/objects as difficult terrain. Takes 5 (1d10) force if it ends turn in object."
                },
                {
                    "name": "Pack Tactics",
                    "desc": "Advantage on attacks vs. creature if 1+ unincapacitated attacker ally is within 5 ft. of target."
                },
                {
                    "name": "Undead Nature",
                    "desc": "Doesn't require air food drink or sleep."
                }
            ],
            "spell_list": [],
            "page_no": 331,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_relentless-hound/"
        },
        {
            "slug": "rochade",
            "desc": "",
            "name": "Rochade",
            "size": "Small",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 14,
            "armor_desc": "",
            "hit_points": 27,
            "hit_dice": "6d6+6",
            "speed": {
                "walk": 30,
                "climb": 20
            },
            "strength": 10,
            "dexterity": 18,
            "constitution": 12,
            "intelligence": 6,
            "wisdom": 10,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 0,
            "skills": {
                "perception": 0
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 120', passive Perception 12",
            "languages": "Undercommon",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Thieving Slam",
                    "desc": "Melee Weapon Attack: +6 to hit, 5 ft., one target, 7 (1d6+4) bludgeoning damage. Instead of dealing damage can steal one item target is wearing or carrying provided item weighs up to 10 pounds isn't a weapon and isn't wrapped around or firmly attached to target. Ex: it could steal a hat or belt pouch but not a creature's shirt or armor."
                },
                {
                    "name": "Rock",
                    "desc": "Ranged Weapon Attack: +6 to hit 20/60 ft one target 7 (1d6+4) bludgeoning damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Relay",
                    "desc": "Teleports one object it is holding that weighs up to 10 pounds into empty hand of one friendly creature it can see within 30' of it. If target isn't a rochade it must make DC 14 Dex save to catch the object otherwise object falls to the ground in a space within 5 ft. of target."
                },
                {
                    "name": "Short Step",
                    "desc": "Teleports to unoccupied space it can see within 15 ft.."
                }
            ],
            "reactions": [
                {
                    "name": "Switch",
                    "desc": "When a creature rochade can see targets it with attack rochade can switch places with any creature it can see within 15 ft. of it. An unwilling creature must make DC 14 Dex save to avoid the switch. If the switch is successful switched creature becomes attack's target instead."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Elusive",
                    "desc": "Advantage on saves and ability checks to avoid or escape effect that would reduce its speed. Also nonmagical difficult terrain composed of natural rocks or cavernous terrain doesn't cost it extra movement."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "In sunlight disadvantage on attacks and Wis (Perception) checks that use sight."
                }
            ],
            "spell_list": [],
            "page_no": 332,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_rochade/"
        },
        {
            "slug": "rock-salamander",
            "desc": "",
            "name": "Rock Salamander",
            "size": "Tiny",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 27,
            "hit_dice": "6d4+12",
            "speed": {
                "walk": 20,
                "burrow": 20,
                "climb": 20
            },
            "strength": 8,
            "dexterity": 17,
            "constitution": 14,
            "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": 1,
            "skills": {
                "perception": 1
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "exhaustion, paralyzed, petrified, poisoned, unconscious",
            "senses": "darkvision 60', tremorsense 60', passive Perception 11",
            "languages": "understands Terran but can't speak",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, 5 ft., one target, 6 (1d6+3) piercing damage."
                },
                {
                    "name": "Manipulate Stone",
                    "desc": "If it is touching stone it can manipulate stone contiguous with its location to create one of the following:Rumbling Earth: One creature touching stone within 10 ft. of salamander is knocked prone (DC 12 Dex negates).Softened Earth One creature touching stone within 10 ft. of salamander is restrained by softened mud-like stone until the end of its next turn (DC 12 Str negates).Stone Armor Salamander's AC +2 until start of its next turn."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Earth Glide",
                    "desc": "Can burrow through nonmagical unworked earth/stone with o disturbing material it moves through."
                },
                {
                    "name": "Stone Camouflage",
                    "desc": "Has advantage on Dex (Stealth) checks made to hide in rocky terrain."
                },
                {
                    "name": "Stone Spider Climb",
                    "desc": "Can climb difficult stone surfaces including upside down on ceilings with o an ability check."
                }
            ],
            "spell_list": [],
            "page_no": 333,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_rock-salamander/"
        },
        {
            "slug": "savior-lumen",
            "desc": "",
            "name": "Savior Lumen",
            "size": "Large",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "chaotic good",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 114,
            "hit_dice": "12d10+48",
            "speed": {
                "walk": 20,
                "burrow": 20,
                "fly": 50,
                "swim": 30
            },
            "strength": 14,
            "dexterity": 20,
            "constitution": 18,
            "intelligence": 10,
            "wisdom": 15,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": 6,
            "perception": 2,
            "skills": {
                "perception": 2
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, bludgeoning, cold, fire, piercing, radiant, slashing",
            "damage_immunities": "poison ",
            "condition_immunities": "charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned",
            "senses": "darkvision 120', passive Perception 15",
            "languages": "Celestial, Common, telepathy 60'",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Flurry of Tools",
                    "desc": "Melee Weapon Attack: +8 to hit 0' 1 tgt in the swarm's space. 10 (4d4) bludgeoning damage + 10 (4d4) piercing damage and 10 (4d4) slashing damage or 5 (2d4) bludgeoning damage + 5 (2d4) piercing damage and 4 (2d4) slashing damage if the swarm has half of its hp or fewer."
                },
                {
                    "name": "Dismantle",
                    "desc": "Destroys up to a 5 ft. cube of nonmagical debris structure or object that isn't being worn or carried."
                },
                {
                    "name": "Spellcasting",
                    "desc": "Cha (DC 14) no material components: At will: floating disk mending spare the dying3/day ea: gentle repose knock sending1/day ea: locate creature passwall"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "Can breathe air and water."
                },
                {
                    "name": "Fleeting Memory",
                    "desc": "When it leaves creature's sight creature must make DC 16 Wis save or remember swarm only as softly glowing lights."
                },
                {
                    "name": "Illumination",
                    "desc": "Bright light in 20' radius and dim light an extra 20'."
                },
                {
                    "name": "Immortal Nature",
                    "desc": "Doesn't require food drink or sleep"
                },
                {
                    "name": "Magic Resistance",
                    "desc": "Advantage: spell/magic effect saves."
                },
                {
                    "name": "Swarm",
                    "desc": "Can occupy another creature's space and vice versa and can move through any opening large enough for a Tiny celestial. Can't regain hp or gain temp hp."
                },
                {
                    "name": "Team Effort",
                    "desc": "Considered to be a single Large creature to determine its carrying capacity and has advantage on Str checks made to push pull lift or break objects."
                }
            ],
            "spell_list": [],
            "page_no": 335,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_savior-lumen/"
        },
        {
            "slug": "scorchrunner-jackal",
            "desc": "",
            "name": "Scorchrunner Jackal",
            "size": "Medium",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 38,
            "hit_dice": "7d8+7",
            "speed": {
                "walk": 30
            },
            "strength": 9,
            "dexterity": 16,
            "constitution": 12,
            "intelligence": 4,
            "wisdom": 14,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": 5,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 4,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "perception": 2
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "fire",
            "condition_immunities": "",
            "senses": "passive Perception 14",
            "languages": "—",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Two Bite or Flame Ray attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, 5 ft., one target, 6 (1d6+3) piercing damage."
                },
                {
                    "name": "Flame Ray",
                    "desc": "Ranged Spell Attack: +4 to hit, 120 ft., one target, 6 (1d8+2) fire. If the jackal hits a creature with Flame Ray the jackal gains half-cover vs. all attacks that originate more than 30' away from it until the start of its next turn."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Daylight Skirmish",
                    "desc": "While in sunlight the jackal takes the Dash or Dodge action."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Day Hunter",
                    "desc": "When the scorchrunner jackal makes an attack roll while in sunlight it can roll a d4 and add the number rolled to the attack roll."
                }
            ],
            "spell_list": [],
            "page_no": 340,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_scorchrunner-jackal/"
        },
        {
            "slug": "shadow-lurker",
            "desc": "",
            "name": "Shadow Lurker",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 16,
            "armor_desc": "",
            "hit_points": 84,
            "hit_dice": "13d8+26",
            "speed": {
                "walk": 40
            },
            "strength": 10,
            "dexterity": 22,
            "constitution": 14,
            "intelligence": 12,
            "wisdom": 14,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "perception": 2
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold",
            "damage_immunities": "necrotic",
            "condition_immunities": "",
            "senses": "darkvision 60', passive Perception 12",
            "languages": "Common, Elvish",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Two Shadow Strikes. Can replace one with Shadow Steal."
                },
                {
                    "name": "Shadow Strike",
                    "desc": "Melee Weapon Attack: +9 to hit, 5 ft., one target, 10 (1d8+6) slashing damage and 7 (2d6) cold."
                },
                {
                    "name": "Shadow Steal",
                    "desc": "Chooses a creature it can see within 30' of it and convinces that creature's shadow to leave its owner. Target must make DC 15 Cha save or be cursed. A sleeping target has disadvantage on this check. While cursed target doesn't have a shadow and suffers one level of exhaustion that can't be removed until curse ends. Curse ends only if target convinces its shadow to rejoin with it by succeeding on a DC 15 Cha (Persuasion) check while within 10 ft. of its shadow or if shadow is returned with wish spell. While target is cursed its shadow becomes a living shade (see Creature Codex) under the shadow lurker's control. Alternatively shadow lurker can combine two stolen shadows into a shadow instead. Shadow lurker can have no more than ten living shades or five shadows under its control at one time. If a cursed creature's shadow is destroyed it becomes a mundane shadow and moves to within 10 ft. of the cursed creature and cursed creature has advantage on the check to convince the shadow to rejoin with it. If shadow lurker dies all stolen shadows return to their rightful owners ending the curses."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Shadow's Embrace",
                    "desc": "Dim light/darkness: Hide action."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Creeping Mists",
                    "desc": "While not in sunlight shadowy mist surrounds it. Mist reduces bright light within 60' of the shadow lurker to dim light."
                },
                {
                    "name": "Shadow Sight",
                    "desc": "Has advantage on Wis (Perception) checks while in dim light or darkness."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "In sunlight disadvantage on attacks and Wis (Perception) checks that use sight."
                }
            ],
            "spell_list": [],
            "page_no": 342,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_shadow-lurker/"
        },
        {
            "slug": "sodwose",
            "desc": "",
            "name": "Sodwose",
            "size": "Medium",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 127,
            "hit_dice": "15d8+60",
            "speed": {
                "walk": 40,
                "climb": 30
            },
            "strength": 10,
            "dexterity": 21,
            "constitution": 18,
            "intelligence": 15,
            "wisdom": 14,
            "charisma": 9,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "perception": 2
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "bludgeoning, piercing",
            "damage_immunities": "poison",
            "condition_immunities": "blinded, charmed, exhaustion, frightened, poisoned, restrained, unconscious",
            "senses": "blindsight 120' (blind beyond), passive Perception 15",
            "languages": "Common, Sylvan",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Three Grass Whip attacks."
                },
                {
                    "name": "Grass Whip",
                    "desc": "Melee Weapon Attack: +8 to hit, 15 ft., one creature,. 12 (2d6+5) slashing damage and target must make DC 15 Str save or be pulled up to 10 ft. to sodwose."
                },
                {
                    "name": "Entangle (1/Day)",
                    "desc": "Compels all plants and roots within 20' of a point on the ground it can see within 60' of it to grasp and pull at nearby creatures for 1 min. When a creature enters the area for the first time on a turn or starts its turn there creature is restrained by grasses and roots (DC 15 Str negates). A creature including the restrained creature can take an action to free it by making a DC 15 Str check."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Grass Step",
                    "desc": "Teleports along with any equipment it is wearing or carrying up to 30' to an unoccupied spot it sees. The origin and destination spaces must contain grass."
                },
                {
                    "name": "Set Snare",
                    "desc": "Creates a snare in a square area it can see within 30' of it that is 5 ft. on a side and 50%+ grass. 1st creature to moves into that space within next min: DC 15 Str save or be restrained by grasses. A creature including restrained creature can use action to free restrained creature via DC 15 Str check. It can have at most 3 snares set at a time. If it sets a 4th oldest ceases to function."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Grassland Camouflage",
                    "desc": "Advantage: Dex (Stealth) to hide in grassland."
                },
                {
                    "name": "Scarecrow",
                    "desc": "Any creature that starts its turn within 10 ft. of sodwose: frightened until the end of its next turn (DC 15 Wis negates and is immune to sodwose's Scarecrow for the next 24 hrs)."
                }
            ],
            "spell_list": [],
            "page_no": 350,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_sodwose/"
        },
        {
            "slug": "stained-glass-moth",
            "desc": "",
            "name": "Stained-Glass Moth",
            "size": "Small",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 12,
            "armor_desc": "",
            "hit_points": 45,
            "hit_dice": "6d6+24",
            "speed": {
                "walk": 20,
                "climb": 20,
                "fly": 30
            },
            "strength": 10,
            "dexterity": 14,
            "constitution": 18,
            "intelligence": 5,
            "wisdom": 14,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "perception": 2
            },
            "damage_vulnerabilities": "bludgeoning, thunder",
            "damage_resistances": "",
            "damage_immunities": "poison, psychic",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 60', passive Perception 14",
            "languages": "understands Common but can't speak",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Blessed Wings then two Wing Slice or Radiant Wing attacks."
                },
                {
                    "name": "Wing Slice",
                    "desc": "Melee Weapon Attack: +4 to hit, 5 ft., one target, 5 (1d6+2) slashing damage."
                },
                {
                    "name": "Radiant Wing",
                    "desc": "Ranged Spell Attack: +4 to hit, 60 ft., one target, 6 (1d8+2) radiant."
                },
                {
                    "name": "Blessed Wings",
                    "desc": "Marks one creature it can see within 30' of it with holy power. If the target is a hostile creature the next attack roll made vs. the target before the start of the moth's next turn has advantage. If the target is a friendly creature it gains a +2 bonus to AC until the start of the moth's next turn."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Construct Nature",
                    "desc": "Doesn't require air food drink or sleep."
                },
                {
                    "name": "False Appearance",
                    "desc": "While motionless indistinguishable from ordinary stained-glass window or artwork."
                },
                {
                    "name": "Flyby",
                    "desc": "Doesn't provoke opportunity attacks when it flies out of an enemy's reach."
                },
                {
                    "name": "Immutable Form",
                    "desc": "Immune: form-altering spells/effects."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "Advantage: spell/magic effect saves."
                }
            ],
            "spell_list": [],
            "page_no": 353,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_stained-glass-moth/"
        },
        {
            "slug": "starving-specter",
            "desc": "",
            "name": "Starving Specter",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 90,
            "hit_dice": "12d8+36",
            "speed": {
                "walk": 0,
                "fly": 40
            },
            "strength": 10,
            "dexterity": 16,
            "constitution": 17,
            "intelligence": 11,
            "wisdom": 14,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "perception": 2
            },
            "damage_vulnerabilities": "psychic",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60', passive Perception 15",
            "languages": "the languages it knew in life",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "One Bite attack and one Bladed Arm attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, 5 ft., one target, 8 (2d4+3) piercing damage + 3 (1d6) necrotic."
                },
                {
                    "name": "Bladed Arm",
                    "desc": "Melee Weapon Attack: +6 to hit, 10 ft., one target, 10 (2d6+3) slashing damage. This attack can target a creature on the Ethereal or Material Plane."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Aura of the Forgotten",
                    "desc": "Beasts and Humanoids within 10 ft. of the starving specter have disadvantage on saves."
                },
                {
                    "name": "Ethereal Sight",
                    "desc": "Can see 60' into the Ethereal Plane."
                },
                {
                    "name": "Life Hunger",
                    "desc": "When a creature specter can see regains hp specter's next Bite deals extra 7 (2d6) necrotic on a hit."
                },
                {
                    "name": "Incorporeal Movement",
                    "desc": "Move through others/objects as difficult terrain. Takes 5 (1d10) force if it ends turn in object."
                },
                {
                    "name": "Undead Nature",
                    "desc": "Doesn't require air food drink or sleep."
                },
                {
                    "name": "Unnerving Visage",
                    "desc": "When a creature that can see specter's faces starts its turn within 30' of it at least one of specter's faces shifts to look like one of the creature's departed loved ones or bitter enemies if specter isn't incapacitated and can see the creature. Creature takes 7 (2d6) psychic and is frightened of specter until start of its next turn (DC 14 Wis negates both). Unless surprised a creature can avert its eyes to avoid the save at start of its turn. If creature does so it can't see the specter until the start of its next turn when it can avert again. If creature looks at specter in the meantime it must immediately save."
                }
            ],
            "spell_list": [],
            "page_no": 356,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
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            "v2_converted_path": "/v2/creatures/tob3_starving-specter/"
        },
        {
            "slug": "sunflower-sprite",
            "desc": "",
            "name": "Sunflower Sprite",
            "size": "Small",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "neutral good",
            "armor_class": 12,
            "armor_desc": "",
            "hit_points": 14,
            "hit_dice": "4d6",
            "speed": {
                "walk": 30
            },
            "strength": 8,
            "dexterity": 14,
            "constitution": 10,
            "intelligence": 10,
            "wisdom": 14,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "perception": 2
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 14",
            "languages": "Sylvan",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Radiant Leaf",
                    "desc": "Melee Weapon Attack: +4 to hit, 5 ft., one target, 4 (1d4+2) slashing damage + 5 (2d4) radiant."
                },
                {
                    "name": "Light Ray",
                    "desc": "Ranged Spell Attack: +5 to hit, 60 ft., one target, 8 (2d4+3) radiant."
                },
                {
                    "name": "Healing Radiance (Recharge: Short/Long Rest)",
                    "desc": "Radiates a warm light. Each friendly creature within 10 ft. of the sprite regains 5 (2d4) hp. It can't use this action if it hasn't been exposed to sunlight in the past 24 hrs."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Diurnal",
                    "desc": "At night or when underground it has disadvantage on initiative rolls and Wis (Perception) checks."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "Advantage: spell/magic effect saves."
                },
                {
                    "name": "Speak with Plants",
                    "desc": "Can communicate with plants as if they shared a language."
                },
                {
                    "name": "Variable Illumination",
                    "desc": "Sheds bright light in a 5 ft. to 20' radius and dim light for extra number of feet equal to chosen radius. It can alter radius as a bonus action. It can't use this trait if it hasn't been exposed to sunlight in past 24 hrs."
                }
            ],
            "spell_list": [],
            "page_no": 358,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_sunflower-sprite/"
        },
        {
            "slug": "swampgas-shade",
            "desc": "",
            "name": "Swampgas Shade",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 39,
            "hit_dice": "6d8+12",
            "speed": {
                "walk": 0,
                "fly": 40
            },
            "strength": 6,
            "dexterity": 17,
            "constitution": 15,
            "intelligence": 8,
            "wisdom": 12,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 3,
            "charisma_save": null,
            "perception": 1,
            "skills": {
                "perception": 1
            },
            "damage_vulnerabilities": "radiant",
            "damage_resistances": "",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "darkvision 60', passive Perception 10",
            "languages": "understands all languages it knew in life but can't speak",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Soul Drain",
                    "desc": "Melee Weapon Attack: +5 to hit, 5 ft., one creature,. 12 (2d8+3) psychic and target's Cha score is reduced by 1d4. Target dies if this reduces its Cha to 0. Otherwise reduction lasts until target finishes a short or long rest. If a Humanoid dies from this it can't be restored to life until shade is put to rest (see Rejuvenation)."
                },
                {
                    "name": "Haunting Murmurs",
                    "desc": "Ranged Spell Attack: +3 to hit, 60 ft., one creature,. 8 (1d8+3) psychic."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Swampland Stealth",
                    "desc": "Takes the Hide action. It must be in swampy terrain to use this bonus action."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amorphous",
                    "desc": "Move through space 1ft.+ wide with o squeezing."
                },
                {
                    "name": "Rejuvenation",
                    "desc": "If it dies within its bound region shade returns to life in 1d4 days and regains all hp. This doesn't function if shade is put to rest which occurs after its corpse has been reburied outside swamp."
                },
                {
                    "name": "Swampbound",
                    "desc": "Is bound to a region of swamp within 1 mile of its body. If shade leaves region loses its Soul Drain action until it returns to the region. If it remains outside region automatically teleports back to its corpse after 24 hrs regardless of distance."
                },
                {
                    "name": "Swamp Camouflage",
                    "desc": "Advantage: Dex (Stealth) to hide in swamp. "
                },
                {
                    "name": "Undead Nature",
                    "desc": "Doesn't require air food drink or sleep."
                }
            ],
            "spell_list": [],
            "page_no": 359,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
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            "v2_converted_path": "/v2/creatures/tob3_swampgas-shade/"
        },
        {
            "slug": "swarm-biting-gnat",
            "desc": "",
            "name": "Swarm, Biting Gnat",
            "size": "Medium",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 16,
            "hit_dice": "3d8+3",
            "speed": {
                "walk": 10,
                "climb": 10,
                "fly": 30
            },
            "strength": 2,
            "dexterity": 17,
            "constitution": 12,
            "intelligence": 1,
            "wisdom": 10,
            "charisma": 1,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 0,
            "skills": {
                "perception": 0
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, slashing",
            "damage_immunities": "",
            "condition_immunities": "charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned",
            "senses": "passive Perception 10",
            "languages": "—",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Bites",
                    "desc": "Melee Weapon Attack: +5 to hit 0' 1 tgt in the swarm's space. 5 (2d4) piercing damage or 2 (1d4) piercing damage if the swarm has half its hp or fewer. The target must make DC 11 Con save or become blinded for 1 min. The target can re-save at end of each of its turns success ends effect on itself. Alternatively target can use action to clear its eyes of the insects ending effect."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Blood Sense",
                    "desc": "Can pinpoint by scent the location of warm-blooded creatures within 20' of it."
                },
                {
                    "name": "Distracting Buzz",
                    "desc": "A creature that is not deafened and starts its turn in a space occupied by a swarm of biting gnats must make DC 10 Wis save or become distracted by the droning of the gnats' wings. A distracted creature has disadvantage on attack rolls and ability checks that use Int Wis or Cha for 1 min. A creature can re-save at end of each of its turns success ends effect on itself. If a creature's save is successful the creature is immune to the swarm's Distracting Buzz for the next 10 min."
                },
                {
                    "name": "Swarm",
                    "desc": "Can occupy another creature's space and vice versa and swarm can move through any opening large enough for a Tiny beast. Can't regain hp or gain temp hp."
                }
            ],
            "spell_list": [],
            "page_no": 360,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
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            "v2_converted_path": "/v2/creatures/tob3_swarm-biting-gnat/"
        },
        {
            "slug": "swarm-ice-borers",
            "desc": "",
            "name": "Swarm, Ice Borers",
            "size": "Medium",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 12,
            "armor_desc": "",
            "hit_points": 40,
            "hit_dice": "9d8",
            "speed": {
                "walk": 10,
                "climb": 10,
                "fly": 30
            },
            "strength": 7,
            "dexterity": 15,
            "constitution": 10,
            "intelligence": 3,
            "wisdom": 10,
            "charisma": 3,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 0,
            "skills": {
                "perception": 0
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, slashing",
            "damage_immunities": "cold",
            "condition_immunities": "charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned",
            "senses": "passive Perception 10",
            "languages": "—",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Impale",
                    "desc": "Melee Weapon Attack: +4 to hit, 0 ft., one creature, in the swarm's space. 7 (2d6) piercing damage + 9 (2d8) cold or 3 (1d6) piercing damage + 4 (1d8) cold if the swarm has half its hp or fewer."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "False Appearance",
                    "desc": "While motionless indistinguishable from cluster of icicles. This trait doesn't function if swarm has damaged a creature with blood within the past 2 hrs."
                },
                {
                    "name": "Frigid Mass",
                    "desc": "A creature that starts its turn in the swarm's space takes 4 (1d8) cold."
                },
                {
                    "name": "Heatsense",
                    "desc": "The swarm can pinpoint the location of creatures emitting heat such as warm-blooded Beasts and Humanoids within 30' of it."
                },
                {
                    "name": "Spider Climb",
                    "desc": "Difficult surfaces even ceilings no ability check."
                },
                {
                    "name": "Swarm",
                    "desc": "Can occupy another creature's space and vice versa and swarm can move through any opening large enough for a Tiny elemental. Can't regain hp or gain temp hp."
                }
            ],
            "spell_list": [],
            "page_no": 362,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
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            "v2_converted_path": "/v2/creatures/tob3_swarm-ice-borers/"
        },
        {
            "slug": "swarm-swamp-slirghs",
            "desc": "",
            "name": "Swarm, Swamp Slirghs",
            "size": "Large",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 10,
            "armor_desc": "",
            "hit_points": 66,
            "hit_dice": "12d10",
            "speed": {
                "walk": 30,
                "swim": 40
            },
            "strength": 17,
            "dexterity": 11,
            "constitution": 10,
            "intelligence": 7,
            "wisdom": 15,
            "charisma": 3,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "perception": 2
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, slashing",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned",
            "senses": "darkvision 60', tremorsense 60', passive Perception 12",
            "languages": "Aquan, Terran",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Bites",
                    "desc": "Melee Weapon Attack: +5 to hit, 0 ft., one creature, in the swarm's space. 14 (4d6) piercing damage + 9 (2d8) poison or 7 (2d6) piercing damage + 4 (1d8) poison if the swarm has half its hp or fewer."
                },
                {
                    "name": "Spit Swamp Sludge",
                    "desc": "Ranged Weapon Attack: +5 to hit 20/60' one target 18 (4d8) poison or 9 (2d8) poison if the swarm has half its hp or fewer."
                },
                {
                    "name": "Soggy Relocation (Recharge 5-6)",
                    "desc": "While at least one creature is in swarm's space swarm uses Puddle Jump attempting to pull one creature along for the ride. Target magically teleported with swarm to swarm's destination (DC 13 Str negates)."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Puddle Jump",
                    "desc": "Once on its turn can use 10 ft. of its move to step magically through body of water within reach and emerge from 2nd body of water within 60' of 1st appearing in unoccupied space within 5 ft. of 2nd. If in Huge or larger body of water can teleport to another location within same body of water."
                },
                {
                    "name": "Stench",
                    "desc": "Any creature that starts its turn within 5 ft. of swarm: poisoned until start of its next turn. (DC 12 Con negates and creature immune to swarm's Stench for 24 hrs)."
                },
                {
                    "name": "Swarm",
                    "desc": "Can occupy another creature's space and vice versa and swarm can move through any opening large enough for a Tiny elemental. Can't regain hp or gain temp hp."
                }
            ],
            "spell_list": [],
            "page_no": 363,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
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            "v2_converted_path": "/v2/creatures/tob3_swarm-swamp-slirghs/"
        },
        {
            "slug": "swarm-vampire-blossom",
            "desc": "",
            "name": "Swarm, Vampire Blossom",
            "size": "Large",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 14,
            "armor_desc": "",
            "hit_points": 82,
            "hit_dice": "11d10+22",
            "speed": {
                "walk": 20,
                "fly": 10
            },
            "strength": 3,
            "dexterity": 19,
            "constitution": 14,
            "intelligence": 3,
            "wisdom": 14,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 3,
            "perception": 2,
            "skills": {
                "perception": 2
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, slashing",
            "damage_immunities": "psychic",
            "condition_immunities": "charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned",
            "senses": "passive Perception 12",
            "languages": "—",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Petal Slashes",
                    "desc": "Melee Weapon Attack: +6 to hit, 0 ft., one creature, in the swarm's space. 18 (4d8) slashing damage or 9 (2d8) slashing damage if the swarm has half its hp or fewer. Target must make a DC 13 Con save reducing its hp max by an amount equal to damage taken on a failed save or by half as much if made. This reduction lasts until creature finishes a long rest. Target dies if this reduces its hp max to 0."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Blood Frenzy",
                    "desc": "Has advantage on melee attack rolls vs. any creature that doesn't have all its hp."
                },
                {
                    "name": "Blood Sense",
                    "desc": "Can pinpoint by scent location of creatures that aren't constructs or undead within 30' of it. Swarm is otherwise blind."
                },
                {
                    "name": "False Appearance",
                    "desc": "While motionless indistinguishable from carpet of flower petals."
                },
                {
                    "name": "Swarm",
                    "desc": "Can occupy another creature's space and vice versa and swarm can move through any opening large enough for a Tiny plant. Swarm can't regain hp or gain temp hp."
                }
            ],
            "spell_list": [],
            "page_no": 364,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
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            "v2_converted_path": "/v2/creatures/tob3_swarm-vampire-blossom/"
        },
        {
            "slug": "torch-mimic",
            "desc": "",
            "name": "Torch Mimic",
            "size": "Tiny",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 12,
            "armor_desc": "",
            "hit_points": 21,
            "hit_dice": "6d4+6",
            "speed": {
                "walk": 0,
                "fly": 30
            },
            "strength": 7,
            "dexterity": 15,
            "constitution": 13,
            "intelligence": 6,
            "wisdom": 12,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 1,
            "skills": {
                "perception": 1
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "fire",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 11",
            "languages": "understands Common, can't speak",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +4 to hit, 5 ft., one target, 4 (1d4+2) piercing damage."
                },
                {
                    "name": "Fire Blast",
                    "desc": "Ranged Weapon Attack: +4 to hit 20/60' one target 7 (2d4+2) fire."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "False Appearance",
                    "desc": "While motionless indistinguishable from ordinary torch."
                },
                {
                    "name": "Fiery Soul",
                    "desc": "Can ignite or extinguish fire that crowns its head as a bonus action. While ignited it sheds bright light in a 20' radius and dim light for an extra 20 feet. When mimic is subjected to effect that would extinguish its flames vs. its will (ex: submerged in area of create or destroy water or gust of wind spells) mimic must make DC 11 Con save or fall unconscious until it takes damage or someone uses action to wake it. If effect is nonmagical mimic has advantage on the save."
                },
                {
                    "name": "Regeneration",
                    "desc": "Regains 2 hp at start of its turn. If mimic takes cold this doesn't function at start of its next turn. Dies only if it starts its turn with 0 hp and doesn't regenerate."
                }
            ],
            "spell_list": [],
            "page_no": 370,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_torch-mimic/"
        },
        {
            "slug": "truant-devourer",
            "desc": "",
            "name": "Truant Devourer",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "any alignment (as its creator deity)",
            "armor_class": 16,
            "armor_desc": "",
            "hit_points": 156,
            "hit_dice": "24d8+48",
            "speed": {
                "walk": 40
            },
            "strength": 12,
            "dexterity": 17,
            "constitution": 14,
            "intelligence": 16,
            "wisdom": 18,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "perception": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "nonmagic B/P/S attacks",
            "damage_immunities": "",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned",
            "senses": "darkvision 90', passive Perception 18",
            "languages": "Common + up to three other languages",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Three Devourer's Cleaver or Necrotic Bolt attacks. It can replace one attack with Life Drain attack."
                },
                {
                    "name": "Devourer's Cleaver",
                    "desc": "Melee Weapon Attack: +7 to hit, 5 ft., one target, 10 (2d6+3) slashing damage + 9 (2d8) necrotic."
                },
                {
                    "name": "Life Drain",
                    "desc": "Melee Spell Attack: +8 to hit, 5 ft., one creature,. 17 (3d8+4) necrotic. Target's hp max is reduced by amount equal to damage taken (DC 16 Con negates hp max). Reduction lasts until target finishes a long rest. Target dies if this reduces its hp max to 0."
                },
                {
                    "name": "Necrotic Bolt",
                    "desc": "Ranged Spell Attack: +8 to hit, 120 ft., one target, 17 (3d8+4) necrotic."
                },
                {
                    "name": "Invisibility",
                    "desc": "Magically turns invisible (with items worn/carried) until it attacks uses Grasping Claws or concentration ends (as a spell)."
                },
                {
                    "name": "Grasping Claws (Recharge 5-6)",
                    "desc": "Calls dozens of ghostly skeletal claws to erupt from a point on the ground it can see within 60' of it. All within 15 ft. of that point: 31 (7d8) necrotic and restrained 1 min (DC 16 Dex half damage not restrained). Restrained creature can re-save at end of each of its turns success ends effect on itself."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Dusty Step",
                    "desc": "Teleports  with items worn/carried up to 60' to unoccupied space it can see. Dust cloud appears at origin and destination."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Heretic Sense",
                    "desc": "Can pinpoint location of heretics of its faith within 60' of it and can sense their general direction within 1 mile of it."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "Advantage: spell/magic effect saves."
                },
                {
                    "name": "Turn Resistance",
                    "desc": "Advantage: saves vs. turn undead effects."
                },
                {
                    "name": "Undead Nature",
                    "desc": "Doesn't require air food drink or sleep."
                }
            ],
            "spell_list": [],
            "page_no": 378,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
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            "v2_converted_path": "/v2/creatures/tob3_truant-devourer/"
        },
        {
            "slug": "umbral-shambler",
            "desc": "",
            "name": "Umbral Shambler",
            "size": "Medium",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 39,
            "hit_dice": "6d8+12",
            "speed": {
                "walk": 20
            },
            "strength": 17,
            "dexterity": 16,
            "constitution": 15,
            "intelligence": 11,
            "wisdom": 14,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": 5,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 4,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "perception": 2
            },
            "damage_vulnerabilities": "radiant",
            "damage_resistances": "necrotic, psychic",
            "damage_immunities": "",
            "condition_immunities": "charmed, exhaustion",
            "senses": "blindsight 30', darkvision 60', passive Perception 14",
            "languages": "Common, Void Speech",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Two Claws attacks."
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +5 to hit, 5 ft., one target, 5 (1d4+3) slashing damage + 3 (1d6) necrotic."
                },
                {
                    "name": "Twisted Step",
                    "desc": "Can project itself beyond reality for a short time. Until start of its next turn it can move through objects as if they were difficult terrain provided an object is no more than 3' thick and at least one side of the object is in dim light or darkness. It takes 5 (1d10) force if it starts its turn inside an object."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "In sunlight disadvantage on attacks and Wis (Perception) checks that use sight."
                },
                {
                    "name": "Tenebrous Agility",
                    "desc": "Its speed is doubled in dim light or darkness and it doesn't provoke opportunity attacks when it moves provided it moves only in dim light or darkness. In addition when a creature that relies on sight attacks the umbral shambler while the shambler is in dim light or darkness the attacker has disadvantage on the attack roll."
                },
                {
                    "name": "Void Traveler",
                    "desc": "Doesn't require air food drink sleep or ambient pressure."
                }
            ],
            "spell_list": [],
            "page_no": 380,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_umbral-shambler/"
        },
        {
            "slug": "veritigibbet",
            "desc": "",
            "name": "Veritigibbet",
            "size": "Small",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 14,
            "armor_desc": "",
            "hit_points": 63,
            "hit_dice": "14d6+14",
            "speed": {
                "walk": 30,
                "fly": 60
            },
            "strength": 9,
            "dexterity": 19,
            "constitution": 12,
            "intelligence": 14,
            "wisdom": 11,
            "charisma": 19,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 0,
            "skills": {
                "perception": 0
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "nonmagic B/P/S attacks not made w/cold iron weapons",
            "damage_immunities": "",
            "condition_immunities": "charmed, frightened",
            "senses": "passive Perception 10",
            "languages": "Common, Elvish, Sylvan",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Two Repartee attacks."
                },
                {
                    "name": "Repartee",
                    "desc": "Melee or Ranged Spell Attack: +6 to hit 5 ft. or range 60' one target 14 (3d6+4) psychic."
                },
                {
                    "name": "Blather",
                    "desc": "Asks a question of a creature it can see within 30' of it. Target must make a DC 14 Wis save. Fail: target must either answer the question truthfully and completely or have disadvantage on all attack rolls saves and ability checks for the next 1 hr cumulatively increasing in duration each time the target fails the save and chooses to take disadvantage. If the target chooses to answer the question it can't dissemble or omit information relevant to the question being answered. Success: veritigibbet takes 3 (1d6) psychic. Creatures that are immune to being charmed aren't affected by this."
                },
                {
                    "name": "Veiled Escape (1/Day)",
                    "desc": "Teleports along with any equipment worn or carried up to 120' to an unoccupied spot it sees. becoming invisible when it arrives at the destination."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Liar Liar",
                    "desc": "When a creature lies while within 30' of the veritigibbet that creature: 3 (1d6) fire and it ignites (DC 14 Dex negates). Until creature uses action to douse the fire target takes 3 (1d6) fire at start of each of its turns."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Fortissimo Fibber",
                    "desc": "Can't be magically silenced or forced to tell the truth by any means and it knows if it hears a lie."
                },
                {
                    "name": "Ventriloquist",
                    "desc": "Can make its voice sound as though it originates from any point it can see within 60' of it."
                }
            ],
            "spell_list": [],
            "page_no": 384,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
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            "v2_converted_path": "/v2/creatures/tob3_veritigibbet/"
        },
        {
            "slug": "wild-sirocco",
            "desc": "",
            "name": "Wild Sirocco",
            "size": "Large",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 105,
            "hit_dice": "14d10+28",
            "speed": {
                "walk": 0,
                "fly": 80
            },
            "strength": 18,
            "dexterity": 16,
            "constitution": 15,
            "intelligence": 5,
            "wisdom": 10,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 0,
            "skills": {
                "perception": 0
            },
            "damage_vulnerabilities": "cold",
            "damage_resistances": "nonmagic B/P/S attacks",
            "damage_immunities": "fire, poison",
            "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious",
            "senses": "darkvision 60', passive Perception 10",
            "languages": "Auran, Ignan",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Two Fiery Wallop attacks."
                },
                {
                    "name": "Fiery Wallop",
                    "desc": "Melee Weapon Attack: +7 to hit, 5 ft., one target, 11 (2d6+4) bludgeoning damage + 7 (2d6) fire."
                },
                {
                    "name": "Scorching Winds (Recharge 5-6)",
                    "desc": "Whips up scorching winds around it. Each creature within 10 ft. of it: 21 (6d6) fire ignites and is thrown up to 20' in random direction and knocked prone (DC 15 Str negates). If thrown creature strikes solid surface creature takes 3 (1d6) bludgeoning damage per 10 ft. it was thrown. If thrown at another creature that creature must make DC 15 Dex save or take same damage and be knocked prone. Until creature uses action to douse fire ignited creature takes 3 (1d6) fire at start of each of its turns."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Blazing Maelstrom Form",
                    "desc": "Can move through a space as narrow as 1 inch wide with o squeezing. A creature that touches the sirocco or hits it with melee attack while within 5 ft. of it takes 3 (1d6) fire. In addition sirocco can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn creature takes 3 (1d6) fire and must make DC 15 Str save or be knocked prone."
                },
                {
                    "name": "Elemental Nature",
                    "desc": "Doesn't require air food drink or sleep."
                },
                {
                    "name": "Water Susceptibility",
                    "desc": "For every 5 ft. it moves in water or for every gallon of water splashed on it it takes 1 cold."
                }
            ],
            "spell_list": [],
            "page_no": 391,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
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            "v2_converted_path": "/v2/creatures/tob3_wild-sirocco/"
        },
        {
            "slug": "wind-witch",
            "desc": "",
            "name": "Wind Witch",
            "size": "Large",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 66,
            "hit_dice": "12d8+12",
            "speed": {
                "walk": 30,
                "fly": 60
            },
            "strength": 6,
            "dexterity": 16,
            "constitution": 12,
            "intelligence": 6,
            "wisdom": 11,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": 5,
            "constitution_save": 5,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 0,
            "skills": {
                "perception": 0
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing",
            "damage_immunities": "",
            "condition_immunities": "exhaustion, poisoned, prone",
            "senses": "blindsight 60' (blind beyond), passive Perception 12",
            "languages": "understands Common but can't speak",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Two Slam attacks or one Slam attack and uses Capture."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +5 to hit, 5 ft., one target, 7 (1d8+ 3) bludgeoning damage and 4 (1d8) piercing damage."
                },
                {
                    "name": "Capture",
                    "desc": "Envelopes one up to Med creature in its space. Target: DC 13 Dex save or restrained inside wind witch. Restrained target can't be hit by wind witch's Slam but takes 5 (2d4) piercing damage if it takes action that requires movement (ex: attack or cast somatic spell). When it moves captured creature moves with it. Can have only one creature captured at a time. Creature within 5 ft. of wind witch can use action to pull restrained creature out via DC 13 Str check; creature trying: 5 (2d4) piercing damage."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Bouncy Escape",
                    "desc": "When it takes damage from a melee attack can move up to half its fly speed. This move doesn't provoke opportunity attacks. It releases a captured creature when it uses this."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Cursed Plant",
                    "desc": "If damage reduces it to 0 hp becomes inanimate tumbleweed and travels via wind. Regains 5 hp every hr regaining consciousness after the first. This doesn't function if it took fire on same round it was reduced to 0 hp or if its body was destroyed."
                },
                {
                    "name": "Flammable",
                    "desc": "When it takes fire damage catches fire taking 3 (1d6) fire at start of each of its turns. Burns until it takes cold or is immersed in water. Creature that touches wind witch or hits it with melee attack while within 5 ft. of it while it is burning takes 3 (1d6) fire. While burning deals extra 3 (1d6) fire on each melee attack and deals 7 (2d6) fire to a captured creature at start of its turn."
                },
                {
                    "name": "Tumbleweed Form",
                    "desc": "Can enter hostile creature's space and stop there."
                }
            ],
            "spell_list": [],
            "page_no": 393,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
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            "v2_converted_path": "/v2/creatures/tob3_wind-witch/"
        },
        {
            "slug": "wrackwraith",
            "desc": "",
            "name": "Wrackwraith",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 45,
            "hit_dice": "6d8+18",
            "speed": {
                "walk": 30,
                "fly": 30
            },
            "strength": 14,
            "dexterity": 16,
            "constitution": 16,
            "intelligence": 10,
            "wisdom": 12,
            "charisma": 11,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 1,
            "skills": {
                "perception": 1
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold, fire, lightning, thunder; nonmagic B/P/S attacks",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "passive Perception 13",
            "languages": "any languages it knew in life",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Ghostly Touch",
                    "desc": "Melee Weapon Attack: +5 to hit, 5 ft., one target, 7 (1d8+3) necrotic."
                },
                {
                    "name": "Slam (Wrack Form Only)",
                    "desc": "Melee Weapon Attack: +5 to hit, 5 ft., one target, 10 (2d6+3) bludgeoning damage + 4 (1d8) necrotic. If target is Large or smaller grappled (escape DC 13). Until grapple ends target restrained and wrackwraith can't use its Slam or attack another. Target can't breathe or speak until grapple ends."
                },
                {
                    "name": "Animate Wrack",
                    "desc": "Animates wrack within 5 ft. of it pulling the debris into a protective covering over its ghostly body."
                },
                {
                    "name": "Deluge (Wrack Form Only)",
                    "desc": "Fills lungs of one creature it is grappling with seawater algae and tiny ocean debris harming creatures that breathe air or water: 14 (4d6) necrotic and chokes as lungs fill with water and debris (DC 13 Con half damage not choking). Choking creature can re-save at end of each of its turns success ends effect on itself."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Wrack Jump (Recharge 4-6)",
                    "desc": "Leaves current pile magically teleports to another within 60' of it and uses Animate Wrack."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Incorporeal Movement",
                    "desc": "Move through others/objects as difficult terrain. Takes 5 (1d10) force if it ends turn in object."
                },
                {
                    "name": "Wrack Form",
                    "desc": "While animating a pile of wrack has AC 18 and can use Slam and Deluge actions. Also loses its immunity to grappled and restrained conditions and can't fly. If it moves through a creature or object with Incorporeal Movement while animating wrack wrack falls off its ghostly body ending this. Otherwise can end this as bonus action. If it takes 15+ damage in single turn while animating wrack must make DC 13 Con save or be ejected from wrack ending this."
                }
            ],
            "spell_list": [],
            "page_no": 395,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_wrackwraith/"
        },
        {
            "slug": "wraith-oathrot",
            "desc": "",
            "name": "Wraith, Oathrot",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 52,
            "hit_dice": "8d8 +16",
            "speed": {
                "walk": 0,
                "fly": 60
            },
            "strength": 6,
            "dexterity": 16,
            "constitution": 15,
            "intelligence": 12,
            "wisdom": 14,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "perception": 2
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold, fire, lightning, thunder; nonmagic B/P/S attacks not made w/silvered weapons",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "darkvision 60', passive Perception 12",
            "languages": "the languages it knew in life",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Life Drain",
                    "desc": "Melee Weapon Attack: +5 to hit, 5 ft., one creature,. 20 (4d8+2) necrotic. The target must make DC 13 Con save or its hp max is reduced by amount equal to damage taken. Reduction lasts until target finishes long rest. Target dies if this reduces its hp max to 0."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Aura of Oathbreaking",
                    "desc": "Any creature that begins its turn within 30' of wraith: DC 13 Cha save or become cursed losing its resolve in important oaths it has taken. While cursed creature has disadvantage on Con saves to maintain concentration and can't add its proficiency bonus to ability checks and saves in which it is proficient. On success creature is immune to wraith's Aura of Oathbreaking for 24 hrs."
                },
                {
                    "name": "Incorporeal Movement",
                    "desc": "Move through others/objects as difficult terrain. Takes 5 (1d10) force if it ends turn in object."
                },
                {
                    "name": "Oathseeker",
                    "desc": "Can pinpoint the location of any cleric paladin celestial or other divine connected creature within 60' of it."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "In sunlight disadvantage on attacks and Wis (Perception) checks that use sight."
                }
            ],
            "spell_list": [],
            "page_no": 396,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_wraith-oathrot/"
        },
        {
            "slug": "amber-ooze",
            "desc": "Meandering through forests, this ooze is made from the ancient sap that comes from magical trees. Small birds and rodents float in the sap, perfectly preserved._  \n**Arboreal Origins.** With magical trees comes magical sap. An amber ooze is created when a magical tree, usually a Open Game License",
            "name": "Amber Ooze",
            "size": "Large",
            "type": "Ooze",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 7,
            "armor_desc": null,
            "hit_points": 76,
            "hit_dice": "9d10+27",
            "speed": {
                "walk": 20
            },
            "strength": 16,
            "dexterity": 5,
            "constitution": 17,
            "intelligence": 1,
            "wisdom": 6,
            "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": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, prone",
            "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 8",
            "languages": "—",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The amber ooze uses its Engulf. It then makes two pseudopod attacks."
                },
                {
                    "name": "Pseudopod",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a plant or plant creature, it also takes 3 (1d6) acid damage.",
                    "attack_bonus": 5,
                    "damage_dice": "2d6+3"
                },
                {
                    "name": "Engulf",
                    "desc": "The ooze moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the ooze enters a creature's space, the creature must make a DC 13 Dexterity saving throw.\n\nOn a successful save, the creature can choose to be pushed 5 feet back or to the side of the ooze. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.\n\nOn a failed save, the ooze enters the creature's space and the creature is engulfed. The engulfed creature can't breathe, is restrained, and, after 1d4 rounds, the creature is petrified. A creature petrified by the ooze remains petrified until 24 hours after it exits the ooze. When the ooze moves, the engulfed creature moves with it.\n\nAn engulfed creature can try to escape by taking an action to make a DC 13 Strength (Athletics) check. On a success, the creature escapes and enters a space of its choice within 5 feet of the ooze."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amorphous",
                    "desc": "The ooze can move through a space as narrow as 1 inch wide without squeezing."
                },
                {
                    "name": "Arboreal Movement",
                    "desc": "The ooze can move through trees as if they were difficult terrain. Creatures preserved inside of it are expelled into unoccupied spaces within 5 feet of the tree when the amber ooze moves in this way. The amber ooze can end its turn inside a tree, but it is expelled into an unoccupied space within 5 feet of the tree if the tree is destroyed."
                },
                {
                    "name": "Spider Climb",
                    "desc": "The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
                }
            ],
            "spell_list": [],
            "page_no": 277,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_amber-ooze/"
        },
        {
            "slug": "ash-phoenix",
            "desc": "A massive raptor made of ash and shadow screeches as it dives, its eyes like glowing coals. Impossibly, it stops its dive mere feet from the ground, and its powerful wings whip up ash that carries the chill of the grave._  \nAsh phoenixes are the animated ashes of mass funerary pyres, which seek the eradication of all life around their birth pyres.  \n**Cremated Birth.** For an ash phoenix to be created, a group of humanoids must be burned in a mass pyre in an area tainted with necrotic energy, and the blood of a magical avian, such as an Open Game License",
            "name": "Ash Phoenix",
            "size": "Large",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 15,
            "armor_desc": null,
            "hit_points": 105,
            "hit_dice": "14d10+28",
            "speed": {
                "fly": 90,
                "hover": true,
                "walk": 0
            },
            "strength": 17,
            "dexterity": 20,
            "constitution": 15,
            "intelligence": 8,
            "wisdom": 14,
            "charisma": 9,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "perception": 5,
                "stealth": 8
            },
            "damage_vulnerabilities": "radiant",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "exhaustion, paralyzed, petrified, poisoned, prone",
            "senses": "darkvision 120 ft., passive Perception 15",
            "languages": "—",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The ash phoenix makes two ash talon attacks. If both attacks hit the same target, the phoenix plunges its beak into the target, and the target must succeed on a DC 16 Strength saving throw or take 7 (2d6) necrotic damage. The ash phoenix regains hp equal to half the necrotic damage dealt."
                },
                {
                    "name": "Ash Talons",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage plus 7 (2d6) fire damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d8+5"
                },
                {
                    "name": "Ash Storm (Recharge 5-6)",
                    "desc": "The ash phoenix furiously beats its wings, throwing clinging ash into a 30-foot cone. Each creature in the area must make a DC 16 Dexterity saving throw. On a failure, a creature takes 28 (8d6) necrotic damage and is blinded until the end of its next turn. On a success, a creature takes half the damage and isn't blinded."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "False Appearance",
                    "desc": "While the ash phoenix hovers and remains motionless, except for drifting on air currents, it is indistinguishable from a normal cloud of ash and smoke."
                },
                {
                    "name": "Rejuvenation",
                    "desc": "If the ash phoenix's birth site hasn't been purified by holy rites, a destroyed ash phoenix gains a new body in 1d10 days, regaining all its hp and becoming active again. The new body appears within 5 feet of its birth site."
                },
                {
                    "name": "Shadow Stealth",
                    "desc": "While in dim light or darkness, the ash phoenix can take the Hide action as a bonus action."
                },
                {
                    "name": "Wind Weakness",
                    "desc": "While in an area of strong wind (at least 20 miles per hour), the ash phoenix has disadvantage on attack rolls and ability checks."
                }
            ],
            "spell_list": [],
            "page_no": 28,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_ash-phoenix/"
        },
        {
            "slug": "ashen-custodian",
            "desc": "A fire-haired woman with ashen skin gently touches a dying tree, igniting it and the surrounding undergrowth._  \n**Wardens of Wildfire.** This beautiful fey with fiery hair and ashen skin wears a cloak of soot as she treads the forests of the world. The ashen custodian cleanses forests with flames, allowing them to grow anew and maintaining the natural cycle of death and rebirth. Though ashen custodians primarily live solitary lives, Open Game License",
            "name": "Ashen Custodian",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 15,
            "armor_desc": null,
            "hit_points": 99,
            "hit_dice": "18d8+18",
            "speed": {
                "walk": 30
            },
            "strength": 10,
            "dexterity": 21,
            "constitution": 12,
            "intelligence": 14,
            "wisdom": 15,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 4,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "nature": 5,
                "perception": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "fire",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 15",
            "languages": "Elvish, Sylvan",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The ashen custodian makes two cleansing strike attacks."
                },
                {
                    "name": "Cleansing Strike",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage plus 9 (2d8) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.",
                    "attack_bonus": 8,
                    "damage_dice": "1d8+5"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Fire Controller",
                    "desc": "As a bonus action, the ashen custodian can create or extinguish a nonmagical fire in a 5-foot cube within 30 feet of her, or she can expand an existing fire within 30 feet of her by 5 feet in one direction. If she creates or expands a fire, the target location must have suitable fuel for the fire, such as paper or wood. If the ashen custodian targets a fire elemental with this trait, the fire elemental has advantage (expanded) or disadvantage (extinguished) on attack rolls until the end of its next turn."
                },
                {
                    "name": "Forest Cleanser",
                    "desc": "When the ashen custodian hits a plant or plant creature with her Cleansing Strike, the target takes an extra 2d8 fire damage."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The ashen custodian has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Warming Presence",
                    "desc": "When a hostile creature starts its turn within 10 feet of the ashen custodian, the creature must succeed on a DC 15 Constitution saving throw or take 3 (1d6) fire damage. When a friendly creature within 10 feet of the ashen custodian regains hp, the creature regains an extra 1d6 hp."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The ashen custodian's innate spellcasting ability is Charisma (spell save DC 15). The ashen custodian can innately cast the following spells, requiring no material components:\nAt will: druidcraft, produce flame\n3/day each: burning hands, cure wounds, flame blade, fog cloud\n1/day each: conjure elemental (fire elemental only), wall of fire"
                }
            ],
            "spell_list": [],
            "page_no": 29,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_ashen-custodian/"
        },
        {
            "slug": "astri",
            "desc": "Human hands sit at the ends of the raccoon-headed creature’s four short legs. It flicks its banded tail as it turns toward cries for help, setting its vivid blue eyes on those in need._  \n**Good Samaritans.** Astri range the badlands and deserts of the Material Plane, seeking opportunities to assist lost and dying travelers. When an astri encounters people in distress, it works to grant them the assistance they need—be it food, healing, or a safe place to rest—and remains until they no longer require its help.  \n**Bringers of Hope.** When they aren’t helping individuals or small groups, astri quietly watch over villages in their territories. They keep the surroundings clear of threats, aerate the soil, and dig out wells in places with limited access to clean water. Astri become quite fond of the settlements under their protection and take pride in the residents’ successes.  \n**Enemies of Greed.** Mercenary behavior offends the sensibilities of astri, but they understand many people have strong selfish streaks. Astri counter this selfishness by magically enforcing the desire to help others. Before an astri assists an intelligent creature, it asks the creature to promise to do good deeds over the next few weeks. If a creature won’t make the promise, the astri still assists, but the creature must contend with the _geas_ that may be attached to the helping hand.",
            "name": "Astri",
            "size": "Small",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "chaotic good",
            "armor_class": 15,
            "armor_desc": null,
            "hit_points": 112,
            "hit_dice": "15d6+60",
            "speed": {
                "burrow": 30,
                "walk": 30
            },
            "strength": 12,
            "dexterity": 21,
            "constitution": 18,
            "intelligence": 15,
            "wisdom": 16,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": 8,
            "perception": 6,
            "skills": {
                "perception": 6,
                "stealth": 8,
                "survival": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "poison; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "charmed, exhaustion",
            "senses": "darkvision 90 ft., passive Perception 16",
            "languages": "Common, telepathy 120 ft.",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The astri makes three bite attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) radiant damage.",
                    "attack_bonus": 8,
                    "damage_dice": "1d8+5"
                },
                {
                    "name": "Healing Touch (3/Day)",
                    "desc": "The astri touches another creature. The target magically regains 14 (3d8 + 1) hit points and is freed from any disease, poison, blindness, or deafness."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Defensive Counter",
                    "desc": "When a creature within 5 feet of the astri makes an attack against a creature other than the astri, the astri can bite the attacker. To do so, the astri must be able to see the attacker."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Enforce Good Deeds",
                    "desc": "A creature that has received assistance, such as food or healing, from the astri must succeed on a DC 16 Wisdom saving throw or be affected by the geas spell for 30 days. While under the geas, the affected creature must assist nonhostile creatures suffering from injury or exhaustion by alleviating the injury or exhaustion."
                },
                {
                    "name": "Helping Hand",
                    "desc": "The astri can take the Help action as a bonus action on each of its turns."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The astri has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The astri's weapon attacks are magical."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The astri's spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The astri can cast the following spells, requiring no material components:\nAt will: create or destroy water, detect poison and disease, produce flame, purify food and drink\n3/day each: bless, create food and water, lesser restoration\n1/day each: remove curse"
                }
            ],
            "spell_list": [],
            "page_no": 31,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_astri/"
        },
        {
            "slug": "attercroppe",
            "desc": "Emerging from the water with barely a ripple is a slender, serpentine creature with human arms and a wicked grin on its wide, lizard-like mouth. The creature is no more than a foot long and has pale green skin and blood-red eyes._  \n**Ophidian Fey.** While attercroppes have a vaguely snakelike appearance, they are not cold-blooded creatures and have nothing but disdain for true snakes and reptilian creatures like lizardfolk and nagas. They hate other creatures just as much and despise everything that is beautiful and pure in the world.  \n**Poisonous Fey.** Attercroppes radiate supernatural poison from their bodies. While their poisonous aura cannot harm living creatures directly, it is remarkably good at poisoning fresh sources of drinking water, such as wells and ponds. Rivers, streams, and lakes are usually too large for a single attercroppe to poison, but several attercroppes working together can poison a larger body of still or slow-moving water.  \n**Fey Enemies.** Water-dwelling fey, such as Open Game License",
            "name": "Attercroppe",
            "size": "Tiny",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 14,
            "armor_desc": null,
            "hit_points": 21,
            "hit_dice": "6d4+6",
            "speed": {
                "swim": 30,
                "climb": 20,
                "walk": 20
            },
            "strength": 8,
            "dexterity": 18,
            "constitution": 12,
            "intelligence": 11,
            "wisdom": 13,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "acrobatics": 6,
                "perception": 5,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 60 ft., passive Perception 15",
            "languages": "Aquan, Common, Sylvan",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d4+4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Poisonous Aura",
                    "desc": "The attercroppe radiates an aura of insidious poison that slowly pollutes any water source. in which it immerses itself. Each hour the attercroppe is fully immersed in water, its aura transforms up to 10 gallons of the water into a deadly poison. A creature that drinks this poisoned water must succeed on a DC 12 Constitution saving throw or take 10 (3d6) poison damage and become poisoned for 1 hour."
                },
                {
                    "name": "Water Invisibility",
                    "desc": "While fully immersed in water, the attercroppe is invisible. If it attacks, it becomes visible until the start of its next turn. The attercroppe can suppress this invisibility until the start of its next turn as a bonus action."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The attercroppe's spellcasting ability is Charisma (spell save DC 12). The attercroppe can innately cast the following spells, requiring no material components:\nAt will: poison spray\n3/day each: create or destroy water, fog cloud\n1/day each: misty step, suggestion"
                }
            ],
            "spell_list": [],
            "page_no": 32,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_attercroppe/"
        },
        {
            "slug": "aurora-horribilis",
            "desc": "A ribbon of light flies just above the ground, its gleam flickering in and out of view as it emits a discordant tune._  \n**Hidden Among Polar Lights.** Though auroras horribilis can manifest anywhere on a world, they prefer to dance and sing within naturally-occurring auroras. When they notice admirers of boreal lights, they descend from the sky to share their songs. Unfortunately, they are unaware of the bewilderment their songs invoke in listeners and are subsequently surprised by hostile action toward them.  \n**Terrible Harbinger.** While an aurora’s direct effects on most creatures is cause for alarm, the aurora’s presence is typically a prelude to something worse. Auroras tend to attach themselves to the forefront of a wave of devastation wrought by unknowable beings. Given the nature of such beings, auroras can precede the beings by days or even centuries.  \n**Lessons from the Void.** Because auroras horribilis travel with ancient beings from the Void, they hear many secrets about the universe, which they incorporate into their songs. An inability to understand the incomprehensible knowledge contained in their songs often induces madness in their listeners. This makes the auroras valuable to apocalypse cults welcoming the beings they herald, as well as to the desperate who seek to avert the coming catastrophe.",
            "name": "Aurora Horribilis",
            "size": "Large",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 15,
            "armor_desc": null,
            "hit_points": 119,
            "hit_dice": "14d10+42",
            "speed": {
                "hover": true,
                "walk": 0,
                "fly": 60
            },
            "strength": 8,
            "dexterity": 20,
            "constitution": 17,
            "intelligence": 7,
            "wisdom": 14,
            "charisma": 21,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": 8,
            "perception": null,
            "skills": {
                "acrobatics": 8,
                "performance": 8
            },
            "damage_vulnerabilities": "force",
            "damage_resistances": "",
            "damage_immunities": "cold, psychic, radiant",
            "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "blindsight 60 ft., passive Perception 12",
            "languages": "Void Speech",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The aurora horribilis makes two blistering touch attacks."
                },
                {
                    "name": "Blistering Touch",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) cold damage plus 10 (3d6) radiant damage.",
                    "attack_bonus": 8,
                    "damage_dice": "3d6+5"
                },
                {
                    "name": "Void Song",
                    "desc": "The aurora horribilis creates a dissonant song. Each creature within 100 feet of the aurora that can hear the song must succeed on a DC 16 Wisdom saving throw or be charmed until the song ends. This song has no effect on constructs, undead, or creatures that can speak or understand Void Speech. The aurora must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the aurora is incapacitated.\n\nWhile charmed by the aurora, the target suffers the effects of the confusion spell and hums along with the maddening tune. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A target that successfully saves is immune to this aurora's song for the next 24 hours. A target that stays charmed by the aurora's song for more than 1 minute gains one long-term madness."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Incorporeal Movement",
                    "desc": "The aurora horribilis can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."
                },
                {
                    "name": "Reality Adjacent",
                    "desc": "The aurora horribilis does not fully exist in physical space. If the aurora is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. In addition, attack rolls against it have disadvantage. A creature with truesight doesn't have disadvantage on its attack rolls, but if that creature looks at the aurora, it must succeed on a DC 16 Wisdom saving throw or be incapacitated with a speed of 0 for 1 minute. An incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.\n\nThis trait is disrupted while the aurora is incapacitated or has a speed of 0."
                }
            ],
            "spell_list": [],
            "page_no": 34,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_aurora-horribilis/"
        },
        {
            "slug": "aviere",
            "desc": "A small bird with a fiery belly perches on the shoulder of the temple’s acolyte, singing a divine song._  \nAvieres are fiery songbirds created by good deities and sent to holy sites on the Material Plane as protectors and teachers. They innately know the tenets of their deities and encourage those around them to uphold the tenets. They dislike leaving the area they were sent to tend, but they sometimes venture out to heal or evangelize passersby.  \n**Songbirds.** Locations containing avieres are always filled with beautiful music, as they sing the hymns of their deities at all hours of the day. In doing so, they heal and uplift their surroundings, leading to healthier flora and fauna and calmer weather in the area.  \n**Temple Assistants.** Avieres in temples spend most days aiding the temple’s priests and priestesses, especially in coaching acolytes or those new to the faith. They take great pleasure in assisting scribes who are writing their deity’s teachings, acting as a light source while singing the teachings to the scribes.",
            "name": "Aviere",
            "size": "Tiny",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "any good",
            "armor_class": 12,
            "armor_desc": null,
            "hit_points": 17,
            "hit_dice": "5d4+5",
            "speed": {
                "fly": 30,
                "walk": 10
            },
            "strength": 7,
            "dexterity": 14,
            "constitution": 13,
            "intelligence": 10,
            "wisdom": 12,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "performance": 6,
                "religion": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "radiant",
            "damage_immunities": "fire, poison",
            "condition_immunities": "poisoned",
            "senses": "passive Perception 11",
            "languages": "Celestial, Common, telepathy 60 ft.",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage plus 4 (1d8) fire damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d4+2"
                },
                {
                    "name": "Song of Life",
                    "desc": "The aviere sings a song against death. The aviere chooses one creature it can see within 30 feet of it that has 0 hp and isn't an undead or a construct. The creature becomes stable."
                },
                {
                    "name": "Song of Healing (1/Day)",
                    "desc": "The aviere sings a song of healing. The aviere chooses one creature within 60 feet of it. If the creature can hear the aviere's song and isn't an undead or a construct, it regains 1d4 hp."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Divine Rejuvenation",
                    "desc": "An aviere that dies collapses into a pile of ash. Each day the pile of ash is within 1 mile of a holy site of its deity or a worshiper of its deity, it has a 75 percent chance of returning to life, regaining all its hit points and becoming active again. This chance increases to 100 percent if a worshiper of the aviere's deity prays over the aviere's ashes at dawn. If unholy water is sprinkled on the aviere's ashes, the aviere can't return to life, except through a wish spell or divine will."
                },
                {
                    "name": "Illumination",
                    "desc": "The aviere sheds bright light in a 10-foot radius and dim light for an additional 10 feet."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The aviere has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The aviere's weapon attacks are magical."
                }
            ],
            "spell_list": [],
            "page_no": 36,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_aviere/"
        },
        {
            "slug": "backup-holler-spider",
            "desc": "While the chitinous horn-like protrusion makes holler spiders appear comical, they can use it to release a loud sound, calling their masters when they detect trespassers. Unlike most spiders, Open Game License",
            "name": "Backup Holler Spider",
            "size": "Tiny",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 12,
            "armor_desc": null,
            "hit_points": 14,
            "hit_dice": "4d4+4",
            "speed": {
                "climb": 25,
                "walk": 25
            },
            "strength": 7,
            "dexterity": 15,
            "constitution": 10,
            "intelligence": 5,
            "wisdom": 14,
            "charisma": 5,
            "strength_save": null,
            "dexterity_save": 4,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "perception": 4,
                "stealth": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "thunder",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "blindsight 10 ft., darkvision 60 ft., passive Perception 14",
            "languages": "understands Common but can’t speak",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d4+2"
                },
                {
                    "name": "Hoot",
                    "desc": "Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 5 (1d6 + 2) thunder damage. If the holler spider scores a critical hit, it is pushed 5 feet away from the target.",
                    "attack_bonus": 4,
                    "damage_dice": "1d6+2"
                },
                {
                    "name": "Distressed Discharge (Recharge 5-6)",
                    "desc": "The holler spider releases a short, distressed cacophony in a 15-foot cone. Each creature in the area must make a DC 12 Constitution saving throw, taking 5 (2d4) thunder damage on a failed save, or half as much damage on a successful one. The holler spider is pushed 15 feet in the opposite direction of the cone."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Tune Up",
                    "desc": "When an ally within 15 feet of the backup holler spider casts a spell that deals thunder damage, the backup holler spider chooses one of the spell's targets. That target has disadvantage on the saving throw against the spell."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Spider Climb",
                    "desc": "The holler spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
                },
                {
                    "name": "Vigilant",
                    "desc": "If the holler spider remains motionless for at least 1 minute, it has advantage on Wisdom (Perception) checks and Dexterity (Stealth) checks."
                }
            ],
            "spell_list": [],
            "page_no": 395,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_backup-holler-spider/"
        },
        {
            "slug": "balloon-spider",
            "desc": "Honed by evolutionary processes, the balloon spider has perfected the art of ballooning, floating through the air held aloft by strands of webbing suspended by electromagnetic fields. Electrified mandibles grant these spiders precise control over nearby electromagnetic fields and a potent weapon for shocking its prey.  \nBeneath their hunting grounds, the corpses and bones of their prey lie sparsely coated with stray strands of blue webbing. These remains wobble and glide across the ground of their own accord, caught in stray eddies in the electromagnetic field. The webbing of a balloon spider is prized by arcanists as a component for spells and the construction of magical flying machines.",
            "name": "Balloon Spider",
            "size": "Medium",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 13,
            "armor_desc": null,
            "hit_points": 36,
            "hit_dice": "8d8",
            "speed": {
                "hover": true,
                "walk": 20,
                "fly": 40
            },
            "strength": 10,
            "dexterity": 16,
            "constitution": 10,
            "intelligence": 2,
            "wisdom": 12,
            "charisma": 4,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "lightning",
            "condition_immunities": "",
            "senses": "blindsight 10 ft., darkvision 60 ft., passive Perception 13",
            "languages": "—",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage plus 5 (2d4) lightning damage, and the target must succeed on a DC 12 Constitution saving throw or it can move or take an action on its turn, but not both.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6+2"
                },
                {
                    "name": "Charged Web (Recharge 4-6)",
                    "desc": "Ranged Weapon Attack: +5 to hit, range 40/80 ft., one creature. Hit: The target is grappled (escape DC 13) by strands of charged webbing and begins to hover off the ground. Until this grapple ends, the target takes 1 lightning damage at the start of each of its turns. In addition, the grappled target can make a DC 12 Dexterity (Acrobatics) check to manipulate the strands of webbing and fly 10 feet in any direction."
                },
                {
                    "name": "Draw In",
                    "desc": "The balloon spider magically pulls all creatures grappled by its webbing up to 10 feet toward it. If this movement pulls the creature within 5 feet of the balloon spider, the spider can make one bite attack against the creature as a bonus action."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Erratic Discharge",
                    "desc": "A creature that starts its turn within 10 feet of the balloon spider must make a DC 12 Constitution saving throw. On a failure, the creature takes 2 (1d4) lightning damage and can move or take an action on its turn, but not both. On a success, the creature gains the benefits of the haste spell until the end of its turn. If a creature's saving throw is successful, it is immune to the spider's Erratic Discharge for the next 24 hours."
                }
            ],
            "spell_list": [],
            "page_no": 387,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_balloon-spider/"
        },
        {
            "slug": "bleakheart",
            "desc": "A humanoid in blurred gray tones settles in the shadowed corner of a dimly-lit room and disappears from view._  \n**Poor Players.** Some people are driven to perform. They crave the adulation of their peers, the attention of strangers, the promise of fame and the immortality it brings. Unfortunately, not every such artist has the talent and perseverance to succeed. Whenever a minstrel flees a stage pelted by rotting produce and ends their life in despair, or an actor’s alcoholism leads them to an early grave after a scathing review, a bleakheart is born. Once a bleakheart rises, it seeks to spread hopelessness and create new bleakhearts.  \n**Walking Shadows.** Bleakhearts exist on the fringes of the societies where they once lived. When they are not skulking in the dark, the citizenry ignores them as they would any other drifter. They linger around taverns, theaters, and other places the living visit for entertainment. Sometimes the sight and sound of merriment rouses the bleakhearts from cold despair to hot rage. The resulting carnage invariably leads to the destruction of the originating bleakheart and the creation of several new ones.  \n**Familiar Faces.** A bleakheart gains grim satisfaction in causing distress to the living, especially those who have recently experienced joy. By day, they lurk in deeply shadowed areas of settlements, usually around places of entertainment, and skim the thoughts of passersby. When a bleakheart detects someone who is elated, it follows them home for further observation. While its victim sleeps, the bleakheart probes their mind, causing the victim nightmares about the subject of their happiness. Once the victim awakens, its joy turned to pain, the bleakheart disguises itself as the personage who once brought the victim joy and reveals itself. Even while magically disguised, a bleakheart appears disquietingly out of focus.  \n**Undead Nature.** A bleakheart doesn’t require air, food, drink, or sleep.",
            "name": "Bleakheart",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 12,
            "armor_desc": null,
            "hit_points": 66,
            "hit_dice": "12d8+12",
            "speed": {
                "walk": 30
            },
            "strength": 10,
            "dexterity": 15,
            "constitution": 12,
            "intelligence": 10,
            "wisdom": 10,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "persuasion": 5,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, poisoned",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "Common",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Disheartening Touch",
                    "desc": "Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (3d6) psychic damage.",
                    "attack_bonus": 5,
                    "damage_dice": "3d6"
                },
                {
                    "name": "Steal Joy (Recharge 5-6)",
                    "desc": "Each creature of the bleakheart's choice that is within 20 feet of the bleakheart and aware of it must succeed on a DC 13 Wisdom saving throw or its Charisma score is reduced by 1d4. A creature that has taken psychic damage from the bleakheart's Disheartening Touch within the last minute has disadvantage on this saving throw. A creature that has its Charisma reduced to 0 ends its life at the earliest opportunity, and a new bleakheart rises from its corpse 1d4 hours later. Otherwise, the Charisma reduction lasts until the target finishes a long rest."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Indiscernible in Shadows",
                    "desc": "While in dim light or darkness, the bleakheart is invisible."
                },
                {
                    "name": "Silent Entry (3/Day)",
                    "desc": "As a bonus action, the bleakheart can silently unlock a door within 10 feet of it that is held shut by a mundane lock. If a door has multiple locks, only one is unlocked per use of this trait."
                },
                {
                    "name": "Sunlight Weakness",
                    "desc": "While in sunlight, the bleakheart has disadvantage on attack rolls, ability checks, and saving throws."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The bleakheart's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:\nAt will: detect thoughts, minor illusion\n3/day each: disguise self"
                }
            ],
            "spell_list": [],
            "page_no": 43,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_bleakheart/"
        },
        {
            "slug": "brain-hood",
            "desc": "A bear with the top of its head covered in a strange, slick, black substance looks around with purpose._  \n**Parasitic.** Brain hoods are parasites that are rarely encountered without host animals. In fact, outside of its host, a brain hood poses little danger to intelligent creatures or creatures who are not beasts. Brain hoods prefer to bond with larger creatures, such as bears or dire wolves, due to the beasts’ impressive physical prowess. They use the animals as powerful physical vessels, helping the host creature find food but otherwise subjugating the dim intelligence within it.  \n**Calculating.** The brain hood is inherently evil and despises all living things that possess bodies of their own. They delight in using their beast forms to attack and kill humanoids, particularly if the humanoids are smaller or less powerful than their bonded beast.  \n**Druidic Enemies.** Given the unique nature of a brain hood’s existence, some people mistake them for druids in beast form. Brain hoods often encourage this belief, sowing mistrust and discord between villagers and a local circle of druids. This practice, coupled with the brain hood’s abominable treatment of beasts, drives druids to hunt down and destroy brain hoods. Traveling druids listen for stories of sudden, uncommonly aggressive animal attacks, knowing the cause could be a sign that a brain hood is in the area.",
            "name": "Brain Hood",
            "size": "Tiny",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 13,
            "armor_desc": null,
            "hit_points": 22,
            "hit_dice": "5d4+10",
            "speed": {
                "fly": 40,
                "hover": true,
                "walk": 20
            },
            "strength": 4,
            "dexterity": 16,
            "constitution": 14,
            "intelligence": 17,
            "wisdom": 15,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": 5,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning",
            "damage_immunities": "",
            "condition_immunities": "prone",
            "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 12",
            "languages": "Common, telepathy 60 ft.",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. If the target is a beast, the brain hood can attempt to take control of it (see the Merge with Beast trait).",
                    "attack_bonus": 5,
                    "damage_dice": "1d4+3"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Merge with Beast",
                    "desc": "If the brain hood successfully hits a beast with an Intelligence of 3 or lower with its Slam attack, it latches onto the beast's head and attempts to take control of the creature. The target must succeed on a DC 14 Intelligence saving throw or become bonded with the brain hood, losing all control of its body to the brain hood. While bonded in this way, the brain hood's statistics are replaced by the statistics of the beast, including the beast's hit points and Hit Dice, but the brain hood retains its alignment, personality, Intelligence, Wisdom, and Charisma scores, along with its Speak with Beasts trait. In addition, the brain hood retains its ability to cast spells. The brain hood can't be targeted specifically while bonded with a creature. It can detach itself from the creature and end the bond by spending 5 feet of its movement. If the bonded creature is reduced to 0 hit points, the brain hood is ejected from it and appears in an unoccupied space within 5 feet of the creature."
                },
                {
                    "name": "Speak with Beasts",
                    "desc": "While merged with a beast, the brain hood can communicate with beasts of the same type as if they shared a language."
                },
                {
                    "name": "Innate Spellcasting (Psionics)",
                    "desc": "The brain hood's spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The brain hood can innately cast the following spells, requiring no components:\nAt will: acid splash, chill touch, fire bolt, ray of frost, shocking grasp\n3/day each: detect magic, magic missile, sleep\n1/day each: blur, burning hands, hold person"
                }
            ],
            "spell_list": [],
            "page_no": 50,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_brain-hood/"
        },
        {
            "slug": "bulbous-violet",
            "desc": "An enormous deep purple flower pushes forward on its vines, which are covered in throbbing black protrusions. As it moves, a single protrusion bursts open, spraying a green, sizzling substance all over the forest floor._  \n**Meat Drinkers.** Bulbous violets are carnivorous plants. The black growths that cover their vines are filled with acid and pop on impact, dissolving the violets’ prey. The plants then stand in the remains and drink in the liquefied gore.  \n**Migrating Predators.** Bulbous violets travel in packs that follow warm weather. Although they can survive the cold, most of their prey disappears in the colder months, forcing the plants to travel for food. Sometimes these paths take the plants through farms where the plants attack livestock and people. If the violets find food, they stop their migration, hunting every morsel they can find before moving on. Violets can sense the nearby presence of creatures made of flesh. This magical ability guides their migration route and leads them into unexpected places.  \n**Germinating in Gore.** In order to grow, bulbous violet seeds need to be sown in ground that has been covered in the blood, entrails, and corpses of other creatures. When a pack of violets is ready to drop their seeds, they go into areas crowded with prey and begin killing all they can. They attack monster hideouts, animal herds, and even villages to provide enough sustenance for their seeds.",
            "name": "Bulbous Violet",
            "size": "Medium",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 12,
            "armor_desc": null,
            "hit_points": 38,
            "hit_dice": "7d8+7",
            "speed": {
                "walk": 20,
                "climb": 20
            },
            "strength": 15,
            "dexterity": 14,
            "constitution": 13,
            "intelligence": 2,
            "wisdom": 10,
            "charisma": 2,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "acid",
            "condition_immunities": "",
            "senses": "passive Perception 10",
            "languages": "—",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Tendril",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 2 (1d4) acid damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained and takes 2 (1d4) acid damage at the start of each of its turns. The violet has two tendrils strong enough to grapple creatures; each can grapple only one target. If the acid damage reduces the target to 0 hp, the violet regains 7 (2d6) hp.",
                    "attack_bonus": 4,
                    "damage_dice": "1d4+2"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Acid Sacs",
                    "desc": "When the violet takes bludgeoning, piercing, or slashing damage, each creature within 5 feet of the violet must succeed on a DC 12 Dexterity saving throw or take 2 (1d4) acid damage."
                },
                {
                    "name": "False Appearance",
                    "desc": "While the violet remains motionless, it is indistinguishable from other large flowering plants."
                },
                {
                    "name": "Flesh Sense",
                    "desc": "The violet can pinpoint, by scent, the location of flesh-based creatures within 60 feet of it."
                }
            ],
            "spell_list": [],
            "page_no": 53,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_bulbous-violet/"
        },
        {
            "slug": "bull",
            "desc": "Bulky quadrupeds with vicious horns, bulls are territorial beasts known to charge creatures that they perceive as challenges.",
            "name": "Bull",
            "size": "Large",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 11,
            "armor_desc": null,
            "hit_points": 25,
            "hit_dice": "3d10+9",
            "speed": {
                "walk": 40
            },
            "strength": 18,
            "dexterity": 12,
            "constitution": 16,
            "intelligence": 2,
            "wisdom": 9,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 9",
            "languages": "—",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Hooves",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.",
                    "attack_bonus": 4,
                    "damage_dice": "2d4+4"
                },
                {
                    "name": "Gore",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.",
                    "attack_bonus": 4,
                    "damage_dice": "2d6+4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Charge",
                    "desc": "If the bull moves at least 30 feet in a straight line toward a target and then hits it with a gore attack on the same turn, the target takes an extra 3 (1d6) piercing damage."
                }
            ],
            "spell_list": [],
            "page_no": 169,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_bull/"
        },
        {
            "slug": "cackling-skeleton",
            "desc": "The skeleton of a humanoid stands bent over with one arm holding the vacuous space where its stomach would be. Its jaw hangs agape, cackling, as it points at the target of its humor._  \n**Ironic Origins.** When a creature who utterly fears death perishes in an area filled with necrotic energy, it arises as a cackling skeleton. The creature’s dead bones animate to mock the futility of their once-cherished desire of life. The cackling skeleton often wears garish items that parody what it loved in life.  \n**Nihilistic Hecklers.** Cackling skeletons find living creatures’ survival instincts humorous. They find living incredibly futile and believe those that prolong their existence to be hilariously foolish. Unlike other skeletons, cackling skeletons are capable of speech, and they use it to point out the silliness of healing, wearing armor, or other means of self preservation, often pointing out the creature will inevitably die anyway.  \n**Undead Nature.** The cackling skeleton doesn’t require air, food, drink, or sleep.",
            "name": "Cackling Skeleton",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 9,
            "armor_desc": null,
            "hit_points": 26,
            "hit_dice": "4d8+8",
            "speed": {
                "walk": 30
            },
            "strength": 12,
            "dexterity": 9,
            "constitution": 15,
            "intelligence": 8,
            "wisdom": 10,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 4,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "exhaustion, poisoned",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "the languages it knew in life",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage. The cackling skeleton has advantage on this attack roll if the target is demoralized.",
                    "attack_bonus": 3,
                    "damage_dice": "1d6+1"
                },
                {
                    "name": "Mock (Recharge 5-6)",
                    "desc": "The cackling skeleton mocks the futile efforts of up to three creatures it can see within 30 feet of it that aren't undead or constructs. Each target must make a DC 12 Charisma saving throw, taking 5 (2d4) psychic damage on a failed save, or half as much damage on a successful one. A demoralized target has disadvantage on this saving throw."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Cackle",
                    "desc": "The skeleton emits a constant, demoralizing cackle. When a creature that isn't an undead or a construct starts its turn within 30 feet of the cackling skeleton and can hear the skeleton, it must make a DC 10 Wisdom saving throw or feel demoralized by the skeleton's cackling. A demoralized creature has disadvantage on attack rolls until the start of its next turn."
                },
                {
                    "name": "Turn Vulnerability",
                    "desc": "The cackling skeleton has disadvantage on saving throws against any effect that turns undead."
                }
            ],
            "spell_list": [],
            "page_no": 79,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_cackling-skeleton/"
        },
        {
            "slug": "cadaver-sprite",
            "desc": "The ground seems to crawl with tiny skeletal humanoids. Red pinpricks of baleful light emanate from empty eye sockets. The creatures have bony wings and tiny, vicious-looking teeth._  \n**Punished Fey.** Cadaver sprites are the skeletal remains of sprites that have failed the fey courts. Some of them befriended non-fey and left the forest, others were simply too lazy to complete their duties, and many more were punished for dozens of other reasons. Whatever the case, the fey lords and ladies corrupt the bodies of the sprites so they can accomplish in death what they failed to do in life. As part of this corruption, the sprites’ wings are reduced to bones, which removes their freedom to fly and forces them to stick to bushes and foliage. They typically band together and assault their opponents in large groups.  \n**Retain Elements of Individuality.** Unlike many forms of simple undead, cadaver sprites retain memories of their lives. These memories serve as a constant reminder of their failures. Those who associated with them in life consider them cursed or no longer recognize them. This inability to connect with those they once knew, combined with the compulsion to protect the forest and continue their previous duties, drives many cadaver sprites to madness.  \n**Deathspeakers.** For reasons known only to the sprites and the fey lords and ladies that created them, cadaver sprites are often found in areas occupied by Open Game License",
            "name": "Cadaver Sprite",
            "size": "Tiny",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 14,
            "armor_desc": null,
            "hit_points": 20,
            "hit_dice": "8d4",
            "speed": {
                "walk": 20
            },
            "strength": 5,
            "dexterity": 18,
            "constitution": 10,
            "intelligence": 14,
            "wisdom": 13,
            "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": 8
            },
            "damage_vulnerabilities": "bludgeoning",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "exhaustion, poisoned",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "—",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Shortbow",
                    "desc": "Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 7 (1d6 + 4) piercing damage. The target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.",
                    "attack_bonus": 6,
                    "damage_dice": "1d6+4"
                },
                {
                    "name": "Corrupting Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 2 (1d4) necrotic damage, and the target must make a DC 12 Constitution saving throw or take 2 (1d4) necrotic damage at the start of its next turn.",
                    "attack_bonus": 6,
                    "damage_dice": "1d4+4"
                },
                {
                    "name": "Invisibility",
                    "desc": "The cadaver sprite magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 55,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_cadaver-sprite/"
        },
        {
            "slug": "cave-goat",
            "desc": "Cave goats are the size of a spaniel and have dog-like paws rather than hooves. Despite being quadrupeds, they are accomplished climbers of the steep and uneven confines of the Underworld. Cave goats are loyal, if a bit surly, and strong, making them a favorite companion of Underworld travelers.",
            "name": "Cave Goat",
            "size": "Small",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 11,
            "armor_desc": null,
            "hit_points": 22,
            "hit_dice": "4d6+8",
            "speed": {
                "walk": 50
            },
            "strength": 14,
            "dexterity": 13,
            "constitution": 15,
            "intelligence": 2,
            "wisdom": 10,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "athletics": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "—",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Ram",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d4+2"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Keen Hearing",
                    "desc": "The cave goat has advantage on Wisdom (Perception) checks that rely on hearing."
                },
                {
                    "name": "Sturdy Climber",
                    "desc": "The cave goat has advantage on Strength (Athletics) checks to climb rocky surfaces."
                }
            ],
            "spell_list": [],
            "page_no": 389,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_cave-goat/"
        },
        {
            "slug": "cavefish-zombie",
            "desc": "This creature looks like a bloated, wet corpse. Its fingers and toes are webbed, and slick, fleshy fins run down its spine and legs, poking through stretches of dead flesh. An overpowering stench of rot surrounds it._  \n**Aquatic Adaptations.** The cavefish zombie is an unusual type of undead that occurs when dark magic permeates a lightless, watery environment, such as in an underground lake or the depths of the ocean. Rather than retain the bodily form it possessed in life, the creature’s skin sloughs off from parts of its body as aquatic features burst through its flesh. Its fingers and toes become webbed, and fins form on its back and down its legs.  \n**Decay.** The cavefish zombie’s dead tissue holds water, causing it to look bloated and loose and afflicting it with a persistent rot. This rot results in a horrific odor, which follows them whether they are in water or on land.  \n**Undead Nature.** A cavefish zombie doesn’t require air, food, drink, or sleep.",
            "name": "Cavefish Zombie",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 10,
            "armor_desc": null,
            "hit_points": 37,
            "hit_dice": "5d8+15",
            "speed": {
                "swim": 40,
                "walk": 20
            },
            "strength": 15,
            "dexterity": 10,
            "constitution": 16,
            "intelligence": 3,
            "wisdom": 6,
            "charisma": 3,
            "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": "",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 60 ft., passive Perception 8",
            "languages": "understands the languages it knew in life but can’t speak",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d6+2"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Stench",
                    "desc": "Any creature that starts its turn within 5 feet of the cavefish zombie must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the zombie's Stench for 24 hours."
                },
                {
                    "name": "Undead Fortitude",
                    "desc": "If damage reduces the cavefish zombie to 0 hp, 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 zombie drops to 1 hp instead."
                }
            ],
            "spell_list": [],
            "page_no": 384,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_cavefish-zombie/"
        },
        {
            "slug": "chill-haunt",
            "desc": "This ghostly humanoid’s hands end in frozen claws. Water drips from the claws, freezing before it hits the ground._  \n**Forlorn Spirits.** Chill haunts arise from the corpses of humanoids that froze to death. While most chill haunts derive from those who died alone in the cold, stories tell of entire families or villages returning as chill haunts. Because of the intensity of their demise, chill haunts dread cold and flee when targeted by cold magic.  \n**Hungry for Body Heat.** The chill haunt’s disdain for cold leads it to seek out warm buildings or open fires. While ambient heat or direct contact with fire diminishes its shivering and restores wounds it has received in combat, it craves heat from living creatures. Contact with the chill haunt sets off a deepening freeze in the victim, which is hard to reverse without the application of fire. The haunt comes into contact with living creatures to remember the feeling of warmth, and it does not care about the side effects of its touch. After it has drained the warmth from one creature, it immediately moves on to the next, ever-hungry.  \n**Restless Undead.** Destroying a chill haunt is only a temporary solution to the undead creature’s depredations. Similar to a ghost, a destroyed chill haunt returns to unlife 24 hours after its demise, attaining eternal rest only after being slain under a specific set of circumstances. For most chill haunts, the surest way to eternal rest is by coaxing the haunt to a warm building where it can sit by a hearth and nestle in blankets or furs. Though physical objects normally pass through the spectral creature, such conditions allow the coverings to conform to the shape of the haunt’s former body. Moments later, the haunt lets out a contented sigh and winks out of existence.  \n**Undead Nature.** A chill haunt doesn’t require air, food, drink, or sleep.",
            "name": "Chill Haunt",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 13,
            "armor_desc": null,
            "hit_points": 39,
            "hit_dice": "6d8+12",
            "speed": {
                "walk": 0,
                "fly": 30
            },
            "strength": 7,
            "dexterity": 16,
            "constitution": 14,
            "intelligence": 8,
            "wisdom": 16,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "acrobatics": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "cold, fire, necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "the languages it knew in life",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Shivering Touch",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) cold damage plus 3 (1d6) necrotic damage. The target must succeed on a DC 12 Constitution saving throw or take 3 (1d6) cold damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target takes fire damage, the effect ends.",
                    "attack_bonus": 5,
                    "damage_dice": "2d6+3"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Cryophobia",
                    "desc": "Whenever the chill haunt is subjected to cold damage, it takes no damage, but it must succeed on a DC 13 Wisdom saving throw or become frightened of the source of the damage for 1 minute. This trait overrides the haunt's normal immunity to the frightened condition."
                },
                {
                    "name": "Fire Absorption",
                    "desc": "Whenever the chill haunt is subjected to fire damage, it takes no damage and instead regains a number of hp equal to the fire damage dealt."
                },
                {
                    "name": "Incorporeal Movement",
                    "desc": "The chill haunt can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."
                }
            ],
            "spell_list": [],
            "page_no": 62,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_chill-haunt/"
        },
        {
            "slug": "chimeric-phantom",
            "desc": "The vague outline of a tortured being flickers, appearing as though it may have once been human. Its face is composed of many faces, and its expressions shift rapidly from madness to anger to pain. Its features change from one moment to the next, resembling one person for a short time, then someone else, or an odd combination of several at the same time._  \n**Recombined Spirits.** Chimeric phantoms are created when intelligent creatures, most often humanoid, are consumed by a Open Game License",
            "name": "Chimeric Phantom",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 11,
            "armor_desc": null,
            "hit_points": 36,
            "hit_dice": "8d8",
            "speed": {
                "walk": 0,
                "hover": true,
                "fly": 40
            },
            "strength": 12,
            "dexterity": 13,
            "constitution": 10,
            "intelligence": 13,
            "wisdom": 14,
            "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": "acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "darkvision 60 ft. passive Perception 11",
            "languages": "any languages its constituent souls knew in life",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The chimeric phantom makes two Maddening Grasp attacks."
                },
                {
                    "name": "Maddening Grasp",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) necrotic damage.",
                    "attack_bonus": 4,
                    "damage_dice": "2d6+2"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Frightening Madness",
                    "desc": "A chimeric phantom's madness unnerves those nearby. Any creature that starts its turn within 10 feet of the chimeric phantom must succeed on a DC 12 Wisdom saving throw or be frightened until the start of its next turn. On a successful saving throw, the creature is immune to the chimeric phantom's Frightening Madness for 24 hours."
                },
                {
                    "name": "Incorporeal Movement",
                    "desc": "The chimeric phantom can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."
                }
            ],
            "spell_list": [],
            "page_no": 62,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_chimeric-phantom/"
        },
        {
            "slug": "compsognathus",
            "desc": "The curious bipedal lizard lets out a musical chirp. More chirps respond from within the nearby grass, becoming a sinister chorus._  \nOpen Game License",
            "name": "Compsognathus",
            "size": "Tiny",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 12,
            "armor_desc": null,
            "hit_points": 10,
            "hit_dice": "3d4+3",
            "speed": {
                "walk": 30
            },
            "strength": 6,
            "dexterity": 14,
            "constitution": 12,
            "intelligence": 4,
            "wisdom": 10,
            "charisma": 5,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "perception": 2,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 12",
            "languages": "—",
            "challenge_rating": "1/8",
            "cr": 0.125,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.",
                    "attack_bonus": 4,
                    "damage_dice": "1d4+2"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Grasslands Camouflage",
                    "desc": "The compsognathus has advantage on Dexterity (Stealth) checks made to hide in tall grass."
                },
                {
                    "name": "Pack Tactics",
                    "desc": "The compsognathus has advantage on attack rolls against a creature if at least one of the compsognathus' allies is within 5 feet of the creature and the ally isn't incapacitated."
                }
            ],
            "spell_list": [],
            "page_no": 108,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_compsognathus/"
        },
        {
            "slug": "corrupted-pixie",
            "desc": "A wrinkly, purple-skinned pixie with small black horns and bat wings flits about, chanting a violent song about harvesting organs._  \nCorrupted pixies are fey turned fiends who savor violence.  \n**Corrupted by Hags.** Hags sometimes capture pixies and torture them by forcing the tiny fey beings to watch the hags commit acts of depraved violence. These acts combined with the hags’ magic drive the pixies mad, twisting their forms and turning them into corrupt versions of what they once were. The corrupted pixies become fiends that live to serve the hags who created them. Many of these pixies think of their creators as gods who exposed the world’s true joys: murder, torture, and other evil acts.  \n**Mischief Makers.** Hags send corrupted pixies to cause mischief and chaos to punish their enemies, for their own entertainment, or as a distraction from the hags’ more sinister schemes. The pixies delight in these tasks, often using their magic to make people harm one another and remaining invisible as long as they can. Corrupted pixies like to make the pain last as long as possible before their tricks satisfyingly result in another creature’s death.  \n**Destroy Beauty.** Corrupted pixies take a special joy in destroying anything beautiful, be it a work of art, a garden, or the face of a handsome adventurer. The fiends sometimes become distracted from their hag-assigned tasks because the opportunity to mar something perfect is too good to pass up.  \n**Restored by Pixie Dust.** If a corrupted pixie is captured, it can be restored to its fey form. The captured pixie must be showered with pixie dust every day at sunrise for ten consecutive days. On the final day, the pixie reverts to its original form.",
            "name": "Corrupted Pixie",
            "size": "Tiny",
            "type": "Fiend",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 15,
            "armor_desc": null,
            "hit_points": 5,
            "hit_dice": "2d4",
            "speed": {
                "walk": 10,
                "fly": 30
            },
            "strength": 2,
            "dexterity": 20,
            "constitution": 10,
            "intelligence": 12,
            "wisdom": 14,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "perception": 4,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "Abyssal, Infernal, Primordial, Sylvan",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Confusion Touch",
                    "desc": "The pixie touches one creature. The target must succeed on a DC 12 Wisdom saving throw or use its reaction to make one melee attack against one of its allies within 5 feet. If it has no allies within 5 feet, the creature attacks itself."
                },
                {
                    "name": "Superior Invisibility",
                    "desc": "The pixie magically turns invisible until its concentration ends (as if concentrating on a spell). Any equipment the pixie wears or carries is invisible with it."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Magic Resistance",
                    "desc": "The pixie has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The pixie's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\nAt will: vicious mockery\n1/day each: bestow curse, charm person, confusion, detect thoughts, dispel magic, fire bolt, hideous laughter, ray of enfeeblement, suggestion"
                }
            ],
            "spell_list": [],
            "page_no": 72,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_corrupted-pixie/"
        },
        {
            "slug": "crinaea",
            "desc": "A beautiful figure made of water and plants steps from the lake and smiles._  \nCrinaea are nymph-like water fey that inhabit small bodies of water such as wells and fountains.  \n**Water-bound Fey.** Similar to dryads, crinaea are bound to a body of water which becomes their home and focal point. Unlike dryads, crinaea can choose to be bound to a water source and can change which water source they call home. A crinaea must submerge itself in its bound water source every day or suffer. As long as the water source stays pure and the crinaea never travels more than a mile from it, the crinaea can live indefinitely. If its home water source is ever dried up or destroyed, the crinaea quickly fades until it finds a new home or dies.  \n**Friendly but Poisonous.** One of the most gregarious fey, the crinaea enjoys long conversations with intelligent creatures. The crinaea is often well-versed in the goings-on around its home and happily shares such information with friendly creatures. It offers its pure water to those in need and those who are polite, but woe be unto those who anger the fey after having tasted its water, as the crinaea can poison any water taken from its home.",
            "name": "Crinaea",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 13,
            "armor_desc": null,
            "hit_points": 44,
            "hit_dice": "8d8+8",
            "speed": {
                "swim": 60,
                "walk": 30
            },
            "strength": 11,
            "dexterity": 16,
            "constitution": 12,
            "intelligence": 14,
            "wisdom": 12,
            "charisma": 17,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "fire",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Common, Sylvan",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Dagger",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) cold damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d4+3"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Crinaea's Curse",
                    "desc": "The crinaea can sense water within 300 feet of it that was drawn from its bonded source within the last 24 hours. As a bonus action, the crinaea can poison up to 1 gallon of water within 300 feet of it that was drawn from its bonded source. This can even affect water that has been used to make another nonmagical substance, such as soup or tea, or water that was consumed within the last 30 minutes. The poison can affect a target through contact or ingestion. A creature subjected to this poison must make a DC 13 Constitution saving throw. On a failure, a creature takes 18 (4d8) poison damage and is poisoned for 1 hour. On a success, a creature takes half the damage and isn't poisoned."
                },
                {
                    "name": "Water-bound Form",
                    "desc": "The crinaea is bound to its water source. If the crinaea is separated from its water source for more than 24 hours, the crinaea gains 1 level of exhaustion. It gains an additional level of exhaustion for each day until it bonds with another water source or it dies. The crinaea can bond with a new water source and remove its levels of exhaustion by finishing a long rest while submerged in the new water source."
                },
                {
                    "name": "Watery Form",
                    "desc": "While fully immersed in water, the crinaea is invisible and it can move through a space as narrow as 1 inch wide without squeezing."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The crinaea's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:\nAt will: poison spray\n3/day each: create or destroy water (create water only), purify food and drink (water only)\n1/day each: disguise self, fog cloud, protection from poison"
                }
            ],
            "spell_list": [],
            "page_no": 74,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_crinaea/"
        },
        {
            "slug": "dancing-foliage",
            "desc": "A slender, humanoid-shaped plant dances in a clearing. Its two long legs and four arms are decorated with a plethora of vibrant petals and serrated leaves. A wide flower blossoms at the top of the whimsical performer._  \n**Jovial Creations.** Dancing foliage appears in areas where the magic of the arts combines with the magic of nature. Birthed by such magic, the creature is influenced by both: it loves the arts and is protective of the natural world.  \n**Garden Guardians.** Dancing foliage primarily inhabits and defends forest groves from outside threats, but they sometimes wander the gardens of urban settlements. Their love of flowers causes them to tend and protect the plants at all costs, often to the dismay of the garden’s owner or castle groundskeeper. Once a dancing foliage has decided to protect an area, it refuses to leave, though terms of pruning and planting can be negotiated with it, especially if such actions make the garden more aesthetically pleasing.  \n**Dancing Gardeners.** When tending to its garden, dancing foliage moves to some unheard tune, gracefully leaping, twirling, and bobbing around the garden. If it or its garden is threatened, the dancing foliage enters a battle dance until the threat is either removed or eliminated. It never pursues foes beyond the end of its garden.",
            "name": "Dancing Foliage",
            "size": "Medium",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "chaotic good",
            "armor_class": 13,
            "armor_desc": null,
            "hit_points": 66,
            "hit_dice": "12d8+12",
            "speed": {
                "walk": 40
            },
            "strength": 9,
            "dexterity": 17,
            "constitution": 12,
            "intelligence": 10,
            "wisdom": 13,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "acrobatics": 5,
                "perception": 3,
                "performance": 6
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "bludgeoning, piercing",
            "damage_immunities": "poison",
            "condition_immunities": "exhaustion, frightened, poisoned",
            "senses": "passive Perception 13",
            "languages": "Druidic, Sylvan",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dancing foliage makes four attacks with its serrated leaves."
                },
                {
                    "name": "Serrated Leaves",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d4+3"
                },
                {
                    "name": "Flower Dance (Recharge 4-6)",
                    "desc": "The dancing foliage uses one of the following flower dances: \n* Alluring Dance. The dancing foliage sways, releasing scintillating petals. Up to three creatures of the foliage's choice that can see the petals and that are within 20 feet of the foliage must succeed on a DC 12 Wisdom saving throw or be magically charmed for 1 minute. While charmed in this way, the creature is incapacitated and has a speed of 0 as it watches the swirling and falling petals. The effect ends for a creature if the creature takes damage or another creature uses an action to shake it out of its stupor. \n* Serrated Dance. The dancing foliage whirls a flurry of serrated leaves around itself. Each creature within 10 feet of the dancing foliage must make a DC 12 Dexterity saving throw, taking 14 (4d6) slashing damage on failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Shower of Petals",
                    "desc": "When a creature the dancing foliage can see targets it with an attack, it releases a shower of flower petals, giving the attacker disadvantage on that attack roll."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Evasion",
                    "desc": "If the dancing foliage is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the dancing foliage instead takes no damage if it succeeds on the saving throw, and only half damage if it fails."
                },
                {
                    "name": "False Appearance",
                    "desc": "While the dancing foliage remains motionless, it is indistinguishable from a flowering shrub or small tree."
                },
                {
                    "name": "Nimble Dance",
                    "desc": "The dancing foliage can take the Dash or Disengage action as a bonus action on each of its turns."
                }
            ],
            "spell_list": [],
            "page_no": 79,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_dancing-foliage/"
        },
        {
            "slug": "de-ogen",
            "desc": "A roughly humanoid figure composed of thick, greenish-gray fog steps out of the darkness. Its eyes are smoldering orange orbs, and yellow embers trail behind it as it moves forward, burning the very air with its passage._  \n**Spirits of Vengeance and Flame.** De ogen are the malevolent spirits of murderers and other criminals executed by being burned at the stake or thrown into a blazing fire pit. The depth of their evil and strength of their rage return them to life shortly after death to seek vengeance against those who killed them.  \n**Undead Companions.** A de ogen is usually accompanied by Open Game License",
            "name": "De Ogen",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 15,
            "armor_desc": null,
            "hit_points": 45,
            "hit_dice": "6d8+18",
            "speed": {
                "walk": 0,
                "hover": true,
                "fly": 40
            },
            "strength": 1,
            "dexterity": 20,
            "constitution": 16,
            "intelligence": 11,
            "wisdom": 13,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "stealth": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "fire, necrotic, poison",
            "condition_immunities": "charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Common",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Burning Touch",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (4d6) fire damage. A creature slain by this attack turns to ash. A humanoid slain by this attack rises 24 hours later as a shadow, unless the humanoid is restored to life or its ashes are doused in holy water. The shadow isn't under the de ogen's control, but it follows in the de ogen's wake and aids the de ogen when possible.",
                    "attack_bonus": 7,
                    "damage_dice": "4d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Incorporeal Movement",
                    "desc": "The de ogen can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "While in sunlight, the de ogen has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
                },
                {
                    "name": "Transfixing Gaze",
                    "desc": "When a creature that can see the de ogen starts its turn within 30 feet of the de ogen, the de ogen can force it to make a DC 14 Wisdom saving throw if the de ogen isn't incapacitated and can see the creature. On a failed save, the creature is incapacitated and its speed is reduced to 0 until the start of its next turn.\n\nA creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the de ogen until the start of its next turn, when it can avert its eyes again. If it looks at the de ogen in the meantime, it must immediately make the saving throw.\n\nCreatures immune to being frightened are immune to the de ogen's Transfixing Gaze."
                },
                {
                    "name": "Wilting Passage",
                    "desc": "The first time the de ogen enters or moves through a creature's space on a turn, that creature takes 5 (1d10) fire damage. When the de ogen moves through an object that isn't being worn or carried, the object takes 5 (1d10) fire damage."
                }
            ],
            "spell_list": [],
            "page_no": 80,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_de-ogen/"
        },
        {
            "slug": "death-shroud-golem",
            "desc": "A filthy burial shroud glides silently through the air, the vague features of a humanoid outlined on its cotton surface. The stench of an open grave hangs around it._  \n**Suffocating Automatons.** A death shroud golem is created from the used burial shroud of a humanoid. Most death shroud golems are stained with dirt, blood, or mold, and a few are covered in even more unsavory substances. Despite their appearance, death shroud golems are sturdy constructs and can take quite a beating. A death shroud golem typically strikes from a hidden location, grappling and suffocating its victim.  \n**Funerary Constructs.** Death shroud golems are normally found guarding tombs or other locations where their appearance wouldn’t arouse suspicion. Occasionally, necromancers and intelligent undead wear death shroud golems like a cloak or robe, releasing the creature to attack their enemies.  \n**Construct Nature.** A death shroud golem doesn’t require air, food, drink, or sleep.",
            "name": "Death Shroud Golem",
            "size": "Large",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 12,
            "armor_desc": null,
            "hit_points": 95,
            "hit_dice": "10d10+40",
            "speed": {
                "fly": 40,
                "walk": 10,
                "hover": true
            },
            "strength": 17,
            "dexterity": 15,
            "constitution": 18,
            "intelligence": 3,
            "wisdom": 10,
            "charisma": 1,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons",
            "damage_immunities": "poison, psychic",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "understands the languages of its creator but can’t speak",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Smothering Slam",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one Medium or smaller creature. Hit: 10 (2d6 + 3) bludgeoning damage and the creature is grappled (escape DC 15). Until this grapple ends, the target is restrained, blinded, and unable to breathe, and the golem can automatically hit the target with its smothering slam but can't use its smothering slam on another target.",
                    "attack_bonus": 6,
                    "damage_dice": "2d6+3"
                },
                {
                    "name": "Direct Victim",
                    "desc": "The death shroud golem forces a creature it is grappling to move up to the creature's speed and make one attack with a melee weapon the creature is holding. If the creature isn't holding a melee weapon, it makes one unarmed strike instead. The death shroud golem decides the direction of the movement and the target of the attack. The grappled creature can use its reaction and isn't considered blinded or restrained when moving and attacking in this way."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Fabric Form",
                    "desc": "The golem can move through any opening large enough for a Tiny creature without squeezing."
                },
                {
                    "name": "False Appearance",
                    "desc": "While the golem remains motionless, it is indistinguishable from a shroud, cloak, or similar piece of fabric."
                },
                {
                    "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": 179,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_death-shroud-golem/"
        },
        {
            "slug": "egret-harpy",
            "desc": "This winged female has a short torso and long, gangly legs. Her wingspan is wider than her body is tall. Despite her awkward appearance, she moves with incredible grace._  \n**Protectors of the Marsh.** Egret harpies look after marshland flora and fauna, often allying themselves with druids and rangers who occupy the same area.  \n**Uncommonly Hospitable.** While most harpies have a reputation for sadism and bloodlust, egret harpies are considerably more welcoming. They possess the same alluring song all harpies have, but they can modulate the song to allow their captivated targets safe passage toward them. They often use their songs to prevent intruders from harming their home marshes. They can end their song in a mighty crescendo, imposing their will on those charmed by the song. The harpies typically coerce intruders to repair damages wreaked upon the marsh or to merely leave and never return. If a harpy suspects the intruders are unrepentant, she stops playing nice and allows her victims to fall prey to the marsh’s hazards.  \n**Powerful Yet Graceful.** The wings that hold the egret harpy’s larger frame aloft also serve as weapons. A powerful buffet from the harpy’s wing can knock down weaker foes. The harpy’s gawky build belies a fluidity to her movements, allowing her to balance on one leg even while engaged in battle.",
            "name": "Egret Harpy",
            "size": "Medium",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 12,
            "armor_desc": null,
            "hit_points": 75,
            "hit_dice": "10d8+30",
            "speed": {
                "fly": 60,
                "walk": 30
            },
            "strength": 16,
            "dexterity": 14,
            "constitution": 17,
            "intelligence": 11,
            "wisdom": 14,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "acrobatics": 4,
                "nature": 2
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 12",
            "languages": "Common, Sylvan",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The egret harpy makes two attacks: one with its spear and one with its talons."
                },
                {
                    "name": "Spear",
                    "desc": "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6+3"
                },
                {
                    "name": "Talons",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6+3"
                },
                {
                    "name": "Wing Buffet (Recharge 5-6)",
                    "desc": "The egret harpy beats its wings rapidly. Each Medium or smaller creature within 5 feet of the harpy must make a DC 13 Strength saving throw. On a failure, a creature takes 10 (3d6) bludgeoning damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone."
                },
                {
                    "name": "Guiding Song",
                    "desc": "The egret harpy sings a magical melody. Each humanoid and giant of the harpy's choice within 300 feet of the harpy has advantage on Wisdom (Survival) checks to navigate marshes, and difficult terrain composed of mud, standing water, or other features of a marsh doesn't cost it extra movement. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated.\n\nThe harpy can use an action to end the song and cast mass suggestion. Each creature that can hear the harpy's song must succeed on a DC 12 Wisdom saving throw or be affected by the spell for 8 hours. If the harpy chooses to end the song this way, it can't use Guiding Song again until it finishes a long rest."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Innate Spellcasting (3/Day)",
                    "desc": "The egret harpy can innately cast suggestion, requiring no material components. Its innate spellcasting ability is Charisma."
                }
            ],
            "spell_list": [],
            "page_no": 122,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_egret-harpy/"
        }
    ]
}