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

GET /v1/monsters/?format=api&ordering=-condition_immunities&page=12
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=-condition_immunities&page=13",
    "previous": "https://api.open5e.com/v1/monsters/?format=api&ordering=-condition_immunities&page=11",
    "results": [
        {
            "slug": "firegeist-tob1-2023",
            "desc": "False",
            "name": "Firegeist",
            "size": "Small",
            "type": "Elemental",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 14,
            "armor_desc": "",
            "hit_points": 82,
            "hit_dice": "15d6 + 30",
            "speed": {
                "walk": 40
            },
            "strength": 7,
            "dexterity": 18,
            "constitution": 14,
            "intelligence": 4,
            "wisdom": 16,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 15,
            "skills": {
                "Perception": 5
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "fire, poison",
            "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious",
            "senses": "darkvision 60 ft., passive Perception 15",
            "languages": "Ignan",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Burning Slam",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 7 (2d6) fire damage. If the target is a flammable object, it ignites. If the target is a creature, the target must succeed on a DC 13 Dexterity saving throw or ignite. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the start of each of its turns."
                },
                {
                    "name": "Burning Terror (Recharge 5-6)",
                    "desc": "The firegeist assaults the mind of one creature it can see within 30 feet of it with the painful, humiliating memory of the firegeist's first death. The target must make a DC 13 Wisdom saving throw. On a failure, the target takes 14 (4d6) fire damage and is frightened for 1 minute. On a success, the target takes half the damage and isn't frightened. While frightened, the creature takes 3 (1d6) fire 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."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Elemental Nature",
                    "desc": "The firegeist doesn't require air, food, drink, or sleep."
                },
                {
                    "name": "Hide By Firelight",
                    "desc": "The firegeist has advantage on Dexterity (Stealth) checks made to hide in fire or in areas lit by nonmagical fire."
                },
                {
                    "name": "Magical Light Sensitivity",
                    "desc": "While in an area of light created by a spell or other magical effect, the firegeist has disadvantage on attack rolls and ability checks."
                },
                {
                    "name": "Variable Illumination",
                    "desc": "The firegeist sheds dim light in a 5- to 20-foot radius. It can alter the radius as a bonus action."
                },
                {
                    "name": "Water Susceptibility",
                    "desc": "For every 5 feet the firegeist moves in water, or for every gallon of water splashed on it, it takes 1 cold damage."
                }
            ],
            "spell_list": [],
            "page_no": 188,
            "environments": [],
            "img_main": "http://api.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_firegeist/"
        },
        {
            "slug": "slowstorm-tob1-2023",
            "desc": "False",
            "name": "Slow Storm",
            "size": "Medium",
            "type": "Elemental",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Neutral",
            "armor_class": 19,
            "armor_desc": "natural armor",
            "hit_points": 220,
            "hit_dice": "21d8 + 126",
            "speed": {
                "walk": 60
            },
            "strength": 20,
            "dexterity": 19,
            "constitution": 22,
            "intelligence": 11,
            "wisdom": 18,
            "charisma": 11,
            "strength_save": null,
            "dexterity_save": 9,
            "constitution_save": 11,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 14,
            "skills": {},
            "damage_vulnerabilities": "False",
            "damage_resistances": "acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "lightning",
            "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious",
            "senses": "blindsight 30 ft., darkvision 120 ft., passive Perception 14",
            "languages": "Auran, Common",
            "challenge_rating": "15",
            "cr": 15.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The slow storm makes three Slam attacks or four Lightning Bolt attacks. If two Slam attacks hit one creature, the target must succeed on a DC 18 Constitution saving throw or be wracked with pain for 1 minute. While the target is wracked with pain, minute bits of electricity dance within its body, and the target takes 4 (1d8) lightning damage for every 5 feet it moves. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage plus 9 (2d8) lightning damage."
                },
                {
                    "name": "Lightning Bolt",
                    "desc": "Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 22 (4d8 + 4) lightning damage."
                },
                {
                    "name": "Static Shock (Recharge 5-6)",
                    "desc": "The slow storm releases built-up electricity in a 60-foot cone. Each creature in the area must make a DC 18 Constitution saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw by 5 or more is also stunned for 1 minute. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Elemental Nature",
                    "desc": "The slow storm doesn't require air, food, drink, or sleep."
                },
                {
                    "name": "Eye of the Storm",
                    "desc": "The slow storm is surrounded by a 15-foot-radius wind storm. The storm imposes disadvantage on ranged weapon attack rolls and Wisdom (Perception) checks based on sight or hearing within the area. The winds extinguish open flames and disperse fog. A flying creature in the storm must land at the end of its turn or fall. Each creature that starts its turn in the area must succeed on a DC 18 Dexterity saving throw or take 9 (2d8) lightning damage. The storm's area is difficult terrain for any creature other than the slow storm."
                }
            ],
            "spell_list": [],
            "page_no": 333,
            "environments": [],
            "img_main": "http://api.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_slow-storm/"
        },
        {
            "slug": "spark-tob1-2023",
            "desc": "False",
            "name": "Spark",
            "size": "Tiny",
            "type": "Elemental",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Neutral",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 104,
            "hit_dice": "16d4 + 64",
            "speed": {
                "walk": 60,
                "fly": 10
            },
            "strength": 4,
            "dexterity": 20,
            "constitution": 18,
            "intelligence": 10,
            "wisdom": 12,
            "charisma": 17,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 11,
            "skills": {},
            "damage_vulnerabilities": "False",
            "damage_resistances": "thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "lightning",
            "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Common, Primordial",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The spark makes three Electric Touch attacks."
                },
                {
                    "name": "Electric Touch",
                    "desc": "Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 3) lightning damage."
                },
                {
                    "name": "Inhabit",
                    "desc": "One Humanoid that the spark can see within 5 feet of it must succeed on a DC 14 Charisma saving throw or be inhabited by the spark. The spark then disappears, fusing with the target's nervous system, and the target is incapacitated and loses control of its body. The spark now controls the body but doesn't deprive the target of awareness. The spark can't be targeted by any attack, spell, or other effect, and it retains its alignment, Intelligence, Wisdom, Charisma, immunity to being paralyzed, petrified, or unconscious, and its Electric Touch attack. It otherwise uses the inhabited target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Elemental Nature",
                    "desc": "The spark doesn't require air, food, drink, or sleep."
                }
            ],
            "spell_list": [],
            "page_no": 337,
            "environments": [],
            "img_main": "http://api.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_spark/"
        },
        {
            "slug": "thuellai-tob1-2023",
            "desc": "False",
            "name": "Thuellai",
            "size": "Huge",
            "type": "Elemental",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Neutral",
            "armor_class": 17,
            "armor_desc": "",
            "hit_points": 161,
            "hit_dice": "14d12 + 70",
            "speed": {
                "walk": 100
            },
            "strength": 22,
            "dexterity": 24,
            "constitution": 20,
            "intelligence": 10,
            "wisdom": 11,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": 4,
            "wisdom_save": 4,
            "charisma_save": 6,
            "perception": 14,
            "skills": {
                "Perception": 4
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "Common, Dwarvish, Primordial",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The thuellai makes three Icy Claw attacks."
                },
                {
                    "name": "Icy Claw",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage plus 10 (3d6) cold damage."
                },
                {
                    "name": "Freezing Breath (Recharge 5-6)",
                    "desc": "The thuellai exhales an icy blast in a 60-foot cone. Each creature in the area must make a DC 17 Dexterity saving throw, taking 49 (14d6) cold damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Chilling Presence",
                    "desc": "At the start of each of the thuellai's turns, each creature within 15 feet of it must succeed on a DC 17 Constitution saving throw or take 7 (2d6) cold damage. For each minute a creature spends within 15 feet of the thuellai, it must succeed on a DC 17 Constitution saving throw or suffer one level of exhaustion from cold exposure. Unprotected, nonmagical flames within 15 feet of the thuellai are extinguished. Any spells of 3rd level or lower that provide resistance to cold damage and that are within 15 feet of the thuellai immediately end. Water freezes if it remains within 15 feet of the thuellai for at least 1 minute."
                },
                {
                    "name": "Elemental Nature",
                    "desc": "The thuellai doesn't require air, food, drink, or sleep."
                },
                {
                    "name": "Snowsight",
                    "desc": "The thuellai can see through areas obscured by snowfall, sleet, rain, and other wintry precipitation without penalty."
                }
            ],
            "spell_list": [],
            "page_no": 360,
            "environments": [],
            "img_main": "http://api.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_thuellai/"
        },
        {
            "slug": "baleful-miasma",
            "desc": "",
            "name": "Baleful Miasma",
            "size": "Medium",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 52,
            "hit_dice": "8d8+16",
            "speed": {
                "walk": 0,
                "fly": 60
            },
            "strength": 13,
            "dexterity": 17,
            "constitution": 14,
            "intelligence": 6,
            "wisdom": 11,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 0,
            "skills": {
                "perception": 0
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "lightning; nonmagic B/P/S attacks",
            "damage_immunities": "poison",
            "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious",
            "senses": "darkvision 60', passive Perception 10",
            "languages": "Auran",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Two Slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +5 to hit, 5 ft., one target, 6 (1d6+3) bludgeoning damage + 3 (1d6) poison."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Swift Advance",
                    "desc": "If a creature in same space as miasma moves miasma can move up to its speed with the creature. This move doesn't provoke opportunity attacks but miasma must move in same spaces creature moved ending in creature's space or space nearest to it."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Air Form",
                    "desc": "Can enter a hostile creature's space and stop there. Can move through space as narrow as 1ft. wide with o squeezing."
                },
                {
                    "name": "Asphyxiate",
                    "desc": "If a creature that breathes air starts its turn in miasma's space it must make DC 12 Con save or begin suffocating as its lungs fill with the poisonous air emitted by the miasma. Suffocation lasts until creature ends its turn in a space not occupied by baleful miasma or the baleful miasma dies. When the suffocation ends the creature is poisoned until the end of its next turn."
                },
                {
                    "name": "Elemental Nature",
                    "desc": "Doesn't require air food drink or sleep."
                }
            ],
            "spell_list": [],
            "page_no": 50,
            "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_baleful-miasma/"
        },
        {
            "slug": "beach-weird",
            "desc": "",
            "name": "Beach Weird",
            "size": "Large",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 65,
            "hit_dice": "10d10+10",
            "speed": {
                "walk": 20,
                "swim": 40
            },
            "strength": 17,
            "dexterity": 13,
            "constitution": 13,
            "intelligence": 13,
            "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": "",
            "damage_resistances": "acid, fire; nonmagic B/P/S attacks",
            "damage_immunities": "poison",
            "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious",
            "senses": "blindsight 30', passive Perception 12",
            "languages": "Aquan",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +5 to hit, 10 ft., one target, 16 (3d8+3) bludgeoning damage and target: DC 13 Str save or be pushed up to 10 ft. away from the beach weird."
                },
                {
                    "name": "Create Quicksand (3/Day)",
                    "desc": "Creates a 10 ft. radius 5 ft. deep area of quicksand centered on a point it can see within 30' of it. A creature that starts its turn in the quicksand or enters area for the first time on a turn: DC 13 Str save or be grappled by it. Grappled creature must make DC 13 Str save at start of each of its turns or sink 1 foot into the quicksand. A Small creature that sinks 2'+ or a Med creature that sinks 3'+ is restrained instead."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Elemental Nature",
                    "desc": "Doesn't require air food drink or sleep."
                },
                {
                    "name": "Invisible in Water",
                    "desc": "Is invisible while fully immersed in water."
                },
                {
                    "name": "Swim in Sand",
                    "desc": "Can burrow through sand at half its swim speed. It can't make attacks while immersed in sand."
                },
                {
                    "name": "Tidepool Bound",
                    "desc": "Dies if it moves more than 100' from the tide pools to which it is bound or if those tide pools remain waterless for more than 24 hrs."
                }
            ],
            "spell_list": [],
            "page_no": 52,
            "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_beach-weird/"
        },
        {
            "slug": "khamaseen",
            "desc": "",
            "name": "Khamaseen",
            "size": "Tiny",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 27,
            "hit_dice": "6d4+12",
            "speed": {
                "walk": 0,
                "fly": 30
            },
            "strength": 14,
            "dexterity": 14,
            "constitution": 15,
            "intelligence": 5,
            "wisdom": 10,
            "charisma": 5,
            "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",
            "damage_immunities": "poison",
            "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious",
            "senses": "darkvision 60', passive Perception 10",
            "languages": "Auran, Terran",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +4 to hit, 5 ft., one target, 5 (1d6+2) bludgeoning damage + 5 (2d4) lightning. "
                },
                {
                    "name": "Choking Cloud (Recharge 6)",
                    "desc": "Surrounds itself with large cloud of dust and debris. Each creature within 10 ft. of the khamaseen must make DC 12 Con save or be incapacitated for 1 min. While incapacitated the creature is unable to breathe and coughs uncontrollably. An incapacitated creature can re-save at end of each of its turns success ends effect on itself."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Shock",
                    "desc": "If a creature wearing metal armor or wielding a metal weapon or shield moves within 5 ft. of khamaseen it takes 5 (2d4) lightning (DC 12 Dex negates)."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Elemental Nature",
                    "desc": "Doesn't require air food drink or sleep."
                },
                {
                    "name": "Stinging Dust",
                    "desc": "Is surrounded by a cloud of swirling dust and small stones. A creature that starts its turn within 5 ft. of the khamaseen must make DC 12 Con save or have disadvantage on attack rolls until the start of its next turn. On a successful save the creature is immune to the khamaseen's Stinging Dust for the next 24 hrs."
                }
            ],
            "spell_list": [],
            "page_no": 250,
            "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_khamaseen/"
        },
        {
            "slug": "living-soot",
            "desc": "",
            "name": "Living Soot",
            "size": "Large",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 142,
            "hit_dice": "15d10+60",
            "speed": {
                "walk": 0,
                "fly": 50
            },
            "strength": 15,
            "dexterity": 20,
            "constitution": 19,
            "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": "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, Terran",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Two Slams or one Slam and one Constrict."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +8 to hit, 5 ft., one target, 14 (2d8+5) bludgeoning damage + 7 (2d6) poison."
                },
                {
                    "name": "Constrict",
                    "desc": "Melee Weapon Attack: +8 to hit, 5 ft., one target, 14 (2d8+5) bludgeoning damage and target is grappled (escape DC 15). Until this grapple ends target is restrained and soot can't Constrict another target."
                },
                {
                    "name": "Engulfing Sootstorm (Recharge 4-6)",
                    "desc": "Spins violently in place spreading out tendrils of thick poisonous ash. Each creature within 20' of it:21 (6d6) poison and speed is halved (DC 15 Dex half damage and speed isn't reduced). Speed reduction lasts until creature uses action cleaning off the ash."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Brittle",
                    "desc": "If it takes cold it partially freezes; its speed is reduced by 10 ft. and its AC is reduced by 2 until end of its next turn."
                },
                {
                    "name": "Choking Air Form",
                    "desc": "Can enter a hostile creature's space and stop there and it can move through a space as narrow as 1ft. wide with o squeezing. In addition when creature starts turn in same space as soot creature: 7 (2d6) poison and be unable to breathe until it starts its turn outside soot's space (DC 15 Con negates)."
                },
                {
                    "name": "Elemental Nature",
                    "desc": "Doesn't require air food drink or sleep."
                },
                {
                    "name": "False Appearance",
                    "desc": "While motionless indistinguishable from tangled mass of blackened dusty webbing."
                }
            ],
            "spell_list": [],
            "page_no": 263,
            "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_living-soot/"
        },
        {
            "slug": "primordial-matriarch",
            "desc": "",
            "name": "Primordial Matriarch",
            "size": "Gargantuan",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 20,
            "armor_desc": "",
            "hit_points": 313,
            "hit_dice": "19d20+114",
            "speed": {
                "walk": 0,
                "fly": 120
            },
            "strength": 18,
            "dexterity": 30,
            "constitution": 23,
            "intelligence": 10,
            "wisdom": 21,
            "charisma": 18,
            "strength_save": 1,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 1,
            "charisma_save": 1,
            "perception": 5,
            "skills": {
                "perception": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold, fire, lightning, thunder; nonmagic B/P/S attacks",
            "damage_immunities": "poison",
            "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious",
            "senses": "blindsight 120' (blind beyond), passive Perception 15",
            "languages": "Primordial",
            "challenge_rating": "21",
            "cr": 21.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Uses Storm Blast then two Elemental Lashes."
                },
                {
                    "name": "Create Elementals",
                    "desc": "Magically creates up to 3d6 mephits 2 air earth fire or water elementals 2 ice elementals (Tome of Beasts 2) or 1 rockslide elemental (Tome of Beasts 3). Elementals arrive at start of her next turn acting as her allies and obeying her spoken commands. Elementals remain for 1 hr until she dies or until matriarch dismisses them as a bonus action. She can have any number of Elementals under her control at one time provided the combined total CR of the Elementals is no higher than 10."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Elemental Adaptation",
                    "desc": "When she would take acid cold fire lightning or thunder she can change the element selected with Roiling Elements to that type of damage gaining immunity to that damage type including the triggering damage."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": [
                {
                    "name": "Elemental Change",
                    "desc": "Changes the damage immunity granted by Roiling Elements."
                },
                {
                    "name": "Fly",
                    "desc": "Up to half her flying speed with o provoking opportunity attacks."
                },
                {
                    "name": "Create Elemental (2)",
                    "desc": "Uses Create Elementals."
                },
                {
                    "name": "Return to Mother (3)",
                    "desc": "Absorbs Elemental within 10 ft. of her gaining temp hp equal to 10 times the CR of Elemental absorbed."
                }
            ],
            "special_abilities": [
                {
                    "name": "Elemental Attacks",
                    "desc": "Her weapon attacks are magical. When she hits with any weapon it deals extra 5d6 damage of Roiling Elements type."
                },
                {
                    "name": "Elemental Aura",
                    "desc": "At start of each of her turns each creature within 5 ft. of her takes 10 (3d6) damage of Roiling Elements type. Creature that touches her or hits her with melee attack while within 10 ft. of her: 10 (3d6) damage of Roiling Elements type. Nonmagical weapon that hits her is destroyed after dealing damage."
                },
                {
                    "name": "Elemental Nature",
                    "desc": "Doesn't require air food drink or sleep."
                },
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "Choose to succeed failed save."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "Advantage: spell/magic effect saves."
                },
                {
                    "name": "Roiling Elements",
                    "desc": "At the start of each of her turns she chooses one of the following damage types: acid cold fire lightning or thunder. She has immunity to that damage type until the start of her next turn."
                },
                {
                    "name": "Siege Monster",
                    "desc": "Double damage to objects/structures."
                },
                {
                    "name": "Elemental Lash",
                    "desc": "Melee Weapon Attack: +17 to hit, 15 ft., one target, 32 (4d10+10) bludgeoning damage + 17 (5d6) damage of the type determined by Roiling Elements."
                },
                {
                    "name": "Storm Blast",
                    "desc": "The primordial matriarch emits elemental energy in a 90' cone. Each creature in the area: 21 (6d6) damage of the type determined by Roiling Elements and suffers one of the following effects depending on the damage type (DC 20 Dex half damage and no additional effect unless specified below).Acid Blast Fail: creature is covered in acid. At the start of each of its turns it takes 7 (2d6) acid until it or another creature takes an action to scrape or wash off the acid.Cold Blast Fail: creature is restrained by ice until end of its next turn or until it or another creature takes an action to break it free. Success: creature's speed is reduced by 10 ft. until end of its next turn.Fire Blast Fail: creature catches fire. Until it or another creature takes an action to douse the fire creature takes 7 (2d6) fire at the start of each of its turns.Lightning Blast Fail: creature incapacitated until end of its next turn. Succcess: creature can't take reactions until start of its next turn.Thunder Blast Fail: creature is deafened for 1 min. At the end of each of its turns a deafened creature can repeat the save ending deafness on itself on a success. Success: creature is deafened until the end of its next turn."
                }
            ],
            "spell_list": [],
            "page_no": 318,
            "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_primordial-matriarch/"
        },
        {
            "slug": "primordial-surge",
            "desc": "",
            "name": "Primordial Surge",
            "size": "Gargantuan",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 19,
            "armor_desc": "natural armor",
            "hit_points": 232,
            "hit_dice": "15d20+75",
            "speed": {
                "walk": 40,
                "fly": 90
            },
            "strength": 14,
            "dexterity": 22,
            "constitution": 20,
            "intelligence": 7,
            "wisdom": 14,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "perception": 2
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold, fire, lightning, thunder; nonmagic B/P/S attacks",
            "damage_immunities": "poison",
            "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious",
            "senses": "blindsight 120', passive Perception 12",
            "languages": "Primordial",
            "challenge_rating": "16",
            "cr": 16.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Three Elemental Strike attacks."
                },
                {
                    "name": "Elemental Strike",
                    "desc": "Melee or Ranged Weapon Attack: +11 to hit 15 ft. or range 60' one target 28 (4d10+6) acid cold fire lightning or thunder (surge's choice)."
                },
                {
                    "name": "Primordial Storm (Recharge 6)",
                    "desc": "Rain of energies produces one of: Restorative Rain Each non Construct/Undead creature within 30' of the surge regains 27 (5d10) hp. Area becomes difficult terrain as nonmagical plants in the area become thick and overgrown.Ruinous Rain Each creature within 30' of the surge: 27 (5d10) acid and 27 (5d10) fire and is coated in burning acid (DC 18 Dex half damage not coated in acid). A creature coated in acid: 5 (1d10) acid and 5 (1d10) fire at the start of each of its turns until it or another creature takes an action to scrape/wash off the acid."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Elemental Nature",
                    "desc": "Doesn't require air food drink or sleep."
                },
                {
                    "name": "Life From Death",
                    "desc": "When it dies explodes in burst of raw creation. 50' radius area centered on it is blanketed in lush native flora providing food to feed 12 Large or smaller creatures for 6 (1d12) days. Creatures in area dead up to 1 day are returned to life with 4 (1d8) hp."
                },
                {
                    "name": "Primordial Form",
                    "desc": "Can move through a space as narrow as 1 inch wide with o squeezing. A creature that touches it or hits it with melee attack while within 5 ft. of it takes 7 (2d6) acid cold fire lightning or thunder (surge's choice). Also it can enter a hostile creature's space and stop there. The 1st time it enters a creature's space on a turn that creature takes 7 (2d6) acid cold fire lightning or thunder (surge's choice). A creature that starts its turn in surge's space: blinded and deafened until it starts its turn outside surge's space (DC 18 Con negates)."
                }
            ],
            "spell_list": [],
            "page_no": 320,
            "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_primordial-surge/"
        },
        {
            "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": "sewer-weird",
            "desc": "",
            "name": "Sewer Weird",
            "size": "Large",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 136,
            "hit_dice": "16d10+48",
            "speed": {
                "walk": 30,
                "swim": 60
            },
            "strength": 10,
            "dexterity": 19,
            "constitution": 17,
            "intelligence": 5,
            "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": "acid, cold; nonmagic B/P/S attacks",
            "damage_immunities": "poison",
            "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious",
            "senses": "darkvision 60', passive Perception 10 ",
            "languages": "Aquan",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Three Slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +7 to hit, 5 ft., one target, 13 (2d8+4) bludgeoning damage and the target must make DC 15 Con save or be poisoned until end of its next turn."
                },
                {
                    "name": "Sewer Overflow (Recharge 5-6)",
                    "desc": "Emits a tide of filth and water from itself in a 15 ft. cube. Each creature in this cube: 18 (4d8) bludgeoning damage and 18 (4d8) poison and is infected with sewer plague (DC 15 Con half damage and isn't infected)."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Elemental Nature",
                    "desc": "Doesn't require air food drink or sleep."
                },
                {
                    "name": "Flammable Fumes",
                    "desc": "If it takes fire it erupts in a gout of flame. The weird immediately takes 5 (2d4) thunder and each creature within 10 ft. of the weird must make DC 15 Dex save or take 3 (1d6) thunder and 7 (2d6) fire."
                },
                {
                    "name": "Water Form",
                    "desc": "Can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide with o squeezing."
                }
            ],
            "spell_list": [],
            "page_no": 341,
            "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_sewer-weird/"
        },
        {
            "slug": "talus-flow",
            "desc": "",
            "name": "Talus Flow",
            "size": "Large",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 102,
            "hit_dice": "12d10+36",
            "speed": {
                "walk": 30,
                "climb": 10
            },
            "strength": 17,
            "dexterity": 10,
            "constitution": 16,
            "intelligence": 5,
            "wisdom": 12,
            "charisma": 5,
            "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": "thunder",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious",
            "senses": "darkvision 30', tremorsense 120', passive Perception 13",
            "languages": "Terran",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Two Slam attacks. If both attacks hit a Med or smaller target the target is grappled (escape DC 13)."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +5 to hit, 5 ft., one target, 10 (2d6+3) bludgeoning damage."
                },
                {
                    "name": "Grind",
                    "desc": "Grinds its form over one creature in its space or that is grappled by it. Target takes 21 (6d6) bludgeoning damage (DC 13 Dex half). Flow regains hp equal to half the damage taken if creature is not a Construct or Undead."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "False Appearance",
                    "desc": "While motionless indistinguishable from normal pile of rocks pebbles and scree."
                },
                {
                    "name": "Landslide",
                    "desc": "If it moves at least 15 ft. before entering creature's space creature: DC 13 Dex save or knocked prone. If target is prone talus flow can make one Slam vs. it as a bonus action."
                },
                {
                    "name": "Scree Form",
                    "desc": "Can enter a hostile creature's space and stop there. Flow can move through a space as narrow as 3 inches wide with o squeezing. Flow's space is difficult terrain. When a creature starts its turn in flow's space it must make DC 13 Dex save or be knocked prone."
                },
                {
                    "name": "Stone Camouflage",
                    "desc": "Has advantage on Dex (Stealth) checks made to hide in rocky terrain."
                }
            ],
            "spell_list": [],
            "page_no": 365,
            "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_talus-flow/"
        },
        {
            "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",
            "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_wild-sirocco/"
        },
        {
            "slug": "fire-dancer-swarm",
            "desc": "_A swirling mass of tiny, blue flames dances with the likeness of a skull embedded in each little, flickering fire._  \n_**Stunted Elementals.**_ Fire dancers are Tiny fire elementals. Speculation varies whether they’re simply immature or somehow stunted. They may be castoffs from larger, fiery elemental beings. A single, solitary fire dancer is no more than a semi-sentient spark with a fragment of life and lofty but unrealistic ambitions. In large numbers, they’re a menace.  \n_**Unite and Grow Strong.**_ Larger fire elementals are usually sessile creatures, content merely to exist on their plane of origin. Fire dancers possess (and some argue are infected with) mortal qualities—they seek to reach a greater potential, which smacks of envy, ambition, and resentment. They realize that there is power in numbers and that, when united, they are a force to be reckoned with. A single fire dancer is no more threatening than a tiny candle flame, burning hot and blue. When thousands join together, though, the result is an inferno. The likeness of a skull in its flame is an illusion created by the creature, based on how the fire dancers perceive mortal creatures after they’re done with them.  \n_**Surly Servants.**_ Lone fire dancers have individuality, but in groups, they develop a hive mentality. While this allows them to function as a swarm, it also makes them vulnerable as a group to mind-affecting magic. Savvy bards, conjurers, and enchanters who summon swarms of fire dancers know they must maintain a tight control on the swarm, for these creatures are surly servants at the best of times.  \n_**Elemental Nature.**_ A swarm of fire dancers doesn’t require air, food, drink, or sleep.",
            "name": "Fire Dancer Swarm",
            "size": "Medium",
            "type": "Elemental",
            "subtype": "Swarm",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 90,
            "hit_dice": "12d8+36",
            "speed": {
                "hover": true,
                "walk": 30,
                "fly": 30
            },
            "strength": 10,
            "dexterity": 20,
            "constitution": 16,
            "intelligence": 6,
            "wisdom": 10,
            "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": "bludgeoning, piercing, and slashing",
            "damage_immunities": "fire, poison",
            "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "Ignan",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Swarm",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 0 ft., one target in the swarm's space. Hit: 21 (6d6) fire damage, or 10 (3d6) fire damage if the swarm has half or fewer hit points.",
                    "attack_bonus": 8,
                    "damage_dice": "6d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Fire Form",
                    "desc": "A creature that touches the swarm or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the first time the swarm enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone uses an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns."
                },
                {
                    "name": "Illumination",
                    "desc": "The swarm sheds bright light in a 30-foot radius and dim light to an additional 30 feet."
                },
                {
                    "name": "Swarm",
                    "desc": "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can't regain hit points or gain temporary hit points."
                },
                {
                    "name": "Water Susceptibility",
                    "desc": "For every 5 feet the swarm moves in water, or for every gallon of water splashed on it, it takes 1 cold damage."
                }
            ],
            "spell_list": [],
            "page_no": 373,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_fire-dancer-swarm/"
        },
        {
            "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": "umbral-vampire",
            "desc": "",
            "name": "Umbral Vampire",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 14,
            "armor_desc": "",
            "hit_points": 84,
            "hit_dice": "13d8+26",
            "speed": {
                "hover": true,
                "walk": 0,
                "fly": 40
            },
            "strength": 1,
            "dexterity": 18,
            "constitution": 15,
            "intelligence": 14,
            "wisdom": 14,
            "charisma": 19,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 7,
            "perception": 5,
            "skills": {
                "perception": 5,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "cold, necrotic, poison",
            "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "darkvision 60 ft., passive Perception 15",
            "languages": "Common, Umbral, Void Speech",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Umbral Grasp",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) cold damage and the target's Strength score is reduced by 1d6. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a shadow rises from the corpse 1d4 hours later.",
                    "attack_bonus": 7,
                    "damage_dice": "4d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Incorporeal Movement",
                    "desc": "The umbral vampire can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the umbral vampire's innate spellcasting ability is Charisma (spell save DC 15). The umbral vampire can innately cast the following spells, requiring no material components:\n\nat will: mirror image, plane shift (plane of shadows only)\n\n1/day each: bane (when in dim light or darkness only), black tentacles"
                },
                {
                    "name": "Shadow Blend",
                    "desc": "When in dim light or darkness, the umbral vampire can Hide as a bonus action, even while being observed."
                },
                {
                    "name": "Strike from Shadow",
                    "desc": "The reach of the umbral vampire's umbral grasp attack increases by 10 feet and its damage increases by 4d6 when both the umbral vampire and the target of the attack are in dim light or darkness and the umbral vampire is hidden from its target."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "While in direct sunlight, the umbral vampire has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight."
                }
            ],
            "spell_list": [],
            "page_no": 397,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_umbral-vampire/"
        },
        {
            "slug": "umbralvampire-tob1-2023",
            "desc": "False",
            "name": "Umbral Vampire",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Evil",
            "armor_class": 14,
            "armor_desc": "",
            "hit_points": 84,
            "hit_dice": "13d8 + 26",
            "speed": {
                "walk": 40
            },
            "strength": 1,
            "dexterity": 18,
            "constitution": 15,
            "intelligence": 14,
            "wisdom": 14,
            "charisma": 19,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 7,
            "perception": 15,
            "skills": {
                "Perception": 5,
                "Stealth": 7
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "cold, necrotic, poison",
            "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "darkvision 60 ft., passive Perception 15",
            "languages": "Common, Umbral, Void Speech",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The umbral vampire can use its Umbral Grasp. It then makes two Shadow Touch attacks."
                },
                {
                    "name": "Shadow Touch",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. A non-evil Humanoid slain by this attack rises 24 hours later as a shadow under the vampire's control, unless the Humanoid is restored to life. The vampire can have no more than five shadows under its control at one time."
                },
                {
                    "name": "Umbral Grasp",
                    "desc": "The umbral vampire sends a giant hand of shadow to grab one creature it can see that is in dim light or darkness within 30 feet of it. The target must succeed on a DC 15 Dexterity saving throw or be restrained by wisps of magical shadow for 1 minute. While restrained, the target takes 9 (2d8) necrotic 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. The umbral vampire can have no more than two creatures restrained by its Umbral Grasp at a time."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Shadow Stealth",
                    "desc": "While in dim light or darkness, the umbral vampire takes the Hide action."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Incorporeal Movement",
                    "desc": "The umbral vampire 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 umbral vampire has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
                },
                {
                    "name": "Undead Nature",
                    "desc": "The umbral vampire doesn't require air."
                }
            ],
            "spell_list": [],
            "page_no": 382,
            "environments": [],
            "img_main": "http://api.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_umbral-vampire/"
        },
        {
            "slug": "mari-lwyd",
            "desc": "A skeletal mare speaks in constant rhyme, its jaws moving as if something were puppeteering it._  \n**Unwelcome Lodger.** A mari lwyd seeks entry into a home, where it demands to be treated as if it were a guest. Though it doesn’t require food, drink, or sleep, it consumes as much as a horse of its size and requires bedding that is comfortable, clean, and large enough to suit its frame. Despite its apparently baleful nature, the mari lwyd does not seek to harm its hosts, physically or financially, and demands only what they can comfortably provide. It defends itself if attacked, reciting rhymes beseeching its hosts to calm themselves.  \nA mari lwyd may accompany itself with a “retinue” of skeletons. It refuses to animate zombies, because it doesn’t wish to trouble its hosts with the smell of rotting flesh. It also politely refuses hospitality on the behalf of its cohorts.  \n**Expelled by Rhyme.** Other than through its physical destruction, the only way to rid oneself of a mari lwyd is to win a rhyming battle. It speaks only in rhyme, often changing languages for the best rhyme scheme between verses, which may provide a clue to those inconvenienced by the mari lwyd. It is especially appreciative of clever rhymes. The mari lwyd usually incorporates winning rhymes into its repertoire. Should a mari lwyd revisit a location, the inhabitants must come up with an even better rhyme to oust the creature.  \nThe mari lwyd takes more conventional methods of turning away undead as an affront. If affected by a cleric’s turning attempt, it leaves for the duration and waits for the cleric to exit the premises before returning and increasing its demands for hospitality.  \n**Undead Nature.** A mari lwyd doesn’t require air, food, drink, or sleep.",
            "name": "Mari Lwyd",
            "size": "Large",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 66,
            "hit_dice": "7d10+28",
            "speed": {
                "walk": 40
            },
            "strength": 16,
            "dexterity": 13,
            "constitution": 19,
            "intelligence": 10,
            "wisdom": 14,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 4,
            "perception": null,
            "skills": {
                "intimidation": 4,
                "performance": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic",
            "damage_immunities": "poison",
            "condition_immunities": "exhaustion, frightened, poisoned, unconscious",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Common, Draconic, Elvish, Giant, Primordial",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The mari lwyd makes one bite attack and one hooves attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage.",
                    "attack_bonus": 5,
                    "damage_dice": "2d8+3"
                },
                {
                    "name": "Hooves",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) bludgeoning damage.",
                    "attack_bonus": 5,
                    "damage_dice": "2d6+3"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Turn Resistance",
                    "desc": "The mari lwyd has advantage on saving throws against any effect that turns undead."
                },
                {
                    "name": "Turned by Rhyme",
                    "desc": "A creature can use its action to formally challenge the mari lwyd to a duel of rhymes. If no creature attacks the mari lwyd until the beginning of its next turn, it uses its action to recite a rhyme. The challenger must respond to the rhyme and succeed on a DC 14 Charisma (Performance) check. On a success, the mari lwyd is treated as if it is turned for 1 minute or until it takes damage."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The mari lwyd'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: chill touch, mage hand\n3/day each: animate dead, hideous laughter, suggestion"
                }
            ],
            "spell_list": [],
            "page_no": 257,
            "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_mari-lwyd/"
        },
        {
            "slug": "gnyan",
            "desc": "",
            "name": "Gnyan",
            "size": "Large",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "neutral good",
            "armor_class": 14,
            "armor_desc": "",
            "hit_points": 90,
            "hit_dice": "12d10+24",
            "speed": {
                "walk": 50
            },
            "strength": 17,
            "dexterity": 19,
            "constitution": 15,
            "intelligence": 12,
            "wisdom": 16,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": 4,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "",
            "damage_immunities": "cold, poison",
            "condition_immunities": "exhaustion, frightened, poisoned, prone",
            "senses": "darkvision 60', passive Perception 15",
            "languages": "Common",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "One Bite attack and one Claw attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, 5 ft., one target, 11 (2d6+4) piercing damage + 3 (1d6) cold."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +6 to hit, 5 ft., one target, 9 (2d4+4) slashing damage + 3 (1d6) cold."
                },
                {
                    "name": "Avalanche's Roar (Recharge 6)",
                    "desc": "Ice and snow in 30' cone. Each creature in area: 21 (6d6) cold and is restrained until end of its next turn as frost and snow coats its limbs (DC 13 Dex half damage not restrained)."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Snow Step",
                    "desc": "Teleports with items worn/carried up to 30' to unoccupied space it can see. Origin and destination must have snow."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Aura of Hope",
                    "desc": "Surrounded by aura of courage. Each friendly creature within 30' of it: advantage on saves vs. being frightened."
                },
                {
                    "name": "Glorious Milk",
                    "desc": "Can spend 1 min slowly drinking from a bowl of melted ice water. When it stops bowl is filled with pale milk. A creature that drinks the milk regains 7 (2d6) hp and its exhaustion level is reduced by up to two levels. After gnyan's milk has restored a total of 20 hp or reduced a total of four exhaustion levels in creatures gnyan can't create milk in this way again until it finishes a long rest."
                },
                {
                    "name": "Pounce",
                    "desc": "If it moves 20'+ straight to creature and hits it with Claw attack on same turn target knocked prone (DC 13 Str not prone). If target is prone gnyan can make one Bite vs. it as a bonus action."
                },
                {
                    "name": "Snow Camouflage",
                    "desc": "Advantage: Dex (Stealth) to hide in snowy terrain."
                },
                {
                    "name": "Snow Strider",
                    "desc": "Can move across icy surfaces with o an ability check and difficult terrain composed of ice or snow doesn't cost it extra movement. It leaves no tracks or other traces of its passage when moving through snowy terrain."
                }
            ],
            "spell_list": [],
            "page_no": 210,
            "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_gnyan/"
        },
        {
            "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": "dimensional-shambler",
            "desc": "The large creature lumbers forward, its ape-like and insectoid features blending incomprehensibly. It blinks in and out of existence, closing in on prey in a manner that betrays both the eye and time itself._  \nSolitary and efficient hunters, dimensional shamblers often materialize in closed structures to surprise prey that believes it is safely hidden. Capable of seeing into and entering the Lower Planes, they regularly stalk targets in the Material Plane by hopping in and out of other planes to remain undetectable.  \n**Disturbing Form.** The dimensional shambler has a rudimentary face with dead eyes, thick hide, and symetrical hands. Its claw-tipped fingers bend in either direction. Moving through many dimensions, the creature’s disturbing gait suggests a lack of any conventional skeletal structure.  \n**Unknown Origins.** The number and lifecycle of these creatures is unknown. No records of more than one shambler appearing in the Material Plane at one time exist, and it is not clear whether they were created by some dark or inscrutable power or evolved naturally.",
            "name": "Dimensional Shambler",
            "size": "Large",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 102,
            "hit_dice": "12d10+36",
            "speed": {
                "walk": 30
            },
            "strength": 22,
            "dexterity": 21,
            "constitution": 17,
            "intelligence": 21,
            "wisdom": 16,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": 9,
            "constitution_save": 7,
            "intelligence_save": 9,
            "wisdom_save": 7,
            "charisma_save": null,
            "perception": 7,
            "skills": {
                "arcana": 9,
                "athletics": 10,
                "perception": 7,
                "stealth": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "exhaustion, frightened, poisoned",
            "senses": "darkvision 60 ft., passive Perception 17",
            "languages": "Abyssal, Infernal, Void Speech",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "A dimensional shambler makes two claw attacks. If both attacks hit the same target, the target is grappled (escape DC 16)."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage.",
                    "attack_bonus": 10,
                    "damage_dice": "2d10+6"
                },
                {
                    "name": "Drag Through",
                    "desc": "The dimensional shambler shifts through multiple dimensions with a target it is grappling, ending in the same dimension it began. The creature must make a DC 16 Wisdom saving throw, taking 21 (6d6) psychic damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Look Between",
                    "desc": "As a bonus action, the dimensional shambler can see 60 feet into any of the Lower Planes when it is on the Material Plane, and vice versa. This sight lasts until the beginning of its next turn. During this time, the dimensional shambler is deaf and blind with regard to its own senses in its current plane."
                },
                {
                    "name": "Maddening Form",
                    "desc": "When a creature that can see the dimensional shambler starts its turn within 30 feet of the dimensional shambler, the dimensional shambler can force it to make a DC 16 Constitution saving throw if the dimensional shambler is not incapacitated. On a failed save, the creature is frightened until the start of its next turn. If the creature is concentrating on a spell, that creature must succeed on a DC 16 Constitution saving throw or lose concentration on the spell.\n\nUnless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the dimensional shambler until the start of its next turn, when it can avert its eyes again. If the creature looks at the dimensional shambler in the meantime, it must immediately make the saving throw."
                },
                {
                    "name": "Step Between",
                    "desc": "As a bonus action, the dimensional shambler can magically shift from the Material Plane to any Lower Plane, or vice versa. It can't bring other creatures with it when it shifts in this way."
                }
            ],
            "spell_list": [],
            "page_no": 107,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_dimensional-shambler/"
        },
        {
            "slug": "fear-liath",
            "desc": "",
            "name": "Fear Liath",
            "size": "Large",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 12,
            "armor_desc": null,
            "hit_points": 33,
            "hit_dice": "6d10",
            "speed": {
                "walk": 40
            },
            "strength": 17,
            "dexterity": 15,
            "constitution": 10,
            "intelligence": 8,
            "wisdom": 14,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "athletics": 5,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "exhaustion, frightened, poisoned",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "any languages it knew in life",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "attack_bonus": 5,
                    "damage_dice": "1d6+3",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. The target must succeed on a DC 13 Constitution saving throw or be blinded for 1 minute. It can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.",
                    "name": "Slam"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "If remove curse is cast upon a fear liath, it is instantly destroyed. In addition, if the fear liath kills a humanoid creature, the fear liath is destroyed and the humanoid it killed rises as a fear liath in 1d4 hours. If remove curse is cast upon the cursed humanoid before it becomes a fear liath, the curse is broken.",
                    "name": "Gray Curse"
                },
                {
                    "desc": "The fear liath becomes incorporeal and appears as a dark gray shadow while any living creature looks directly at it. While incorporeal, it 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. While incorporeal, it also gains resistance to acid, fire, lightning, and thunder damage, and bludgeoning, piercing, and slashing damage from nonmagical attacks. The fear liath has no control over this trait.\n\nUnless surprised, a creature can avert its eyes to avoid looking directly at the fear liath at the start of its turn. If the creature does so, it can't see the fear liath until the start of its next turn, when it can avert its eyes again. If a creature looks at the fear liath, the fear liath becomes incorporeal.",
                    "name": "Unwatchable"
                }
            ],
            "spell_list": [],
            "page_no": 152,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_fear-liath/"
        },
        {
            "slug": "sandsilhouette-tob1-2023",
            "desc": "False",
            "name": "Sand Silhouette",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 105,
            "hit_dice": "14d8 + 42",
            "speed": {
                "walk": 30,
                "burrow": 30
            },
            "strength": 18,
            "dexterity": 12,
            "constitution": 17,
            "intelligence": 7,
            "wisdom": 12,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 11,
            "skills": {},
            "damage_vulnerabilities": "False",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "exhaustion, frightened, poisoned",
            "senses": "darkvision 60 ft., tremorsense 60 ft., passive Perception 11",
            "languages": "the languages it knew in life",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The sand silhouette makes two Slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 15), and the silhouette uses its Engulf on the target."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage plus 3 (1d6) necrotic damage."
                },
                {
                    "name": "Engulf",
                    "desc": "The sand silhouette engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded and restrained, and it must succeed on a DC 15 Constitution saving throw at the start of each of the sand silhouette's turns or take 10 (3d6) necrotic damage. If the sand silhouette moves, the engulfed target moves with it. The sand silhouette can have only one creature engulfed at a time."
                },
                {
                    "name": "Haunted Haboob (3/Day)",
                    "desc": "The sand silhouette creates a storm of whirling sand and wailing souls around itself. The storm is a 10-foot-radius, 30-foot-tall cylinder centered on the silhouette and moves with the silhouette for 1 minute, until it ends the storm as a bonus action, or until its concentration ends (as if concentrating on a spell). The sandstorm's area is lightly obscured, and a creature that starts its turn in the sandstorm's area or enters it for the first time on a turn must succeed on a DC 15 Wisdom saving throw or take 3 (1d6) necrotic damage and be frightened for 1 minute. An engulfed creature automatically succeeds on this saving throw. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Sand Camouflage",
                    "desc": "The sand silhouette has advantage on Dexterity (Stealth) checks made to hide in desert terrain."
                },
                {
                    "name": "Sand Form",
                    "desc": "The sand silhouette can move through a space as narrow as 1 inch wide without squeezing."
                },
                {
                    "name": "Sand Glide",
                    "desc": "The sand silhouette can burrow through nonmagical, loose sand without disturbing the material it is moving through."
                },
                {
                    "name": "Undead Nature",
                    "desc": "The sand silhouette doesn't require air, food, drink, or sleep."
                },
                {
                    "name": "Water Hypersusceptibility",
                    "desc": "For every 5 feet the sand silhouette moves in water, or for every gallon of water splashed on it, it takes 2 (1d4) cold damage. In addition, the silhouette takes 10 cold damage when it starts its turn at least partially submerged in water."
                }
            ],
            "spell_list": [],
            "page_no": 312,
            "environments": [],
            "img_main": "http://api.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_sand-silhouette/"
        },
        {
            "slug": "preta",
            "desc": "",
            "name": "Preta",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 75,
            "hit_dice": "10d8+30",
            "speed": {
                "walk": 30
            },
            "strength": 15,
            "dexterity": 14,
            "constitution": 16,
            "intelligence": 10,
            "wisdom": 13,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3,
                "stealth": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic",
            "damage_immunities": "poison",
            "condition_immunities": "exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "the languages it knew in life",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "desc": "The preta uses its Blood Siphon. It then makes two attacks with its claws.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 4,
                    "damage_dice": "2d6+2",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.",
                    "name": "Claws"
                },
                {
                    "desc": "The preta magically draws the blood from a target it can see within 30 feet into its ever-hungry mouth. The target must succeed on a DC 13 Constitution saving throw or take 7 (2d6) points of necrotic damage. The preta regains hp equal to half the necrotic damage dealt.",
                    "name": "Blood Siphon"
                },
                {
                    "desc": "The preta magically enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.",
                    "name": "Etherealness"
                },
                {
                    "desc": "The preta turns invisible until it attacks or uses Blood Siphon, or until its concentration ends (as if concentrating on a spell). While invisible, it leaves no physical evidence of its passage, leaving it traceable only by magic. Any equipment the preta wears or carriers is invisible with it. While invisible, the preta can create small illusory sounds and images like the minor illusion spell except it can create either two images, two sounds, or one sound and one image.",
                    "name": "Hidden Illusionist"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The preta can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.",
                    "name": "Ethereal Sight"
                }
            ],
            "spell_list": [],
            "page_no": 411,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_preta/"
        },
        {
            "slug": "corrupting-ooze",
            "desc": "_A corrupting ooze boils and bubbles with rank marsh gas and the fetid stench of the sewer, and it leaves a stinking trail of acidic slime wherever it goes._  \n**Swim and Walk.** A corrupting ooze is a festering slime that can slither and even swim like a gigantic sea slug, or it can assume a roughly humanoid form and shamble through the streets, though its stench and its lack of speech make it unlikely that anyone might mistake it for a normal person. They are frequently soldiers and servants to heralds of blood and darkness.  \n**Dissolve Bones.** A corrupting ooze can absorb an entire large animal or small person, simply dissolving everything including the bones in a matter of minutes. This function makes them an important element of certain dark rituals.",
            "name": "Corrupting Ooze",
            "size": "Large",
            "type": "Ooze",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 12,
            "armor_desc": "natural armor",
            "hit_points": 115,
            "hit_dice": "10d10+60",
            "speed": {
                "walk": 20,
                "swim": 30
            },
            "strength": 16,
            "dexterity": 10,
            "constitution": 22,
            "intelligence": 4,
            "wisdom": 2,
            "charisma": 1,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "stealth": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "slashing, bludgeoning",
            "damage_immunities": "acid, fire, poison",
            "condition_immunities": "exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "blindsight 60 ft., tremorsense 60 ft., passive Perception 5",
            "languages": "-",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage plus 3 (1d6) acid damage, and the target is grappled (escape DC 13).",
                    "attack_bonus": 6,
                    "damage_dice": "2d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Corrupting Touch",
                    "desc": "When a corrupting ooze scores a critical hit or starts its turn with a foe grappled, it can dissolve one leather, metal, or wood item of its choosing in the possession of the target creature. A mundane item is destroyed automatically; a magical item is destroyed if its owner fails to make a successful DC 16 Dexterity saving throw."
                },
                {
                    "name": "Strong Swimmer",
                    "desc": "A corrupting ooze naturally floats on the surface of water. It swims with a pulsating motion that propels it faster than walking speed."
                }
            ],
            "spell_list": [],
            "page_no": 311,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_corrupting-ooze/"
        },
        {
            "slug": "herald-of-blood",
            "desc": "_The heralds of blood are 20-foot-tall giants with bruised purple skin, and wart-like blood blisters that deform their features. They often wear cowled robes over golden armor streaked with black or green, and their staves of power are always ebony and mithral, embedded with precious stones._  \nAs powerful sorcerers and blood mages, heralds of blood are without peer. They enjoy enslaving ogres and giants whenever possible, though they make do with lesser slaves when they must.  \n**Dark Prophets.** Their stirring speeches proclaim that the end times are fast approaching, and their followers must prepare for a bloody reckoning. Behind their charismatic preaching, the heralds of blood serve elder earth gods that demand blood sacrifices, especially dark druid orders devoted to human hunts and the murder of innocents. They have the power to grant strength, lust, and vitality—or to wither those who cross them.  \n**Blood Magic Vortexes.** In their true form, which they keep hidden except in battle, heralds of blood are swirling vortexes of blood, bone, and raw magical power. They feed on ley line magic and the black blood of the earth as much as on flesh and blood.",
            "name": "Herald Of Blood",
            "size": "Huge",
            "type": "Fiend",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 115,
            "hit_dice": "10d12+50",
            "speed": {
                "walk": 30,
                "swim": 30,
                "fly": 50
            },
            "strength": 22,
            "dexterity": 12,
            "constitution": 20,
            "intelligence": 14,
            "wisdom": 17,
            "charisma": 16,
            "strength_save": 10,
            "dexterity_save": null,
            "constitution_save": 9,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": null,
            "perception": 7,
            "skills": {
                "arcana": 6,
                "perception": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "piercing, lightning",
            "damage_immunities": "fire, poison",
            "condition_immunities": "exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 240 ft., passive Perception 17",
            "languages": "Common, Draconic, Infernal, Void Speech",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Engulfing Protoplasm",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (2d12 + 6) slashing damage and the target must make a successful DC 17 Dexterity saving throw or be grappled by the herald of blood (escape DC 16). While grappled this way, the creature takes 39 (6d12) acid damage at the start of each of the herald's turns. The herald can have any number of creatures grappled this way.",
                    "attack_bonus": 10,
                    "damage_dice": "2d12"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "A herald of blood can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. A herald of blood regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "name": "Move",
                    "desc": "The herald of blood moves up to half its speed."
                },
                {
                    "name": "Call of Blood (Costs 2 Actions)",
                    "desc": "Melee Weapon Attack. +10 to hit, reach 5 ft., all creatures in reach. Hit: 39 (6d12) necrotic damage and each target must make a successful DC 17 Constitution saving throw or gain 1 level of exhaustion."
                },
                {
                    "name": "Majesty of Ragnarok (Costs 3 Actions)",
                    "desc": "The herald of blood emits a terrifying burst of eldritch power. All creatures within 100 feet and in direct line of sight of the herald take 32 (5d12) necrotic damage, gain 2 levels of exhaustion, and are permanently blinded. Targets that make a successful DC 15 Charisma saving throw are not blinded and gain only 1 level of exhaustion."
                }
            ],
            "special_abilities": [
                {
                    "name": "Blood Armor",
                    "desc": "The herald of blood takes no damage from the first attack against it each round and ignores any nondamaging effects of the attack."
                },
                {
                    "name": "Gift of Blood",
                    "desc": "As an action, the herald of blood can transform any fey, human, or goblin into a red hag, if the target willingly accepts this transformation."
                },
                {
                    "name": "Grant Blood Rage",
                    "desc": "As a bonus action, the herald of blood can grant a single living creature blood rage, giving it advantage on attacks for 3 rounds. At the end of this time, the target gains 1 level of exhaustion and suffers 13 (2d12) necrotic damage from blood loss."
                },
                {
                    "name": "Humanoid Form",
                    "desc": "A herald of blood can assume a humanoid form at will as a bonus action, and dismiss this form at will."
                },
                {
                    "name": "Melting Touch",
                    "desc": "When a herald of blood scores a critical hit or starts its turn with a foe grappled, it can dissolve one metal or wood item of its choosing in that foe's possession. A mundane item is destroyed automatically; a magical item survives if its owner makes a successful DC 17 Dexterity saving throw."
                }
            ],
            "spell_list": [],
            "page_no": 248,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_herald-of-blood/"
        },
        {
            "slug": "herald-of-darkness",
            "desc": "_Stunningly tall and beautiful fiends, the heralds of darkness resemble dark-haired fey wearing cloaks and armor glittering with dark light and often surrounded by a nimbus of pale green fire._  \nHeralds of darkness speak in fluid tones and sing with the voices of angels, but their hearts are foul and treacherous.  \n**Vision of Evil.** Indeed, the heralds of darkness can take on another appearance entirely, disappearing into insubstantial shadows and unveiling an evil majestic form that leaves those who see it shaken and weak—and often blind. Speaking of this form is difficult, but poets and bards trying to describe it have said it resembles an apocalyptic horror built of chained souls and the slow death of children carried along in a glacial river, rushing to an inevitable doom.  \n**Sword and Cloak.** The black sword and star-scattered cloak of a herald of darkness are part of its magical substance and cannot be parted from it. Some believe the cloak and blade are true visions of its body; the smiling face and pleasing form are entirely illusory.  \n**Corruptors of the Fey.** The heralds of darkness are companions and sometimes masters to the shadow fey. They seek to draw many others into their orbit with wild promises of great power, debauchery, and other delights. They are rivals to the heralds of blood and bitter foes to all angels of light.",
            "name": "Herald Of Darkness",
            "size": "Large",
            "type": "Fiend",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 15,
            "armor_desc": "chain shirt",
            "hit_points": 105,
            "hit_dice": "10d10+50",
            "speed": {
                "walk": 30,
                "swim": 30,
                "fly": 50
            },
            "strength": 20,
            "dexterity": 14,
            "constitution": 20,
            "intelligence": 12,
            "wisdom": 15,
            "charisma": 20,
            "strength_save": 8,
            "dexterity_save": null,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 8,
            "perception": 5,
            "skills": {
                "athletics": 8,
                "deception": 8,
                "perception": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, thunder",
            "damage_immunities": "cold, lightning, necrotic, poison",
            "condition_immunities": "exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 200 ft., passive Perception 15",
            "languages": "Common, Elvish, Goblin, Infernal, Sylvan",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The herald of darkness uses Majesty of the Abyss, if it is available, and makes one melee attack."
                },
                {
                    "name": "Embrace Darkness",
                    "desc": "Melee Weapon Attack. +8 to hit, reach 5 ft., all creatures in reach. Hit: 6 (1d12) necrotic damage and targets are paralyzed until the start of the herald's next turn. Making a DC 17 Constitution saving throw negates the paralysis."
                },
                {
                    "name": "Majesty of the Abyss (Recharge 4-6)",
                    "desc": "The herald of darkness emits a sinister burst of infernal power. All creatures within 30 feet and in direct line of sight of the herald take 19 (3d12) necrotic damage and must make a DC 17 Constitution saving throw. Those who fail the saving throw are blinded for 2 rounds; those who succeed are frightened for 2 rounds."
                },
                {
                    "name": "Shadow Sword",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (2d12 + 5) slashing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d12"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Corrupting Touch",
                    "desc": "A herald of darkness can destroy any wooden, leather, copper, iron, or paper object by touching it as a bonus action. A mundane item is destroyed automatically; a magical item survives if its owner makes a successful DC 16 Dexterity saving throw."
                },
                {
                    "name": "Gift of Darkness",
                    "desc": "A herald of darkness can transform any fey, human, or goblin into one of the shadow fey, if the target willingly accepts this transformation."
                },
                {
                    "name": "Shadow Form",
                    "desc": "A herald of darkness can become incorporeal as a shadow as a bonus action. In this form, it has a fly speed of 10 feet; it can enter and occupy spaces occupied by other creatures; it gains resistance to all nonmagical damage; it has advantage on physical saving throws; it can pass through any gap or opening; it can't attack, interact with physical objects, or speak. It can return to its corporeal form also as a bonus action."
                }
            ],
            "spell_list": [],
            "page_no": 249,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_herald-of-darkness/"
        },
        {
            "slug": "star-spawn-of-cthulhu",
            "desc": "The star-dwelling, octopoid servants and children of Cthulhu are enormous and strange, with clawed hands, powerful but distended brains, and winglike spines on their backs, with which they propel themselves through the frozen emptiness between stars.  \nThese masters of psychic communication and dimensional manipulation can transport themselves and others across enormous distances.  \n_**Mastery of Life and Destruction.**_ They’ve harnessed mysterious energies of life and destruction as well, to grow new life with remarkable speed (and some degree of wastage and cancerous tumors) and to turn living flesh into miasmic vapor through nothing more than focused attention.  \n_**Rituals to Cthulhu.**_ Their goals are simple: oppose the mi-go and aid dread Cthulhu. The star-spawn destroy creatures that will not yield and serve as slaves and sacrifices, rather than allowing them to serve another master. Above all, they insist that all creatures venerate great Cthulhu and sacrifice life and treasure in his name. Their ultimate aim is to bend the heavens themselves and ensure that the stars are rightly positioned in their orbits to herald Cthulhu’s inevitable return.",
            "name": "Star Spawn Of Cthulhu",
            "size": "Large",
            "type": "Fiend",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 187,
            "hit_dice": "15d10+105",
            "speed": {
                "walk": 30,
                "swim": 30,
                "fly": 50
            },
            "strength": 25,
            "dexterity": 15,
            "constitution": 24,
            "intelligence": 30,
            "wisdom": 18,
            "charisma": 23,
            "strength_save": 12,
            "dexterity_save": null,
            "constitution_save": 12,
            "intelligence_save": 15,
            "wisdom_save": 9,
            "charisma_save": null,
            "perception": 14,
            "skills": {
                "arcana": 15,
                "perception": 14
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, slashing",
            "damage_immunities": "cold, fire, lightning, poison, psychic",
            "condition_immunities": "exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 300 ft., passive Perception 24",
            "languages": "Common, Infernal, Void Speech",
            "challenge_rating": "15",
            "cr": 15.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The star spawn can use disintegrating gaze if it's available, and also make one claws attack and one dimensional stomp attack."
                },
                {
                    "name": "Crushing Claws",
                    "desc": "Melee Weapon Attack. +12 to hit, reach 10 ft., one target. Hit: 20 (2d12 + 7) bludgeoning damage plus 13 (3d8) necrotic damage."
                },
                {
                    "name": "Disintegrating Gaze (Recharge 5-6)",
                    "desc": "Ranged Spell Attack: +15 to hit, range 60 ft., one target in line of sight. Hit: 32 (5d12) necrotic damage, and the target must make a successful DC 20 Constitution saving throw or dissipate into vapor as if affected by a gaseous form spell. An affected creature repeats the saving throw at the end of each of its turns; on a success, the effect ends on that creature, but on a failure, the creature takes another 32 (5d12) necrotic damage and remains gaseous. A creature reduced to 0 hit points by this necrotic damage is permanently disintegrated and can be restored only by a wish or comparable magic that doesn't require some portion of a corpse to work.",
                    "attack_bonus": 15,
                    "damage_dice": "5d12"
                },
                {
                    "name": "Dimensional Stomp",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (2d20 + 7) bludgeoning damage, and the target must make a successful DC 15 Dexterity saving throw or be teleported to a new location as if affected by the dimension door spell. The destination is chosen by the star spawn, but it cannot be in the same space as another object or creature.",
                    "attack_bonus": 12,
                    "damage_dice": "2d20"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Interdimensional Movement",
                    "desc": "A star spawn of Cthulhu can use misty step as a bonus action once per round."
                },
                {
                    "name": "Psychic Tower",
                    "desc": "When an attack that causes psychic damage is directed against the spawn, the attack rebounds against the attacker. Resolve the attack as if the attacker were the original target and using the star spawn's ability modifiers and proficiency bonus rather than the original attacker's."
                },
                {
                    "name": "Void Traveler",
                    "desc": "The star spawn of Cthulhu requires no air, warmth, ambient pressure, food, or water, enabling it to travel safely through interstellar space and similar voids."
                }
            ],
            "spell_list": [],
            "page_no": 368,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_star-spawn-of-cthulhu/"
        },
        {
            "slug": "tophet",
            "desc": "_An enormous bronze and iron statue filled with fire towers above the ring of chanting, frenzied worshipers._  \nTophets are used by worshipers of fire gods, who toss sacrifices into their flaming maws to incinerate them. A tophet has a large opening in the front where the flames can be seen; sometimes this is an enormous mouth, and at other times it is a large hole in the tophet’s belly. Horns and expressions of anger or wide‑mouthed laughter are common.  \n**Eager for Sacrifices.** Among fire cultists, it’s widely known that when a tophet’s hands are raised above its mouth, it is demanding a sacrifice to roll down its palms and into its fiery maw.  \n**Heed Musical Commands.** Flutes and drums can (sometimes) be used to control the actions of a tophet during sacrifices. They have the fortunate side effect of drowning out the cries and screams of living sacrifices.  \n**Magical Fires.** The fires within a tophet’s bronze body are largely magical and fueled by sacrifices. They don’t require more than a symbolic amount of wood or coal to keep burning, but they do require sacrifices of food, cloth, and (eventually) living creatures to keep them under control. A tophet that is not granted a sacrifice when it demands one might go on a fiery rampage, burning down buildings, granaries, or barns until its hunger is satisfied.  \n**Constructed Nature.** A tophet doesn’t require air, food, drink, or sleep.",
            "name": "Tophet",
            "size": "Huge",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 184,
            "hit_dice": "16d12+80",
            "speed": {
                "walk": 30
            },
            "strength": 24,
            "dexterity": 10,
            "constitution": 20,
            "intelligence": 6,
            "wisdom": 10,
            "charisma": 10,
            "strength_save": 10,
            "dexterity_save": 3,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic",
            "damage_immunities": "cold, fire, poison",
            "condition_immunities": "exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 200 ft., passive Perception 13",
            "languages": "Common",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "A tophet makes two attacks, no more than one of which can be a gout of flame."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack. +10 to hit, reach 5 ft., one target. Hit: 12 (1d10+7) bludgeoning damage. The target is also knocked inside the tophet's burning belly if the attack scores a critical hit."
                },
                {
                    "name": "Gout of Flame",
                    "desc": "The tophet targets a point within 100 feet of itself that it can see. All targets within 10 feet of that point take 22 (4d10) fire damage, or half damage with a successful DC 16 Dexterity saving throw."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Fiery Heart",
                    "desc": "A tophet's inner fire can be ignited or doused at will. Its heat is such that all creatures have resistance to cold damage while within 30 feet of the tophet."
                },
                {
                    "name": "Burning Belly",
                    "desc": "Creatures inside a tophet's burning core take 21 (6d6) fire damage at the start of each of the tophet's turns. Escaping from a tophet's belly takes 10 feet of movement and a successful DC 16 Dexterity (Acrobatics) check."
                }
            ],
            "spell_list": [],
            "page_no": 383,
            "environments": [],
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            "document__title": "Tome of Beasts",
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            "v2_converted_path": "/v2/creatures/tob_tophet/"
        },
        {
            "slug": "wolf-spirit-swarm",
            "desc": "_A pack of ghostly wolves appears in a swirl of greenish fog, seeming to coalesce from the fog itself._  \nWhen a pack of wolves dies of hunger or chill in the deep winter, sometimes the pack leader’s rage at a cruel death—or the summoning call of a necromancer—brings the entire pack back to the mortal world as a slavering pack of greenish, translucent apparitions that glides swiftly over snow and ice, or even rivers and lakes.  \n_**Dozen-Eyed Hunters.**_ At night such a swarm can appear as little more than a mass of swirling mist, but when it prepares to attack, the mist condenses into a dozen or more snarling wolf heads with glowing red eyes that trail off into tendrils of fog. A wolf spirit swarm does not eat, but the urge to hunt and kill is as strong as ever.  \n_**Absorb Their Kill.**_ Most such swarms serve powerful undead, warlocks, noctiny, or orcish shamans as guardians and enforcers, terrifying horses and henchmen alike. The souls of those slain by the pack are said to join it.  \n_**Howl Before Combat.**_ Hirelings, mounts, and familiars often panic at the sound of a spirit pack’s chilling howl. Packs of wolf spirits are canny enough to always howl for a time before rushing a herd or encampment.  \n_**Undead Nature.**_ A swarm of wolf spirits doesn’t require air, food, drink, or sleep.",
            "name": "Wolf Spirit Swarm",
            "size": "Large",
            "type": "Undead",
            "subtype": "Swarm",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 97,
            "hit_dice": "15d10+15",
            "speed": {
                "hover": true,
                "walk": 50,
                "fly": 50
            },
            "strength": 14,
            "dexterity": 16,
            "constitution": 12,
            "intelligence": 4,
            "wisdom": 10,
            "charisma": 12,
            "strength_save": 5,
            "dexterity_save": 6,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic; bludgeoning, piercing, slashing",
            "damage_immunities": "cold",
            "condition_immunities": "exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 120 ft., passive Perception 13",
            "languages": "understands Common",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "A wolf spirit swarm uses icy doom, if it's available, and makes 3 bite attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage plus 3 (1d6) cold damage. The target is also knocked prone if the attack scored a critical hit.",
                    "attack_bonus": 5,
                    "damage_dice": "2d4+3"
                },
                {
                    "name": "Icy Doom (Recharge 5-6)",
                    "desc": "All creatures within 5 feet of the wolf spirit swarm take 22 (4d10) cold damage, or half damage with a successful DC 14 Constitution saving throw. Those that fail the saving throw also gain one level of exhaustion and become frightened until the start of the swarm's next turn."
                },
                {
                    "name": "Chilling Howl",
                    "desc": "As a bonus action on its first turn of combat, the wolf spirit swarm howls, emitting an unnatural and eerie cacophony that chills the blood. All creatures within 300 feet that hear the howl must make a successful DC 12 Charisma saving throw or be frightened until the start of the swarm's next turn."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Speed Over Snow",
                    "desc": "A swarm of wolf spirits is not affected by difficult terrain caused by snowy or icy conditions."
                }
            ],
            "spell_list": [],
            "page_no": 377,
            "environments": [],
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            "document__title": "Tome of Beasts",
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            "v2_converted_path": "/v2/creatures/tob_wolf-spirit-swarm/"
        },
        {
            "slug": "heraldofblood-tob1-2023",
            "desc": "False",
            "name": "Herald of Blood",
            "size": "Huge",
            "type": "Fiend",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 184,
            "hit_dice": "16d12 + 80",
            "speed": {
                "walk": 30,
                "fly": 30
            },
            "strength": 22,
            "dexterity": 12,
            "constitution": 20,
            "intelligence": 14,
            "wisdom": 17,
            "charisma": 16,
            "strength_save": 10,
            "dexterity_save": null,
            "constitution_save": 9,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": null,
            "perception": 17,
            "skills": {
                "Arcana": 10,
                "Perception": 7
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "cold, fire, lightning",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 240 ft., passive Perception 17",
            "languages": "Common, Draconic, Infernal, Void Speech",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The herald makes three Herald's Staff or Blood Bolt attacks, or it makes two Herald's Staff attacks and one Grasping Slam attack."
                },
                {
                    "name": "Herald's Staff",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage plus 13 (3d8) necrotic damage."
                },
                {
                    "name": "Grasping Slam",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage, and the target is grappled (escape DC 17) if it is a Large or smaller creature. Until this grapple ends, the target is restrained and takes 9 (2d8) necrotic damage at the start of each of its turns, and the herald can't use its Grasping Slam on another target."
                },
                {
                    "name": "Blood Bolt",
                    "desc": "Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 25 (5d8 + 3) necrotic damage. If the target is a creature with blood, it must succeed on a DC 17 Constitution saving throw or be poisoned until the end of its next turn."
                },
                {
                    "name": "Call Blood (Recharge 5-6)",
                    "desc": "Each creature with blood within 10 feet of the herald must make a DC 17 Constitution saving throw, taking 45 (10d8) necrotic damage on a failed save, or half as much damage on a successful one. The herald then gains temporary hp equal to the single highest amount of necrotic damage dealt. A creature that fails the saving throw by 5 or more also suffers one level of exhaustion."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Grant Blood Rage",
                    "desc": "The herald of blood infuses reckless rage in one creature it can see within 60 feet of it that isn't a Construct or Undead. The target must succeed on a DC 17 Constitution saving throw or be enraged for a number of rounds equal to the target's Constitution modifier. While enraged, the target has advantage on all melee attack rolls, and attack rolls against it have advantage. When the rage ends, the target takes 13 (3d8) necrotic damage and suffers one level of exhaustion. A creature with any levels of exhaustion automatically succeeds on this saving throw."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Blood Armor",
                    "desc": "Each time a creature with blood hits the herald with a melee attack while within 10 feet of the herald, the creature takes 4 (1d8) necrotic damage, and the herald's AC increases by 1 until the end of its next turn. The herald's AC can't be increased to more than 20 from this trait."
                }
            ],
            "spell_list": [],
            "page_no": 232,
            "environments": [],
            "img_main": "http://api.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_herald-of-blood/"
        },
        {
            "slug": "heraldofdarkness-tob1-2023",
            "desc": "False",
            "name": "Herald of Darkness",
            "size": "Large",
            "type": "Fiend",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 15,
            "armor_desc": "chain shirt",
            "hit_points": 105,
            "hit_dice": "10d10 + 50",
            "speed": {
                "walk": 30,
                "fly": 30
            },
            "strength": 20,
            "dexterity": 14,
            "constitution": 20,
            "intelligence": 12,
            "wisdom": 15,
            "charisma": 19,
            "strength_save": 8,
            "dexterity_save": null,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 7,
            "perception": 15,
            "skills": {
                "Athletics": 8,
                "Deception": 7,
                "Perception": 5,
                "Stealth": 5
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "bludgeoning, cold, lightning",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 240 ft., passive Perception 15",
            "languages": "Common, Elvish, Goblin, Infernal, Sylvan",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The herald of darkness makes two Embrace Darkness or Shadow Sword attacks."
                },
                {
                    "name": "Embrace Darkness (Shadow Form Only)",
                    "desc": "Melee Spell Attack: +7 to hit, reach 0 ft., one creature in the herald's space. Hit: 18 (3d8 + 5) necrotic damage, and the target must succeed on a DC 15 Constitution saving throw or be paralyzed until the end of its next turn."
                },
                {
                    "name": "Shadow Sword (Fiend Form Only)",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) slashing damage plus 9 (2d8) necrotic damage."
                },
                {
                    "name": "Majesty of the Abyss (Recharge 5-6)",
                    "desc": "The herald of darkness emits a sinister burst of infernal power. Each creature within 15 feet of the herald and that can see it must make a DC 15 Constitution saving throw. On a failure, a creature takes 27 (6d8) necrotic damage and is blinded for 1 minute. On a success, a creature takes half the damage and isn't blinded. A creature that fails the saving throw by 5 or more is also paralyzed until the end of its next turn. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Shadow Shape",
                    "desc": "The herald magically transforms into a Large shadow or back into its true form, which is a Fiend. Its statistics are the same in each form. Any equipment it is wearing or carrying transforms with it. It reverts to its true form if it dies."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Made of Shadows (Shadow Form Only)",
                    "desc": "The herald of darkness has resistance to bludgeoning, piercing, and slashing damage and can enter a hostile creature's space and stop there. In addition, it can move through a space as narrow as 1 inch wide without squeezing."
                },
                {
                    "name": "Shadow's Sight",
                    "desc": "Magical darkness doesn't impede the herald's darkvision."
                }
            ],
            "spell_list": [],
            "page_no": 233,
            "environments": [],
            "img_main": "http://api.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_herald-of-darkness/"
        },
        {
            "slug": "starspawnofcthulhu-tob1-2023",
            "desc": "False",
            "name": "Star Spawn of Cthulhu",
            "size": "Large",
            "type": "Fiend",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 212,
            "hit_dice": "17d10 + 119",
            "speed": {
                "walk": 50,
                "fly": 30
            },
            "strength": 25,
            "dexterity": 15,
            "constitution": 24,
            "intelligence": 30,
            "wisdom": 18,
            "charisma": 23,
            "strength_save": 12,
            "dexterity_save": null,
            "constitution_save": 12,
            "intelligence_save": null,
            "wisdom_save": 9,
            "charisma_save": null,
            "perception": 24,
            "skills": {
                "Arcana": 15,
                "Perception": 14
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "bludgeoning, piercing, slashing",
            "damage_immunities": "cold, fire, lightning, poison, psychic",
            "condition_immunities": "exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 300 ft., passive Perception 24",
            "languages": "Abyssal, Common, Void Speech",
            "challenge_rating": "15",
            "cr": 15.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The star spawn of Cthulhu makes two Crushing Claws attacks and one Dimensional Stomp attack, or it makes three Void Bolt attacks. It can replace one attack with a use of Disintegrating Gaze, if available."
                },
                {
                    "name": "Crushing Claws",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 20 (2d12 + 7) bludgeoning damage plus 13 (3d8) necrotic damage."
                },
                {
                    "name": "Dimensional Stomp",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (2d20 + 7) bludgeoning damage plus 13 (3d8) necrotic damage, and the target must succeed on a DC 19 Charisma saving throw or be teleported to an unoccupied space the star spawn can see within 30 feet of it."
                },
                {
                    "name": "Void Bolt",
                    "desc": "Ranged Spell Attack: +15 to hit, range 120 ft., one target. Hit: 32 (5d8 + 10) necrotic damage."
                },
                {
                    "name": "Disintegrating Gaze (Recharge 5-6)",
                    "desc": "One creature the star spawn can see within 60 feet of it must succeed on a DC 19 Constitution saving throw or take 27 (6d8) necrotic damage and be transformed into a misty cloud for 1 minute. The transformed creature's only method of movement is a flying speed of 10 feet, and it can enter and occupy the space of another creature. In addition, the transformed target can't talk, attack, cast spells, or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The transformed target can repeat the saving throw at the end of each of its turns, taking 13 (3d8) necrotic damage on a failed save, or ending the effect on itself on a successful one. A creature killed by this effect can be restored to life only by means of a true resurrection or a wish spell."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Interdimensional Step",
                    "desc": "The star spawn of Cthulhu teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. Small tears in reality appear at the origin and destination when it uses this bonus action."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Psychic Absorption",
                    "desc": "Whenever the star spawn is subjected to psychic damage, it takes no damage and instead regains a number of hp equal to the psychic damage dealt."
                },
                {
                    "name": "Void Traveler",
                    "desc": "The star spawn of Cthulhu doesn't require air, food, drink, sleep, or ambient pressure."
                }
            ],
            "spell_list": [],
            "page_no": 348,
            "environments": [],
            "img_main": "http://api.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_star-spawn-of-cthulhu/"
        },
        {
            "slug": "incarnate-gloom",
            "desc": "This inky black cloud exudes a terrible chill and seems to tear at the soul, inducing a feeling of despondency and loneliness._  \n**Despair Given Form.** Incarnate glooms result when a group of at least a dozen people suffer from hopelessness and die without receiving any relief from the feeling. This collective negative emotion coalesces into a nebulous form that seeks out more despair.  \n**Whispers in the Darkness.** An incarnate gloom takes perverse pleasure in picking off members of a large group one at a time. It surrounds a chosen victim and telepathically imparts a sense of isolation on its quarry.  \n**Will-o’-Wisp Symbiosis.** Incarnate glooms work with Open Game License",
            "name": "Incarnate Gloom",
            "size": "Gargantuan",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 184,
            "hit_dice": "16d20+16",
            "speed": {
                "walk": 0,
                "hover": true,
                "fly": 40
            },
            "strength": 4,
            "dexterity": 19,
            "constitution": 13,
            "intelligence": 12,
            "wisdom": 15,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "intimidation": 10,
                "stealth": 9
            },
            "damage_vulnerabilities": "radiant",
            "damage_resistances": "acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "truesight 120 ft., passive Perception 12",
            "languages": "Common, telepathy 120 ft.",
            "challenge_rating": "13",
            "cr": 13.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The incarnate gloom makes three attacks with its despairing touch."
                },
                {
                    "name": "Despairing Touch",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 19 (4d6 + 5) psychic damage.",
                    "attack_bonus": 9,
                    "damage_dice": "4d6+5"
                },
                {
                    "name": "Engulf in Shadow",
                    "desc": "The incarnate gloom moves up to its speed. While doing so, it can enter Huge or smaller creatures' spaces. Whenever the gloom enters a creature's space, the creature must make a DC 18 Dexterity saving throw.\n\nOn a successful save, the creature can choose to sidestep to just outside the gloom's space. A creature that chooses not to sidestep suffers the consequences of a failed saving throw.\n\nOn a failed save, the gloom enters the creature's space, the creature takes 18 (4d8) necrotic damage, suffers one level of exhaustion, and is engulfed in shadow. The engulfed creature is blinded and restrained, it has total cover against attacks and other effects outside the gloom, and it takes 18 (4d8) necrotic damage at the start of each of the gloom's turns. When the gloom moves, the engulfed creature doesn't move with it.\n\nAn engulfed creature can try to escape by taking an action to make a DC 18 Wisdom check. On a success, the creature escapes the gloom and enters a space of its choice within 5 feet of the gloom."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Calm Vulnerability",
                    "desc": "The incarnate gloom can be targeted by the calm emotions spell. If it fails the saving throw, it takes 11 (2d10) psychic damage at the start of each of its turns, as long as the spellcaster maintains concentration on the spell. If it succeeds on the saving throw, it takes 11 (2d10) psychic damage but isn't further affected by that casting of the spell."
                },
                {
                    "name": "Deepening Gloom",
                    "desc": "A 30-foot radius of magical darkness extends out from the incarnate gloom at all times, moving with it and spreading around corners. Darkvision can't penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 3rd level or lower, the spell creating the light is dispelled. A successful dispel magic (DC 16) cast on the gloom suppresses this aura for 1 minute or until the incarnate gloom reduces a creature to 0 hp."
                },
                {
                    "name": "Incorporeal Movement",
                    "desc": "The incarnate gloom 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": 213,
            "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_incarnate-gloom/"
        },
        {
            "slug": "liminal-drake",
            "desc": "A shadow drifts gently over the castle walls, quietly sliding over its faded banners as though cast by an unseen cloud in the midday sun. A faint shimmer traces through the shade, probing its corners before settling beneath the skull of a great beast. The shadows draw inward, learning from the old bone to forge a body of glimmering void._  \n**Void Dragon Offspring.** When an Open Game License",
            "name": "Liminal Drake",
            "size": "Large",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 17,
            "armor_desc": null,
            "hit_points": 204,
            "hit_dice": "24d10+72",
            "speed": {
                "fly": 80,
                "walk": 0,
                "hover": true
            },
            "strength": 7,
            "dexterity": 24,
            "constitution": 16,
            "intelligence": 15,
            "wisdom": 18,
            "charisma": 17,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": 9,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, fire, lightning, radiant, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "cold",
            "condition_immunities": "exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "darkvision 120 ft., passive Perception 14",
            "languages": "Draconic",
            "challenge_rating": "14",
            "cr": 14.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The liminal drake makes three attacks: one with its bite and two with its claws."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 14 (2d10 + 3) piercing damage plus 18 (4d8) cold damage.",
                    "attack_bonus": 12,
                    "damage_dice": "2d10+3"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) slashing damage plus 9 (2d8) cold damage.",
                    "attack_bonus": 12,
                    "damage_dice": "2d6+3"
                },
                {
                    "name": "Stellar Breath (Recharge 5-6)",
                    "desc": "The drake exhales star fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 18 (4d8) fire damage and 18 (4d8) radiant damage on a failed save, and half as much damage on a successful one."
                },
                {
                    "name": "Warp Space",
                    "desc": "The liminal drake can fold in on itself to travel to a different plane. This works like the plane shift spell, except the drake can only affect itself, not other creatures, and it can't use the effect to banish an unwilling creature to another plane."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Incorporeal Movement",
                    "desc": "The drake 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": "Nauseating Luminance",
                    "desc": "When a creature that can see the drake starts its turn within 60 feet of the drake, the drake can force it to make a DC 16 Constitution saving throw if the drake isn't incapacitated and can see the creature. On a failed save, the creature is incapacitated until the start of its next turn.\n\nUnless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the drake until the start of its next turn, when it can avert its eyes again. If the creature looks at the drake in the meantime, it must immediately make the save."
                },
                {
                    "name": "Void Dweller",
                    "desc": "When traveling through the void between stars, the liminal drake magically glides on solar winds, making the immense journey in an impossibly short time."
                }
            ],
            "spell_list": [],
            "page_no": 107,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_liminal-drake/"
        },
        {
            "slug": "overshadow",
            "desc": "Several humanoid silhouettes reach out with dark claws. The light shifts, revealing that they are connected to each other by a great mass of flowing darkness._  \nWhile common Open Game License",
            "name": "Overshadow",
            "size": "Large",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 14,
            "armor_desc": null,
            "hit_points": 90,
            "hit_dice": "12d10+24",
            "speed": {
                "walk": 40
            },
            "strength": 6,
            "dexterity": 18,
            "constitution": 15,
            "intelligence": 13,
            "wisdom": 13,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "stealth": 6
            },
            "damage_vulnerabilities": "radiant",
            "damage_resistances": "acid, cold, fire, lightning, thunder; bludgeoning, piercing and slashing from nonmagical weapons",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "darkvision 120 ft., passive Perception 11",
            "languages": "the languages it knew in life",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The overshadow makes two strength drain attacks."
                },
                {
                    "name": "Strength Drain",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.",
                    "attack_bonus": 6,
                    "damage_dice": "2d8+4"
                },
                {
                    "name": "Bringer of Darkness",
                    "desc": "The overshadow dims the light around it. The radius of each light source within 60 feet of it is halved for 1 minute. The overshadow can't use this action while in sunlight."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amorphous",
                    "desc": "The overshadow can move through a space as narrow as 1 inch wide without squeezing."
                },
                {
                    "name": "Shadow Stealth",
                    "desc": "While in dim light or darkness, the overshadow can take the Hide action as a bonus action."
                },
                {
                    "name": "Sunlight Weakness",
                    "desc": "While in sunlight, the overshadow has disadvantage on attack rolls, ability checks, and saving throws."
                }
            ],
            "spell_list": [],
            "page_no": 289,
            "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_overshadow/"
        },
        {
            "slug": "windy-wailer",
            "desc": "A ghostly, moon-shaped comet flies above the water, a cloud of vapor and spectral lights trailing behind it._  \n**Spirits of Violence.** When sailors meet a violent end at sea within sight of the shore and leave no bodies behind to be buried, they sometimes arise as terrible undead known as windy wailers. Caught eternally in the last moments that took its life, the windy wailer seeks to spread its misery to others, raising the elements to overturn ships and drown sailors.  \n**Found in Storms.** Windy wailers are normally encountered in the midst of a great storm or other turbulent weather where they can hide amid the wind and rain before launching their attacks. They often strike when a group of sailors are at their most vulnerable, such as when the ship is close to rocks, the rigging has been damaged, or someone has been knocked overboard.  \n**Unusual Allies.** Aquatic undead, Open Game License",
            "name": "Windy Wailer",
            "size": "Large",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 14,
            "armor_desc": null,
            "hit_points": 75,
            "hit_dice": "10d10+20",
            "speed": {
                "fly": 60,
                "walk": 0,
                "hover": true
            },
            "strength": 10,
            "dexterity": 18,
            "constitution": 15,
            "intelligence": 11,
            "wisdom": 14,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "perception": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "cold, necrotic, poison",
            "condition_immunities": "exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "darkvision 60 ft., passive Perception 15",
            "languages": "Common",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Chilling Touch",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) necrotic damage plus 7 (1d6) cold damage.",
                    "attack_bonus": 7,
                    "damage_dice": "1d8+4"
                },
                {
                    "name": "Wind Blast",
                    "desc": "Ranged Weapon Attack: +7 to hit, range 120 ft., one target. Hit: 14 (4d6) cold damage, and the target must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away from the windy wailer and knocked prone.",
                    "attack_bonus": 7,
                    "damage_dice": "4d6"
                },
                {
                    "name": "Frightful Gale (Recharge 5-6)",
                    "desc": "The windy wailer unleashes freezing wind filled with fearful wailing in a 30-foot cone. Each creature in the area must make a DC 15 Dexterity saving throw. On a failure, a creature takes 14 (4d6) cold damage and is frightened for 1 minute. On a success, a creature takes half the damage and isn't frightened. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n\nA creature reduced to 0 hp by the windy wailer's Frightful Gale and later revived is permanently marked by a shock of white hair somewhere on its body."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Ghostlight",
                    "desc": "When a creature that can see the windy wailer starts its turn within 30 feet of the wailer, the wailer can force it to make a DC 15 Wisdom saving throw if the wailer isn't incapacitated and can see the creature. On a failure, a creature is incapacitated and its speed is reduced to 0 as it is mesmerized by the windy wailer.\n\nUnless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the windy wailer until the start of its next turn, when it can avert its eyes again. If the creature looks at the windy wailer in the meantime, it must immediately make the save."
                },
                {
                    "name": "Incorporeal Movement",
                    "desc": "The windy wailer 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": 370,
            "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_windy-wailer/"
        },
        {
            "slug": "dark-father",
            "desc": "",
            "name": "Dark Father",
            "size": "Large",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "lawful neutral",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 65,
            "hit_dice": "10d8+18",
            "speed": {
                "fly": 20,
                "hover": true,
                "walk": 40
            },
            "strength": 6,
            "dexterity": 14,
            "constitution": 15,
            "intelligence": 8,
            "wisdom": 14,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "stealth": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "the languages it knew in life",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "desc": "Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 14 (4d6) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0.",
                    "name": "Life Drain"
                },
                {
                    "desc": "The dark father targets a corpse it can see within 30 feet that has been dead for no longer than 1 hour. A stream of dark energy flows between the corpse and the dark father. At the end of the dark father's next turn, the dark father absorbs the corpse and it vanishes completely. Any worn items or possessions are unaffected. A corpse destroyed in this manner can't be retrieved other than by a wish spell or similar magic.",
                    "name": "Final Curtain"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "desc": "When a spell from the evocation or necromancy school is cast within 30 feet of the dark father, the dark father can counter the spell with a successful ability check. This works like the counterspell spell with a +5 spellcasting ability check, except the dark father must make the ability check no matter the level of the spell.",
                    "name": "Banish Hope"
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The dark father has disadvantage on melee attack rolls against any creature that has all of its hp.",
                    "name": "Death Waits"
                },
                {
                    "desc": "The dark father 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": "Incorporeal Movement"
                },
                {
                    "desc": "When a creature within 30 feet of a dark father regains hp through any means other than resting, it must succeed on a DC 14 Constitution saving throw or take 3 (1d6) necrotic damage and have disadvantage on its next death saving throw.",
                    "name": "None May Stop Death"
                }
            ],
            "spell_list": [],
            "page_no": 71,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_dark-father/"
        },
        {
            "slug": "living-shade",
            "desc": "",
            "name": "Living Shade",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 12,
            "armor_desc": null,
            "hit_points": 18,
            "hit_dice": "4d8",
            "speed": {
                "walk": 40
            },
            "strength": 6,
            "dexterity": 14,
            "constitution": 10,
            "intelligence": 9,
            "wisdom": 10,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "stealth": 6
            },
            "damage_vulnerabilities": "radiant",
            "damage_resistances": "acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "understands Common but can't speak",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "attack_bonus": 4,
                    "damage_dice": "1d4",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 (1d4) cold damage.",
                    "name": "Shadow Touch"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The living shade can move through a space as narrow as 1 inch wide without squeezing.",
                    "name": "Amorphous"
                },
                {
                    "desc": "While in dim light or darkness, the living shade can take the Hide action as a bonus action.",
                    "name": "Shadow Stealth"
                },
                {
                    "desc": "While in sunlight, the living shade has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.",
                    "name": "Sunlight Sensitivity"
                }
            ],
            "spell_list": [],
            "page_no": 255,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_living-shade/"
        },
        {
            "slug": "shroud",
            "desc": "_Shrouds appear much like they did in life, only translucent and immaterial. Their voices are weak._  \n**Bitter Spirits.** Shrouds are transitional creatures: remnants of wicked people who died but refuse to rest in peace, yet have not grown strong enough to become shadows. They are aggressive enemies of all living creatures and the light that nurtures life. Shrouds blend naturally into darkness, but they stand out starkly in bright light.  \n**Thin Outlines.** Shrouds look like flickering shadowy outlines of the people they were before they died, retaining the same height and body type.  \n**Repetitive Speech.** Shrouds cannot converse, but they occasionally can be heard cruelly whispering a name, term, or phrase over and over again: something that must have had meaning to them in life.  \n**Undead Nature.** A shroud doesn’t require air, food, drink, or sleep.",
            "name": "Shroud",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 9,
            "hit_dice": "2d8",
            "speed": {
                "hover": true,
                "walk": 0,
                "fly": 30
            },
            "strength": 4,
            "dexterity": 13,
            "constitution": 10,
            "intelligence": 2,
            "wisdom": 10,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "stealth": 3
            },
            "damage_vulnerabilities": "radiant",
            "damage_resistances": "acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "Common",
            "challenge_rating": "1/8",
            "cr": 0.125,
            "actions": [
                {
                    "name": "Strength Drain",
                    "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) necrotic damage, and the target's Strength score is reduced by one-half that amount. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.",
                    "attack_bonus": 3,
                    "damage_dice": "1d4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amorphous",
                    "desc": "The shroud can move through a space as narrow as 1 inch wide without squeezing."
                },
                {
                    "name": "Shadow Evolution",
                    "desc": "Shrouds instantly become shadows once they cause a total of 12 damage. Any damage they've suffered is subtracted from the shadow's total hit points or abilities."
                },
                {
                    "name": "Shroud Stealth",
                    "desc": "When in dim light or darkness, the shroud can take the Hide action as a bonus action."
                },
                {
                    "name": "Sunlight Weakness",
                    "desc": "While in sunlight, the shroud has disadvantage on attack rolls, ability checks, and saving throws."
                }
            ],
            "spell_list": [],
            "page_no": 348,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_shroud/"
        },
        {
            "slug": "shadow",
            "desc": "",
            "name": "Shadow",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 12,
            "armor_desc": null,
            "hit_points": 16,
            "hit_dice": "3d8+3",
            "speed": {
                "walk": 40
            },
            "strength": 6,
            "dexterity": 14,
            "constitution": 13,
            "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": null,
            "skills": {
                "stealth": 4
            },
            "damage_vulnerabilities": "radiant",
            "damage_resistances": "acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Strength Drain",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.\nIf a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.",
                    "attack_bonus": 4,
                    "damage_dice": "2d6",
                    "damage_bonus": 2
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amorphous",
                    "desc": "The shadow can move through a space as narrow as 1 inch wide without squeezing."
                },
                {
                    "name": "Shadow Stealth",
                    "desc": "While in dim light or darkness, the shadow can take the Hide action as a bonus action."
                },
                {
                    "name": "Sunlight Weakness",
                    "desc": "While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws."
                }
            ],
            "spell_list": [],
            "page_no": 344,
            "environments": [
                "Underdark",
                "Urban",
                "Shadowfell",
                "Caverns",
                "Ruin",
                "Tomb"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_shadow/"
        },
        {
            "slug": "shroud-tob1-2023",
            "desc": "False",
            "name": "Shroud",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 11,
            "armor_desc": "",
            "hit_points": 13,
            "hit_dice": "3d8",
            "speed": {
                "walk": 30
            },
            "strength": 4,
            "dexterity": 13,
            "constitution": 10,
            "intelligence": 2,
            "wisdom": 10,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 10,
            "skills": {
                "Stealth": 3
            },
            "damage_vulnerabilities": "radiant",
            "damage_resistances": "acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "Common",
            "challenge_rating": "1/8",
            "cr": 0.125,
            "actions": [
                {
                    "name": "Strength Drain",
                    "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) necrotic damage, and the target has disadvantage on weapon attacks that use Strength until the end of its next turn. If a non-evil humanoid dies from this attack, a new shroud rises from the corpse 1d4 hours later."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Shadow Stealth",
                    "desc": "While in dim light or darkness, the shroud takes the Hide action."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Amorphous",
                    "desc": "The shroud can move through a space as narrow as 1 inch wide without squeezing."
                },
                {
                    "name": "Shadow Evolution",
                    "desc": "If the shroud deals at least 12 necrotic damage to a creature that isn't a Construct or Undead in 1 minute or less, the shroud transforms into a shadow at the start of the turn after it last dealt damage. It uses the statistics of the shadow, except it reduces the shadow's hp by an amount equal to the damage the shroud took before it transformed."
                },
                {
                    "name": "Sunlight Weakness",
                    "desc": "While in sunlight, the shroud has disadvantage on attack rolls, ability checks, and saving throws."
                },
                {
                    "name": "Undead Nature",
                    "desc": "The shroud doesn't require air, food, drink, or sleep."
                }
            ],
            "spell_list": [],
            "page_no": 327,
            "environments": [],
            "img_main": "http://api.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_shroud/"
        },
        {
            "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",
            "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_swampgas-shade/"
        },
        {
            "slug": "zeitgeist",
            "desc": "The mumbling humanoid alternates between bursts of speed and inactivity as it struggles to focus on the reality around it._  \nCaught in a chronological maelstrom, zeitgeists struggle to interact with whatever reality presents itself in that moment. Zeitgeists are humanoids who were warped by some misuse or accident of time magic. They are “ghosts” of time, flittering from plane to plane, timeline to timeline, unable to anchor themselves with any sort of stability for long.  \n**Fast and Slow.** Warped by time magic, a zeitgeist finds itself alternating between speeding around its foes and being barely able to keep up with them. This alternating is random and outside of the zeitgeist’s control, often pulling it forward in the middle of a conversation or slowing it when attempting to escape an enemy.  \n**Unstable Body and Mind.** The constant instability of being pulled between planes and timelines leaves zeitgeists unable to focus, at best, and deranged, at worst. If a moment of clarity pierces its madness, a zeitgeist might attempt a quick conversation or simply remain motionless, enjoying the temporary reprieve from its tortured existence.  \n**Still Living.** Though named “ghosts,” zeitgeists aren’t dead; rather, something mysterious about their situation sustains them. Similar to a ghost, a zeitgeist might be tied to a particular location, albeit at different points in time. The location might be the site of the magical mishap that created it, a place steeped in planar or time magic, or a place stable enough in time to help the zeitgeist anchor itself and its sanity.  \n**Timewarped Nature.** A zeitgeist doesn’t require air, food, drink, or sleep.",
            "name": "Zeitgeist",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 14,
            "armor_desc": "16 in Darting Form",
            "hit_points": 82,
            "hit_dice": "11d8+33",
            "speed": {
                "walk": 20
            },
            "strength": 17,
            "dexterity": 18,
            "constitution": 16,
            "intelligence": 12,
            "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": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "psychic",
            "condition_immunities": "exhaustion, frightened",
            "senses": "passive Perception 10",
            "languages": "Common",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "In its darting form, the zeitgeist makes three darting rend attacks. In its sluggish form, the zeitgeist makes two sluggish slam attacks."
                },
                {
                    "name": "Darting Rend (Darting Form Only)",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) slashing damage plus 7 (2d6) force damage.",
                    "attack_bonus": 7,
                    "damage_dice": "1d4+4"
                },
                {
                    "name": "Sluggish Slam (Sluggish Form Only)",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 feet., one target. Hit: 12 (2d8 + 3) bludgeoning damage plus 7 (2d6) force damage. If the zeitgeist scores a critical hit, the target is also knocked prone.",
                    "attack_bonus": 6,
                    "damage_dice": "2d8+3"
                },
                {
                    "name": "Tormented Scream (Recharge 5-6)",
                    "desc": "The zeitgeist cries out, releasing some of its internal torment in a 30-foot cone. Each creature in that area must make a DC 15 Intelligence saving throw, taking 21 (6d6) psychic damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Rewind (Recharge 4-6)",
                    "desc": "When the zeitgeist takes damage or when it starts its turn afflicted with a condition, it can rewind time around it, preventing the damage or undoing the condition. It can use this reaction even while paralyzed or stunned."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Darting Escape (Darting Form Only)",
                    "desc": "The zeitgeist can take the Dash or Disengage action as a bonus action on each of its turns."
                },
                {
                    "name": "Timewarped Body",
                    "desc": "At the start of each of the zeitgeist's turns, roll a die. On an even roll, its body stretches and speeds up as it takes on a darting form. On an odd roll, its body becomes more solid and slows down as it takes on a sluggish form. Its statistics are the same in each form, except as noted here.\n* Darting Form. While in a Darting form, the zeitgeist's Armor Class increases by 2, and its speed is 40 feet.\n* Sluggish Form. While in a Sluggish form, the zeitgeist has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, and its speed is 20 feet."
                }
            ],
            "spell_list": [],
            "page_no": 383,
            "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_zeitgeist/"
        },
        {
            "slug": "imy-ut-ushabti",
            "desc": "_These tomb guardians walk their rounds silently, an ornate sword in its hand. Glittering scarabs scurry from under their deformed and yellowed linen wrappings._  \n**Willing Sacrifices.** The undying servants of the god‑kings and queens of ancient times, the imy-ut ushabti guard the tombs of their masters and shepherd them toward their eventual awakening. Generals, trusted advisors, and close allies of their god-king willingly accompanied their dying lords into the afterlife through a horrifying transformation. Still alive, they are tightly bound in linens and sealed within a sarcophagus among a swarm of flesh‑eating scarabs that, over a period of days to weeks, fully consumed their bodies. The servant’s devotion to their task and the anguish of their passing transforms the scarab colony and animates the funerary wrappings to carry on the imy-ut’s duty.  \n**Scarab Mummies.** From a distance, the imy-ut ushabti are indistinguishable from the mummified form of their master, betrayed only by the reserved ornamentation of their lacquered armor and the ripples of movement beneath their wrappings from the mass of scarabs beneath it.  \n**Warding Triads.** Traditionally, imy‑ut ushabti appear only in triads—the warden, charged with ensuring the death sleep of their god‑queen is uninterrupted; the steward, tasked with escorting their master back from the land of the dead; and the herald, proclaiming their lord’s return to the world of the living.",
            "name": "Imy-Ut Ushabti",
            "size": "Medium",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 15,
            "armor_desc": "chain shirt",
            "hit_points": 97,
            "hit_dice": "15d8+30",
            "speed": {
                "walk": 30
            },
            "strength": 17,
            "dexterity": 14,
            "constitution": 15,
            "intelligence": 6,
            "wisdom": 10,
            "charisma": 5,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 2,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "fire",
            "damage_resistances": "bludgeoning",
            "damage_immunities": "",
            "condition_immunities": "exhaustion, frightened",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "Common (Ancient Nurian)",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Ceremonial Greatsword",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) slashing damage, and the target must make a successful DC 13 Constitution saving throw or take 5 (2d4) poison damage at the start of each of its turns. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                    "attack_bonus": 5,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Vomit Swarm (1/Day)",
                    "desc": "The imy-ut ushabti parts its wrappings voluntarily and releases a swarm of scarab beetles that follow its mental commands. The statistics of this swarm are identical to a swarm of insects, but with the following attack instead of a swarm of insects' standard bite attack:"
                },
                {
                    "name": "Bites",
                    "desc": "Melee Weapon Attack: +3 to hit, reach 0 ft., one creature. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer, and the target must make a successful DC 13 Constitution saving throw or take 5 (2d4) poison damage at the start of each of its turns. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                    "attack_bonus": 3,
                    "damage_dice": "4d4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Regeneration",
                    "desc": "The imy-ut ushabti regains 5 hit points at the start of its turn if it has at least 1 hit point."
                },
                {
                    "name": "Rent wrappings",
                    "desc": "A creature that touches or deals slashing or piercing damage to an imy-ut ushabti while within 5 feet of the creature shreds its delicate linen wrappings, releasing a flurry of skittering scarabs. The attacking creature must make a DC 12 Dexterity saving throw to avoid them. On a failure, these beetles flow onto the attacker and deal 3 (1d6) piercing damage to it at the start of each of its turns. A creature can remove beetles from itself or from another affected creature within reach by using an action and making a successful DC 12 Dexterity saving throw. The beetles are also destroyed if the affected creature takes damage from an area effect."
                }
            ],
            "spell_list": [],
            "page_no": 256,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_imy-ut-ushabti/"
        },
        {
            "slug": "lordofthehunt-tob1-2023",
            "desc": "False",
            "name": "Lord of the Hunt",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": "null",
            "alignment": "Lawful Neutral",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 229,
            "hit_dice": "27d8 + 108",
            "speed": {
                "walk": 40
            },
            "strength": 21,
            "dexterity": 18,
            "constitution": 19,
            "intelligence": 14,
            "wisdom": 18,
            "charisma": 15,
            "strength_save": 11,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 10,
            "charisma_save": 8,
            "perception": 20,
            "skills": {
                "Athletics": 11,
                "Perception": 10,
                "Survival": 10
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with cold iron weapons",
            "damage_immunities": "cold, poison",
            "condition_immunities": "exhaustion, charmed, frightened, poisoned",
            "senses": "blindsight 10 ft., darkvision 120 ft., passive Perception 20",
            "languages": "Common, Draconic, Elvish, Sylvan",
            "challenge_rating": "18",
            "cr": 18.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The Lord of the Hunt makes three Spear or Longbow attacks."
                },
                {
                    "name": "Spear",
                    "desc": "Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage, or 9 (1d8 + 5) piercing damage if used in two hands, plus 14 (4d6) poison damage. If the Lord of the Hunt throws the spear, the spear teleports up to 120 feet to the Lord of the Hunt's hand at the start of his next turn. If he has no hand free, the spear teleports to the ground at his feet."
                },
                {
                    "name": "Longbow",
                    "desc": "Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 14 (4d6) poison damage."
                },
                {
                    "name": "Hunter's Quarry",
                    "desc": "The Lord of the Hunt magically calls 3d6 elk or boars, 1d4 giant boars or giant elk, or 1 elephant. The called Beasts arrive in 1d4 rounds, acting as allies of the Lord and obeying its spoken commands. The Beasts remain for 1 hour, until the Lord dies, or until the Lord dismisses them as a bonus action. The Lord can have any number of Beasts under its control at one time provided the combined total CR of the Beasts is no higher than 8."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Fey Mount",
                    "desc": "The Lord of the Hunt can summon or dismiss a magical Fey mount, mounting or dismounting it as part of this bonus action without spending movement. The mount uses the statistics of a warhorse, except it has 40 hp, is a Fey, has the same damage and condition resistances and immunities as the Lord of the Hunt, and uses the Lord's saving throw bonuses in place of its own. If the mount is slain, it disappears, leaving behind no physical form, and the Lord of the Hunt must wait 1 hour before summoning the mount again."
                }
            ],
            "reactions": [
                {
                    "name": "Parry",
                    "desc": "The Lord of the Hunt increases his AC by 6 against one attack that would hit him. To do so, he must see the attacker and must be wielding a melee weapon."
                }
            ],
            "legendary_desc": "The Lord of the Hunt can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Lord of the Hunt regains spent legendary actions at the start of his turn.",
            "legendary_actions": [
                {
                    "name": "Attack",
                    "desc": "The Lord of the Hunt makes one Spear or Longbow attack."
                },
                {
                    "name": "Tenacious Stride",
                    "desc": "The Lord of the Hunt moves up to his speed without provoking opportunity attacks. If he is mounted, he can force the mount to move up to half its speed without provoking opportunity attacks instead."
                },
                {
                    "name": "Call to the Hunt (Costs 2 Actions)",
                    "desc": "The Lord of the Hunt blows his hunting horn and chooses one creature he can see within 60 feet. If the creature can hear the horn, it must succeed on a DC 16 Charisma saving throw or be charmed by the Lord of the Hunt for 8 hours. The charmed target obeys the Lord's verbal commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to the Lord's Call to the Hunt for the next 24 hours. The Lord can have only one target charmed at a time. If he charms another, the effect on the previous target ends."
                }
            ],
            "special_abilities": [
                {
                    "name": "Huntsman's Weapons",
                    "desc": "The Lord of the Hunt's weapon attacks are magical. When he hits with any weapon, the weapon deals an extra 14 (4d6) poison damage (included in the attack)."
                },
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "If the Lord of the Hunt fails a saving throw, he can choose to succeed instead."
                },
                {
                    "name": "Sure Seat",
                    "desc": "While mounted and not incapacitated, the Lord of the Hunt can't be knocked prone, dismounted, or moved against his will."
                }
            ],
            "spell_list": [],
            "page_no": 174,
            "environments": [],
            "img_main": "http://api.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_lord-of-the-hunt/"
        },
        {
            "slug": "galidroo",
            "desc": "This horrid creature is larger than an ox, and its hairless, wrinkled skin is covered in foul warts and pustules. The creature has two rat-like heads and a heavy tentacular tail that lashes the air malevolently._  \n**Wasteland Monstrosity.** The galidroo dwells primarily in desolate badlands, ravaged ruins, and areas where magic has corrupted the landscape and the creatures within it. Though powerful monsters in their own right, they are rarely at the top of the food chain and have to watch out for other monsters like Open Game License",
            "name": "Galidroo",
            "size": "Huge",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 172,
            "hit_dice": "15d12+75",
            "speed": {
                "burrow": 20,
                "walk": 40
            },
            "strength": 22,
            "dexterity": 13,
            "constitution": 20,
            "intelligence": 11,
            "wisdom": 18,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 9,
            "intelligence_save": null,
            "wisdom_save": 8,
            "charisma_save": null,
            "perception": 8,
            "skills": {
                "perception": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "psychic",
            "condition_immunities": "exhaustion",
            "senses": "darkvision 90 ft., passive Perception 18",
            "languages": "Deep Speech, telepathy 60 ft.",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The galidroo makes four attacks: two with its bite and two with its claws. It can make one tail attack in place of its two claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.",
                    "attack_bonus": 10,
                    "damage_dice": "2d10+6"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.",
                    "attack_bonus": 10,
                    "damage_dice": "2d6+6"
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage. The target is grappled (escape DC 17) if it is a Large or smaller creature and the galidroo doesn't have another creature grappled. Until this grapple ends, the target is restrained, and the galidroo can't use its tail on another target.",
                    "attack_bonus": 10,
                    "damage_dice": "3d6+6"
                },
                {
                    "name": "Prophetic Screech (Recharge 5-6)",
                    "desc": "The galidroo unleashes a burst of prophetic power in a 60-foot cone. Each creature in that area must make a DC 17 Intelligence saving throw. On a failure, a creature takes 35 (10d6) psychic damage and is incapacitated for 1 minute as its mind is bombarded with visions of its past and future. On a success, a creature takes half the damage and isn't incapacitated. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Aura of Lassitude",
                    "desc": "A creature that starts its turn within 30 feet of the galidroo must succeed on a DC 17 Constitution saving throw or feel lethargic until the start of its next turn. While lethargic, a creature can't use reactions, its speed is halved, and it can't make more than one melee or ranged attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. On a successful saving throw, the creature is immune to the galidroo's Aura of Lassitude for the next 24 hours."
                },
                {
                    "name": "Selective Precognition",
                    "desc": "The galidroo can see into the past, present, and future simultaneously. It can innately cast divination and legend lore once per day each, requiring no material components. Its innate spellcasting ability is Wisdom. The galidroo can't use these spells to gain information about itself or its personal future or past."
                },
                {
                    "name": "Two-Headed",
                    "desc": "The galidroo has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious."
                }
            ],
            "spell_list": [],
            "page_no": 161,
            "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_galidroo/"
        },
        {
            "slug": "shadow-giant",
            "desc": "If not for the horns curling from its brow and the long, bestial talons erupting from its fingers, the creature would look like a grim-faced, ashen-skinned elf of monstrous height._  \n**Cast into Darkness.** In ages past, shadow giants were called hjartakinde, and they dwelt in the lands of the fey. When the giants declined to go to war with the shadow fey, the fey exiled them to the Shadow  \n**Realm.** When they refused to serve the dark fey courts, the queen cursed them into their current form.  \n**Of Two Worlds.** Shadow giants are cursed to exist simultaneously on the Shadow Realm and the Material Plane. Unable to properly live in either world, they have become embittered and indignant. Shadow giants desire to end their cursed existence but lash out against anyone who shows them pity or mercy.  \n**Undying.** When a shadow giant is killed, its spirit roils in the Shadow Realm for a century before it is reborn to its cursed fate.",
            "name": "Shadow Giant",
            "size": "Huge",
            "type": "Giant",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 17,
            "armor_desc": null,
            "hit_points": 209,
            "hit_dice": "22d20+66",
            "speed": {
                "walk": 40
            },
            "strength": 18,
            "dexterity": 25,
            "constitution": 17,
            "intelligence": 12,
            "wisdom": 13,
            "charisma": 21,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "perception": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, necrotic",
            "damage_immunities": "",
            "condition_immunities": "exhaustion",
            "senses": "darkvision 120 ft., passive Perception 16",
            "languages": "Common, Elvish, Giant, Umbral",
            "challenge_rating": "15",
            "cr": 15.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The shadow giant makes three attacks with its tenebrous talons."
                },
                {
                    "name": "Tenebrous Talons",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 18 (4d8) necrotic damage.",
                    "attack_bonus": 12,
                    "damage_dice": "2d6+7"
                },
                {
                    "name": "Cold Shadow (Recharge 5-6)",
                    "desc": "The shadow giant directs its shadow to stretch out in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw. On a failure, a creature takes 52 (15d6) cold damage and has disadvantage on attack rolls and saving throws until the end of its next turn. On a success, a creature takes half the damage and doesn't have disadvantage."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Blacklight Strobe",
                    "desc": "The visual flicker of the shadow giant moving between the Material Plane and the Shadow Realm has a physical effect on viewers. A creature that starts its turn within 30 feet of the shadow giant and that can see it must succeed on a DC 18 Wisdom saving throw or be unable make more than one melee or ranged attack on its turn and unable to use bonus actions or reactions until the start of its next turn."
                },
                {
                    "name": "Distracting Flicker",
                    "desc": "A creature that starts its turn within 30 feet of the shadow giant and that is maintaining concentration on a spell must succeed on a DC 18 Constitution saving throw or lose concentration."
                },
                {
                    "name": "Shadow Sight",
                    "desc": "Magical darkness doesn't impede the shadow giant's darkvision."
                },
                {
                    "name": "Umbral Glimmer",
                    "desc": "At the end of each of the shadow giant's turns, it must roll a d20. On a roll of 11 or higher, it enters the Plane of"
                },
                {
                    "name": "Shadow from the Material Plane",
                    "desc": "At the start of its next turn, it returns to the Material Plane in an unoccupied space of its choice that it can see within 40 feet of the space where it vanished. If no unoccupied space is available within that range, it appears in the nearest unoccupied space.\n\nWhile in the Plane of Shadow, the shadow giant can see and hear 120 feet into the Material"
                },
                {
                    "name": "Plane",
                    "desc": "It can't affect or be affected by anything on the Material Plane while in the Plane of Shadow."
                }
            ],
            "spell_list": [],
            "page_no": 173,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
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            "v2_converted_path": "/v2/creatures/tob2_shadow-giant/"
        },
        {
            "slug": "thin-giant",
            "desc": "This tall, emaciated giant has unnaturally long arms ending in razor-sharp talons. It has a strangely conical head with glowing red eyes and fearsome fangs. Its skin is a dark gray-green, and its body is completely devoid of hair._  \n**Giant Bogeymen.** Lurking in abandoned mansions, dark wells, ancient mine shafts, and similar locations, thin giants are one of the most sinister and frightening of all giant species. The villains of many children’s nightmares, thin giants are feared even by other giants, as their life-draining bite and ability to get into tight spaces make them unsettling at best and horrifying at worst. Thin giants don’t get along with most creatures, but they have been observed leading groups of ghouls, ettercaps, and trolls to capture and devour prey.  \n**Contortion Experts.** Thin giants have remarkable control over their bodies. They can twist their limbs into unnatural positions and even bend completely double. The flexibility and elasticity help the giants shrug off crushing blows. They can stay in contorted positions for extraordinary lengths of time and use this to their advantage to ambush unsuspecting creatures.",
            "name": "Thin Giant",
            "size": "Huge",
            "type": "Giant",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 168,
            "hit_dice": "16d12+64",
            "speed": {
                "walk": 40
            },
            "strength": 23,
            "dexterity": 16,
            "constitution": 18,
            "intelligence": 11,
            "wisdom": 13,
            "charisma": 9,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "perception": 5,
                "stealth": 11
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, necrotic",
            "damage_immunities": "",
            "condition_immunities": "exhaustion",
            "senses": "darkvision 60 ft., passive Perception 15",
            "languages": "Common, Deep Speech, Giant",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The thin giant makes three melee attacks, but it can use its Consuming Bite only once."
                },
                {
                    "name": "Consuming Bite",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 7 (2d6) necrotic damage. The target's hp maximum is reduced by an amount equal to the necrotic damage taken, and the giant regains hp equal to that amount. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0.",
                    "attack_bonus": 10,
                    "damage_dice": "2d8+6"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 13 (2d6 + 6) slashing damage.",
                    "attack_bonus": 10,
                    "damage_dice": "2d6+6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Contortionist",
                    "desc": "The thin giant can contort its body into unnatural positions, allowing it to easily move through any opening large enough for a Medium creature. It can squeeze through any opening large enough for a Small creature. The giant's destination must still have suitable room to accommodate its volume."
                }
            ],
            "spell_list": [],
            "page_no": 175,
            "environments": [],
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            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
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            "v2_converted_path": "/v2/creatures/tob2_thin-giant/"
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}