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

GET /v1/monsters/?format=api&ordering=-armor_class&page=11
HTTP 200 OK
Allow: GET, HEAD, OPTIONS
Content-Type: application/json
Vary: Accept

{
    "count": 3207,
    "next": "https://api-beta.open5e.com/v1/monsters/?format=api&ordering=-armor_class&page=12",
    "previous": "https://api-beta.open5e.com/v1/monsters/?format=api&ordering=-armor_class&page=10",
    "results": [
        {
            "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",
            "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_shadow-giant/"
        },
        {
            "slug": "shukankor",
            "desc": "This creature has gaudy green and purple feathers, stunted humanoid limbs, a cruel, vulture-like beak, and multiple eyes that swivel about on long, lime-colored stalks. It hoots diabolically as it approaches._  \n**Wasteland Hunters.** Desolate badlands, deserts, and wastelands warped by foul sorcery are the prime feeding grounds for these colorful aberrations, who use their vicious claws and beaks to kill and devour any creature they encounter. Due to their enormous size, they sometimes resort to eating rotting and undead flesh, and they can even eat rocks, plants, and dirt in a pinch. Because they are intelligent monsters, shukankors can be parlayed with, though their demands are usually extravagant and vile.  \n**Strength in Numbers.** The shukankor’s ability to temporarily replicate itself aids it greatly in battle, especially when it is outnumbered or facing a particularly powerful opponent. These replicas are smaller, weaker clones of the shukankor that obey its telepathic commands and even sacrifice themselves to protect their creator. Shukankors are neither female nor male and reproduce by allowing their replicas to remain alive. After a day, these replicas become free-thinking and separate from the parent shukankor. A month later, they grow into full-sized shukankors with all the powers of their progenitor.",
            "name": "Shukankor",
            "size": "Huge",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 115,
            "hit_dice": "11d12+44",
            "speed": {
                "walk": 50
            },
            "strength": 22,
            "dexterity": 12,
            "constitution": 18,
            "intelligence": 8,
            "wisdom": 12,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 9,
            "skills": {
                "athletics": 10,
                "perception": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 120 ft., passive Perception 19",
            "languages": "Deep Speech",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The shukankor makes three attacks: one with its beak and two with its claws."
                },
                {
                    "name": "Beak",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage.",
                    "attack_bonus": 10,
                    "damage_dice": "2d8+6"
                },
                {
                    "name": "Claws",
                    "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": "Duplicating Terror (1/Day)",
                    "desc": "The shukankor magically duplicates itself, creating four replicas. Each replica uses the statistics of an axe beak, except it also has the shukankor's Many Eyes and Self-made Pack traits. The shukankor can communicate telepathically with a replica as long as they are within 120 feet of each other. The replicas act as allies of the shukankor and obey its telepathic commands. The replicas remain until killed or dismissed by the shukankor as a bonus action. Slain or dismissed replicas melt into a foul-smelling puddle of green goo. A replica that survives for 24 hours breaks its telepathic link with the shukankor, becoming a free-thinking creature, and grows into a full shukankor after 1 month."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Sacrifice Replica",
                    "desc": "When a creature the shukankor can see targets it with an attack, the shukankor forces a replica within 5 feet of it to jump in the way. The chosen replica becomes the target of the attack instead."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Many Eyes",
                    "desc": "The shukankor has advantage on Wisdom (Perception) checks that rely on sight and on saving throws against being blinded."
                },
                {
                    "name": "Self-made Pack",
                    "desc": "The shukankor has advantage on attack rolls against a creature if at least one of its duplicates is within 5 feet of the creature and the duplicate isn't incapacitated."
                }
            ],
            "spell_list": [],
            "page_no": 326,
            "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_shukankor/"
        },
        {
            "slug": "silver-dragon-wyrmling-skeleton",
            "desc": "",
            "name": "Silver Dragon Wyrmling Skeleton",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 45,
            "hit_dice": "6d8+18",
            "speed": {
                "walk": 30,
                "fly": 60
            },
            "strength": 19,
            "dexterity": 10,
            "constitution": 17,
            "intelligence": 8,
            "wisdom": 10,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": 2,
            "constitution_save": 5,
            "intelligence_save": null,
            "wisdom_save": 2,
            "charisma_save": 1,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "bludgeoning",
            "damage_resistances": "",
            "damage_immunities": "cold, poison",
            "condition_immunities": "exhaustion, poisoned",
            "senses": "blindsight 10 ft., darkvision 60 ft., passive Perception 10",
            "languages": "understands all languages it knew in life but can’t speak",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d10+4"
                },
                {
                    "name": "Breath Weapons (Recharge 5-6)",
                    "desc": "The dragon uses one of the following breath weapons: \n* Shard Breath. The skeleton exhales a 15-foot cone of bone shards. Each creature in that area must make a DC 13 Dexterity saving throw, taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful one. \n* Noxious Breath. The skeleton exhales a 15-foot cone of gas. Each creature in the area must succeed on a DC 13 Constitution saving throw or become poisoned for 1 minute. A creature poisoned in this way can repeat the saving throw at the end of each of its turns, ending the poisoned condition on itself on a success."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 113,
            "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_silver-dragon-wyrmling-skeleton/"
        },
        {
            "slug": "spawn-of-rhopalocerex",
            "desc": "This large demon is bright orange and yellow, with black markings on its face and wiry body. Its wings are rounded, and its face is insectoid, with large, glowing, red eyes. Black liquid drips from its sharp mandibles. Its long arms end in sharp claws._  \n_**Everywhere Rhopalocerex Needs to Be.**_ The spawn of Rhopalocerex can be found near Rhopalocerex or in areas where the demon lord has some sort of vested interest. They serve as his direct agents, whether he is trying to establish alliances or going to war against some individual or group.  \n_**Lords of Butterflies and Moths.**_ Like the demon lord himself, the spawn of Rhopalocerex enjoy a special kinship with moths and butterflies. Moths and butterflies regularly accompany the spawn, aiding them whenever possible.  \n**Wardens of the Abyss.** The spawn of Rhopalocerex are the wardens of the deadly wild areas of the Abyss under Rhopalocerex’s control, defending it against all who would come to defile it. They originate at the demon lord’s lair in the great tree and fly beneath its wide boughs, looking for threats or awaiting missions to other planes.",
            "name": "Spawn of Rhopalocerex",
            "size": "Large",
            "type": "Fiend",
            "subtype": "demon",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 112,
            "hit_dice": "15d10+30",
            "speed": {
                "hover": true,
                "walk": 30,
                "fly": 30
            },
            "strength": 14,
            "dexterity": 18,
            "constitution": 15,
            "intelligence": 10,
            "wisdom": 13,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 5,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, fire, lightning",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned, prone",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Infernal, telepathy 60 ft.",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The spawn of Rhopalocerex makes one bite attack and two claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.",
                    "attack_bonus": 7,
                    "damage_dice": "2d8+4"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft. or range 5 ft., one creature. Hit: 7 (1d6 + 4) slashing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "1d6+4"
                },
                {
                    "name": "Enchanting Display (Recharge 5-6)",
                    "desc": "The spawn of Rhopalocerex flutters its wings, and its large eyes briefly shine. Each creature within 30 feet of the spawn and that can see it must make a DC 15 Charisma saving throw. On a failure, a creature is charmed for 1 minute. On a success, a creature takes 14 (4d6) psychic damage."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Magic Resistance",
                    "desc": "The spawn has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 92,
            "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_spawn-of-rhopalocerex/"
        },
        {
            "slug": "thrummren",
            "desc": "The massive, dog-faced elk charges into battle, lightning crackling between its hooves and antlers, as its giant rider throws bolts of lightning._  \nThe sight of a storm giant charging to battle atop a baying thrummren is both breathtaking and terrifying.  \n**Heavenly Wanderers.** Herds of thrummrens migrate from mountain range to mountain range across vast regions of the  \n**Upper Planes.** As they travel en masse, storm clouds gather above them, and the pounding of their hooves against the ground is akin to thunder. The lightning storms generated by their proximity are truly amazing to behold.  \n**Giant Bond.** Most thrummrens on the Material Plane serve as the mounts of Open Game License",
            "name": "Thrummren",
            "size": "Gargantuan",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "chaotic good",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 198,
            "hit_dice": "12d20+72",
            "speed": {
                "walk": 60
            },
            "strength": 21,
            "dexterity": 19,
            "constitution": 22,
            "intelligence": 10,
            "wisdom": 15,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": 4,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, thunder",
            "damage_immunities": "lightning, poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 120 ft., passive Perception 12",
            "languages": "Common, Giant, telepathy 60 ft.",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The thrummren makes two attacks: one with its gore and one with its hooves."
                },
                {
                    "name": "Gore",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 24 (3d12 + 5) piercing damage plus 10 (3d6) lightning damage.",
                    "attack_bonus": 9,
                    "damage_dice": "3d12+5"
                },
                {
                    "name": "Hooves",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 10 (3d6) thunder damage.",
                    "attack_bonus": 9,
                    "damage_dice": "2d8+5"
                },
                {
                    "name": "Thunder Stomp (Recharge 5-6)",
                    "desc": "The thrummren rears back and slams its front hooves into the ground. Each creature within 20 feet of the thrummren must make a DC 17 Strength saving throw. On a failure, a creature takes 35 (10d6) thunder damage, is pushed up to 10 feet away from the thrummren, and is deafened until the end of its next turn. On a success, a creature takes half the damage and isn't pushed or deafened."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Protect Rider",
                    "desc": "When the thrummren's rider is the target of an attack the thrummren can see, the thrummren can choose to become the target of the attack instead."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Lightning Absorption",
                    "desc": "Whenever the thrummren is subjected to lightning damage, it takes no damage and instead regains a number of hp equal to the lightning damage dealt."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The thrummren has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The thrummren's weapon attacks are magical."
                },
                {
                    "name": "Storm Hide",
                    "desc": "A creature that touches the thrummren or hits it with a melee attack while within 5 feet of it takes 7 (2d6) lightning damage. The thrummren can choose for its rider to not be affected by this trait."
                }
            ],
            "spell_list": [],
            "page_no": 347,
            "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_thrummren/"
        },
        {
            "slug": "virtuoso-lich",
            "desc": "The beautiful singer bows to the adoring crowd before stepping behind the curtain. Away from the eyes of the crowd, the singer changes its half-mask, briefly revealing a ghastly, undead visage._  \nA virtuoso lich is an artist whose love of art sustains it beyond death.  \n**Birthed by Art.** A virtuoso lich is created when an artist powerful in both its artistic and magical expression dies with art left undone. Such artists often die before completing or creating a masterpiece, and the torment of the art left undone couples with the artist’s powerful magical talents, turning the artist into a virtuoso lich. A virtuoso lich is bound to an object of art, such as a favorite musical instrument, painting, dance slippers, quill, or some other object of artistic expression that was significant to the lich in life. This piece of art is the lich’s phylactery.  \n**Beautiful Mien.** A virtuoso lich maintains the beauty of its former life, appearing much as it did in life—save for one physical feature that betrays its undead nature. This undead feature can be a clawed, skeletal hand, which the lich hides in a glove; a stiff, zombie-like leg, which the lich disguises with robes and a cane; a face ravaged by undeath, which the lich covers in a beautiful mask; or any other appropriate feature.  \n**Undead Nature.** The virtuoso lich doesn’t require air, food, drink, or sleep.  \n\n## A Virtuoso Lich’s Lair\n\n  \nA virtuoso lich chooses a lair with an eye and ear for artistic potential, whether that lair is an ancient cavern with natural acoustics, a meadow with plentiful natural light, a hall of mirrors, or some other locale capable of enhancing some form of art, allowing the lich’s magic and artistic expression to swell, reaching every corner.  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the virtuoso lich takes a lair action to cause one of the following effects; the lich can’t use the same effect two rounds in a row:\n* The virtuoso lich channels artistic expression it can see or hear into a magical assault. The artistic expression must be of the type chosen with the Versatile Artist trait, but it otherwise can be any form of expression not originating from the lich, such as the song of nearby singers that echoes in the lair, the colorful paint decorating canvases, the twirling forms of dancers, or similar. The virtuoso lich chooses a creature it can see within 30 feet of the artistic expression. The target must make a DC 15 Dexterity saving throw, taking 18 (4d8) damage of the type chosen with the Versatile Artist trait on a failed save, or half as much damage on a successful one.\n* The virtuoso lich enhances the natural artistry of its lair, distracting and hindering nearby creatures. The lich chooses a point it can see within 60 feet of it. Each creature within 5 feet of that point must make a DC 15 Charisma saving throw. On a failure, a creature has disadvantage on saving throws against the lich’s spells and its Corrupted Art action until initiative count 20 on the next round.\n* The virtuoso lich rolls a d4 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.",
            "name": "Virtuoso Lich",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "any evil alignment",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 123,
            "hit_dice": "19d8+38",
            "speed": {
                "walk": 30
            },
            "strength": 11,
            "dexterity": 16,
            "constitution": 15,
            "intelligence": 15,
            "wisdom": 12,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": 9,
            "perception": 5,
            "skills": {
                "deception": 9,
                "perception": 5,
                "persuasion": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "blinded, deafened, charmed, exhaustion, frightened, paralyzed, poisoned",
            "senses": "truesight 60 ft., passive Perception 15",
            "languages": "Common, plus up to two other languages",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The virtuoso lich uses its Corrupted Art. It then makes two Artistic Flourish attacks."
                },
                {
                    "name": "Artistic Flourish",
                    "desc": "Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) damage of the type chosen with the Versatile Artist trait.",
                    "attack_bonus": 9,
                    "damage_dice": "2d6+5"
                },
                {
                    "name": "Corrupted Art",
                    "desc": "The lich hums a discordant melody, paints a crumbling symbol of death in the air, performs a reality-bending pirouette, or emulates some other expression of corrupted or twisted art and targets one creature it can see within 60 feet. This action's effects change, depending on if the target is undead. \n* Non-Undead. The target must make a DC 16 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one. \n* Undead. The target regains 18 (4d8) hit points. Healing that exceeds the target's hp maximum becomes temporary hit points."
                },
                {
                    "name": "Call Muse",
                    "desc": "The lich targets one humanoid or beast it can see within 30 feet of it. The target must succeed on a DC 17 Wisdom saving throw or be charmed by the lich for 1 minute. The charmed target, the lich's “muse,” has a speed of 0 and is incapacitated as it watches or listens to the lich's artistic expression. The muse can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the lich's Call Muse for the next 24 hours. If the muse suffers harm from the lich, it is no longer charmed.\n\nThe lich can have only one muse at a time. If it charms another, the effect on the previous muse ends. If the lich is within 30 feet of its muse and can see its muse, the lich has advantage on its first Artistic Flourish attack each round against a creature that isn't its muse."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "The virtuoso lich can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The lich regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "name": "Artistic Flourish",
                    "desc": "The lich makes one Artistic Flourish attack."
                },
                {
                    "name": "Move",
                    "desc": "The lich moves up to its speed without provoking opportunity attacks."
                },
                {
                    "name": "Cast a Spell (Costs 3 Actions)",
                    "desc": "The lich casts a spell from its list of prepared spells, using a spell slot as normal."
                },
                {
                    "name": "Unrestrained Art (Costs 3 Actions)",
                    "desc": "The lich unleashes the full force of its artistic talents on those nearby. Each creature with 10 feet of the lich must make a DC 16 Dexterity saving throw. On a failure, a creature takes 18 (4d8) damage of the type chosen with the Versatile Artist trait and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone."
                }
            ],
            "special_abilities": [
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "If the lich fails a saving throw, it can choose to succeed instead."
                },
                {
                    "name": "Rejuvenation",
                    "desc": "If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery."
                },
                {
                    "name": "Turn Resistance",
                    "desc": "The lich has advantage on saving throws against any effect that turns undead."
                },
                {
                    "name": "Versatile Artist",
                    "desc": "At the end of each long rest, the lich chooses one form of artistic expression, such as song, poetry, dance, fashion, paint, or similar. Until it finishes a long rest, the lich has immunity to one type of damage, which is associated with its artistic expression. For example, a lich expressing art through song or poetry has immunity to thunder damage, a lich expressing art through fashion has immunity to slashing damage, and a lich expressing art through paint has immunity to acid damage. This trait can't give the lich immunity to force, psychic, or radiant damage."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The virtuoso lich is a 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It has the following bard spells prepared:\nCantrips (at will): mage hand, message, true strike, vicious mockery\n1st level (4 slots): bane, hideous laughter, thunderwave\n2nd level (3 slots): enthrall, hold person, invisibility, shatter\n3rd level (3 slots): dispel magic, fear, speak with dead\n4th level (3 slots): compulsion, confusion, dimension door\n5th level (2 slots): dominate person, mislead\n6th level (1 slot): irresistible dance, programmed illusion"
                }
            ],
            "spell_list": [],
            "page_no": 237,
            "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_virtuoso-lich/"
        },
        {
            "slug": "walled-horror",
            "desc": "An unnatural, cloying chill fills the air, and multiple ghostly hands burst from a wall to pummel and grab all within reach._  \n**Unassuming Horror.** The walled horror is an undead that appears to be a normal stretch of wall until it lashes out at passersby.  \n**Tragic Origins.** A walled horror is created when a group of humanoids is bound together and entombed behind a wall in an area with a high concentration of necrotic energy. The humanoids experience profound terror before dying of thirst or suffocation, and their spirits remain trapped within the wall, becoming an undead that seeks to add others to its collection.  \n**Entombed Treasures.** While the spirits of the entombed victims join with the stone and mortar of the wall, their bodies and belongings are left to rot in the cavity behind the wall. When the walled horror is destroyed, it collapses into a pile of rubble, revealing the remains and belongings.  \n**Undead Nature.** A walled horror doesn’t require air, food, drink, or sleep.",
            "name": "Walled Horror",
            "size": "Large",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 114,
            "hit_dice": "12d8+60",
            "speed": {
                "walk": 0
            },
            "strength": 18,
            "dexterity": 1,
            "constitution": 20,
            "intelligence": 5,
            "wisdom": 8,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "necrotic, poison, psychic",
            "condition_immunities": "blinded, deafened, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned",
            "senses": "truesight 60 ft. (blind beyond this radius), passive Perception 9",
            "languages": "understands all languages it knew in life but can’t speak",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The walled horror makes two spectral claw attacks."
                },
                {
                    "name": "Spectral Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 4 (1d8) psychic damage, and the target is grappled (escape DC 15).",
                    "attack_bonus": 7,
                    "damage_dice": "2d6+4"
                },
                {
                    "name": "Spectral Scream",
                    "desc": "Ranged Spell Attack: +7 to hit, range 60 ft., one creature. Hit: 18 (4d8) psychic damage, and the target must succeed on a DC 15 Charisma saving throw or be frightened until the end of its next turn as it is assaulted by images of being buried alive or entombed. While frightened, the creature's speed is reduced to 0.",
                    "attack_bonus": 7,
                    "damage_dice": "4d8"
                },
                {
                    "name": "Entomb",
                    "desc": "The walled horror makes one spectral claw attack against a Medium or smaller creature it is grappling. If the attack hits, the creature is partially entombed in the wall, and the grapple ends. The entombed target is blinded and restrained, and it takes 9 (2d8) psychic damage at the start of each of the walled horror's turns. A walled horror can have only one creature entombed at a time. \n\nA creature, including the entombed target, can take its action to free the entombed target by succeeding on a DC 15 Strength check.\n\nA creature slain while entombed is pulled fully into the wall and can be restored to life only by means of a true resurrection or a wish spell."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Spirit-infused Structure",
                    "desc": "The walled horror is immobile except for its Wall Hop trait. It uses its Charisma instead of its Dexterity to determine its place in the initiative order."
                },
                {
                    "name": "Wall-bound Spirits",
                    "desc": "The spirits that make up the walled horror are bound to a 10-foot-by-10-foot panel of wall, behind which their original bodies are trapped. The walled horror can move to nearby walls with its Wall Hop trait, but it can never be more than 120 feet away from its bound wall. If its bound wall is damaged while the walled horror is elsewhere, the walled horror takes half the damage dealt to the bound wall. When the walled horror finishes a long rest while inhabiting its bound wall, any damage to the bound wall is repaired."
                },
                {
                    "name": "Wall Hop",
                    "desc": "As a bonus action, the walled horror can disappear into the wall and reappear on a 10-foot-by-10-foot stone wall or panel of wood that it can see within 30 feet of it. Claw marks briefly appear on the surface of the origin and destination walls when it uses this trait."
                }
            ],
            "spell_list": [],
            "page_no": 363,
            "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_walled-horror/"
        },
        {
            "slug": "zouyu",
            "desc": "This elephant-sized feline has sleek fur, four upward-turned fangs in its mouth, and a long tail ending in multiple strands like a pheasant._  \n**Familial Bonds.** Zouyu live as mated pairs with large territories. The great felines are gentle and social creatures, often overlapping their territories for mutual protection.  \n**Good Luck.** For many, the zouyu are symbols of good luck and fortune. The tail feather of a zouyu, freely given, can be rendered into a liquid, which produces a luck potion. The potion brings minor good fortune, such as finding a fruit tree when hungry or shelter when it rains, to the drinker for a day. If a tail feather is taken without the zouyu’s knowledge, the potion created by the feather bestows bad luck on the drinker for a day. Such bad luck manifests as the drinker tripping over a too-perfectly-placed rock or a lightning strike felling a tree onto the drinker’s path.  \n**Herbivores.** Despite their fangs and sharp claws, zouyu are herbivores. Their preferred meals consist of fruit, bamboo leaves, and insects. The zouyu can survive on a very small amount of food despite their size.",
            "name": "Zouyu",
            "size": "Huge",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "chaotic good",
            "armor_class": 17,
            "armor_desc": null,
            "hit_points": 114,
            "hit_dice": "12d12+36",
            "speed": {
                "walk": 60
            },
            "strength": 18,
            "dexterity": 24,
            "constitution": 16,
            "intelligence": 6,
            "wisdom": 12,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 10,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 4,
            "charisma_save": null,
            "perception": 7,
            "skills": {
                "perception": 7,
                "stealth": 10
            },
            "damage_vulnerabilities": "thunder",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 17",
            "languages": "understands Common but can’t speak",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The zouyu uses Alter Luck. It then makes three attacks: one with its bite and two with its claws."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) piercing damage.",
                    "attack_bonus": 10,
                    "damage_dice": "2d8+7"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.",
                    "attack_bonus": 10,
                    "damage_dice": "2d6+7"
                },
                {
                    "name": "Alter Luck",
                    "desc": "The zouyu flicks its vibrant, multi-stranded tail and alters the luck of one creature it can see within 30 feet of it, choosing one of the following luck options. The zouyu can't target itself with Alter Luck. \n* Bestow Luck. The target has advantage on the next ability check, attack roll, or saving throw (zouyu's choice) it makes before the end of its next turn. \n* Steal Luck. The target must succeed on a DC 15 Wisdom saving throw or have disadvantage on the next ability check, attack roll, or saving throw (zouyu's choice) it makes before the end of its next turn. If the target fails the saving throw, the zouyu has advantage on one attack roll or saving throw it makes before the start of its next turn."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Distance Runner",
                    "desc": "The zouyu is capable of incredibly fast long-distance travel. When traveling at a fast pace, the zouyu can run 310 miles per day."
                },
                {
                    "name": "Keen Sight and Smell",
                    "desc": "The zouyu has advantage on Wisdom (Perception) checks that rely on sight or smell."
                },
                {
                    "name": "Pounce",
                    "desc": "If the zouyu moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the zouyu can make one bite attack against it as a bonus action."
                }
            ],
            "spell_list": [],
            "page_no": 386,
            "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_zouyu/"
        },
        {
            "slug": "adult-light-dragon",
            "desc": "",
            "name": "Adult Light Dragon",
            "size": "Huge",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "neutral good",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 212,
            "hit_dice": "17d12+102",
            "speed": {
                "fly": 80,
                "walk": 40
            },
            "strength": 22,
            "dexterity": 10,
            "constitution": 23,
            "intelligence": 16,
            "wisdom": 18,
            "charisma": 17,
            "strength_save": null,
            "dexterity_save": 5,
            "constitution_save": 11,
            "intelligence_save": null,
            "wisdom_save": 9,
            "charisma_save": 8,
            "perception": 9,
            "skills": {
                "arcana": 8,
                "nature": 8,
                "perception": 9,
                "persuasion": 8,
                "religion": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "fire; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "radiant",
            "condition_immunities": "blinded",
            "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 19",
            "languages": "Celestial, Draconic",
            "challenge_rating": "16",
            "cr": 16.0,
            "actions": [
                {
                    "desc": "The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 11,
                    "damage_dice": "2d10+6",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.",
                    "name": "Bite"
                },
                {
                    "attack_bonus": 11,
                    "damage_dice": "2d6+6",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.",
                    "name": "Claw"
                },
                {
                    "attack_bonus": 11,
                    "damage_dice": "2d8+6",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.",
                    "name": "Tail"
                },
                {
                    "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.",
                    "name": "Frightful Presence"
                },
                {
                    "desc": "The dragon uses one of the following breath weapons:\nRadiant Breath. The dragon exhales radiant energy in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 55 (10d10) radiant damage on a failed save, or half as much damage on a successful one.\nFlaring Breath. The dragon emits a flash of dazzling light from its maw in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw or be blinded. Undead within the area of effect must also make a DC 19 Wisdom saving throw or be turned for 1 minute. Undead of CR 2 or lower who fail the saving throw are instantly destroyed.",
                    "name": "Breath Weapon (Recharge 5-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "The dragon 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 dragon regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "desc": "The dragon makes a Wisdom (Perception) check.",
                    "name": "Detect"
                },
                {
                    "desc": "The dragon makes a tail attack.",
                    "name": "Tail Attack"
                },
                {
                    "desc": "The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.",
                    "name": "Wing Attack (Costs 2 Actions)"
                }
            ],
            "special_abilities": [
                {
                    "desc": "The dragon can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.",
                    "name": "Ethereal Sight"
                },
                {
                    "desc": "The dragon sheds bright light in a 20-foot radius and dim light for an additional 20 feet.",
                    "name": "Illumination"
                },
                {
                    "desc": "The dragon 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": "If the dragon fails a saving throw, it can choose to succeed instead.",
                    "name": "Legendary Resistance (3/ Day)"
                },
                {
                    "desc": "The light dragon travels from star to star and does not require air, food, drink, or sleep. When flying between stars, the light dragon magically glides on solar winds, making the immense journey through the void in an impossibly short time.",
                    "name": "Void Traveler"
                }
            ],
            "spell_list": [],
            "page_no": 170,
            "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_adult-light-dragon/"
        },
        {
            "slug": "alchemist-archer",
            "desc": "",
            "name": "Alchemist Archer",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "elf",
            "group": null,
            "alignment": "any alignment",
            "armor_class": 17,
            "armor_desc": "studded leather",
            "hit_points": 135,
            "hit_dice": "18d8+54",
            "speed": {
                "walk": 30
            },
            "strength": 11,
            "dexterity": 20,
            "constitution": 16,
            "intelligence": 18,
            "wisdom": 14,
            "charisma": 10,
            "strength_save": 4,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": 8,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "perception": 6,
                "stealth": 9,
                "survival": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "Common, Elvish",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "desc": "The alchemist archer makes three longbow attacks or two scimitar attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 9,
                    "damage_dice": "1d6+5",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage.",
                    "name": "Scimitar"
                },
                {
                    "attack_bonus": 9,
                    "damage_dice": "1d8+5",
                    "desc": "Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage.",
                    "name": "Longbow"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "As a bonus action, the archer attaches an alchemy tube to the shaft of one arrow before firing its longbow. On a successful hit, the alchemy tube shatters and does one of the following:\nConcussive. The target takes an extra 18 (4d8) thunder damage and must succeed on a DC 16 Strength saving throw or be knocked prone.\nEntangling. The target takes an extra 18 (4d8) acid damage and is restrained by sticky, alchemical goo. As an action, the restrained target can make a DC 16 Strength check, bursting through the goo on a success. The goo can also be attacked and destroyed (AC 10; hp 5; immunity to piercing, slashing, poison, and psychic damage).\nExplosive. The target takes an extra 18 (4d8) fire damage and catches on fire, taking 7 (2d6) fire damage at the start of each of its turns. The target can end this damage by using its action to make a DC 16 Dexterity check to extinguish the flames.",
                    "name": "Alchemical Arrows"
                },
                {
                    "desc": "The archer has advantage on saving throws against being charmed, and magic can't put the archer to sleep.",
                    "name": "Fey Ancestry"
                },
                {
                    "desc": "Once per turn, when the archer makes a ranged attack with its longbow and hits, the target takes an extra 28 (8d6) damage.",
                    "name": "Hunter's Aim"
                }
            ],
            "spell_list": [],
            "page_no": 141,
            "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_alchemist-archer/"
        },
        {
            "slug": "alnaar",
            "desc": "",
            "name": "Alnaar",
            "size": "Large",
            "type": "Fiend",
            "subtype": "demon",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 212,
            "hit_dice": "25d10+75",
            "speed": {
                "burrow": 20,
                "fly": 40,
                "walk": 40
            },
            "strength": 20,
            "dexterity": 22,
            "constitution": 17,
            "intelligence": 9,
            "wisdom": 12,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": 10,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "acrobatics": 10,
                "perception": 5
            },
            "damage_vulnerabilities": "cold",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "fire, poison",
            "condition_immunities": "frightened, poisoned",
            "senses": "darkvision 120 ft., passive Perception 15",
            "languages": "Abyssal",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "desc": "The alnaar makes three fiery fangs attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 9,
                    "damage_dice": "2d8+5",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage and 3 (1d6) fire damage.",
                    "name": "Fiery Fangs"
                },
                {
                    "desc": "The alnaar becomes super-heated, expelling momentous energy outwards in a 20-foot radius blast around it. Each creature caught in the blast must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 22 (4d10) fire damage and 22 (4d10) force damage and is knocked prone. On a success, a creature takes half the fire and force damage but isn't knocked prone. The fire ignites flammable objects that aren't being worn or carried. After using Flare, the alnaar is starving. It can't use Flare if it is starving.",
                    "name": "Flare (Recharge Special)"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "desc": "When a creature the alnaar can see moves, the alnaar can move up to 20 feet toward the moving creature. If the alnaar moves within 10 feet of that creature, it can make one fiery fangs attack against the creature.",
                    "name": "On the Hunt"
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "A creature that starts its turn within 5 feet of the alnaar must make a DC 16 Constitution saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. A creature that touches the alnaar or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage. Nonmagical weapons and objects with Armor Class 15 or lower are immediately destroyed after coming into contact with the alnaar's skin. Weapons that hit the alnaar deal their damage before being destroyed. This trait is suppressed if the alnaar is starving.",
                    "name": "Skin of the Forge"
                },
                {
                    "desc": "If an alnaar hasn't fed on a Medium-sized or larger creature within the last 12 hours, it is starving. While starving, the alnaar's Armor Class is reduced by 2, it has advantage on melee attack rolls against any creature that doesn't have all of its hp, and will direct its attacks at a single foe regardless of tactical consequences. Once it feeds on a Medium-sized or larger corpse or brings a Medium-sized or larger creature to 0 hp, it is no longer starving.",
                    "name": "Starving Wrath"
                }
            ],
            "spell_list": [],
            "page_no": 82,
            "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_alnaar/"
        },
        {
            "slug": "ammut",
            "desc": "",
            "name": "Ammut",
            "size": "Large",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 172,
            "hit_dice": "15d10+90",
            "speed": {
                "walk": 30
            },
            "strength": 20,
            "dexterity": 12,
            "constitution": 23,
            "intelligence": 6,
            "wisdom": 16,
            "charisma": 12,
            "strength_save": 9,
            "dexterity_save": null,
            "constitution_save": 10,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 11,
            "skills": {
                "perception": 11
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, radiant",
            "damage_immunities": "necrotic",
            "condition_immunities": "frightened",
            "senses": "darkvision 120 ft., passive Perception 21",
            "languages": "",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "attack_bonus": 9,
                    "damage_dice": "5d10+5",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 32 (5d10 + 5) piercing damage plus 10 (3d6) radiant damage. If the target is Large or smaller, it is grappled (escape DC 17). Until this grapple ends, the target is restrained and the ammut can't bite another target.",
                    "name": "Bite"
                },
                {
                    "desc": "The ammut makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained and it has total cover against attacks and other effects outside the ammut. An ammut can only have one Medium or smaller creature swallowed at a time.\n\nIf the ammut takes 30 damage or more on a single turn from the swallowed creature, the ammut must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the ammut. If the ammut dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.",
                    "name": "Swallow"
                },
                {
                    "desc": "The ammut inhales the tortured spirits of undead within 30 feet. Each undead creature of CR 1 and lower in the area is automatically destroyed. All other undead must succeed on a DC 17 Wisdom saving throw or be incapacitated for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                    "name": "Ghost Breath (1/Day)"
                },
                {
                    "desc": "The ammut attempts to absorb the spirit of a dead or undead creature in its belly. The creature must succeed on a DC 16 Wisdom saving throw or be absorbed by the ammut. A creature absorbed this way is destroyed and can't be reanimated, though it can be restored to life by powerful magic, such as a resurrection spell. The ammut regains hp equal to the absorbed creature's hp maximum.",
                    "name": "Absorb Spirit (1/Day)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "An undead creature that starts its turn within 10 feet of the ammut must succeed on a DC 16 Charisma saving throw or be stunned until the end of its next turn. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the ammut's Judging Aura for the next 24 hours.",
                    "name": "Judging Aura"
                },
                {
                    "desc": "The ammut has advantage on saving throws against spells and other magical effects.",
                    "name": "Magic Resistance"
                },
                {
                    "desc": "The large belly of the ammut magically sustains the life of those trapped inside it. A creature caught in its belly doesn't need food, water, or air. The ammut can maintain one Medium or smaller creature this way as long as the ammut remains alive.",
                    "name": "Prison Belly"
                }
            ],
            "spell_list": [],
            "page_no": 15,
            "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_ammut/"
        },
        {
            "slug": "bearfolk-chieftain",
            "desc": "",
            "name": "Bearfolk Chieftain",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "bearfolk",
            "group": null,
            "alignment": "chaotic good",
            "armor_class": 17,
            "armor_desc": "chain shirt, shield",
            "hit_points": 130,
            "hit_dice": "20d8+40",
            "speed": {
                "walk": 40
            },
            "strength": 21,
            "dexterity": 14,
            "constitution": 16,
            "intelligence": 9,
            "wisdom": 14,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": 4,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "athletics": 11,
                "insight": 5,
                "intimidation": 7,
                "persuasion": 4,
                "survival": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Common, Giant",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "desc": "The bearfolk makes two attacks with its battleaxe and one with its bite.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "2d8+5",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage, or 16 (2d10 + 5) slashing damage if used two-handed.",
                    "name": "Battleaxe"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "2d6+5",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.",
                    "name": "Bite"
                },
                {
                    "desc": "For 1 minute, the bearfolk chieftain can, as a reaction, utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll, provided it can hear and understand the bearfolk chieftain. A creature can benefit from only one Leadership die at a time. This effect ends if the bearfolk chieftain is incapacitated.",
                    "name": "Leadership (Recharges after a Short or Long Rest)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "A melee weapon deals one extra die of its damage when the bearfolk cheiftain hits with it (included in the attack).",
                    "name": "Brute"
                },
                {
                    "desc": "As a bonus action, the bearfolk can trigger a berserk frenzy that lasts 1 minute. While in frenzy, it gains resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks and has advantage on attack rolls. Attack rolls made against a frenzied bearfolk have advantage.",
                    "name": "Frenzy (1/rest)"
                },
                {
                    "desc": "The bearfolk has advantage on Wisdom(Perception) checks that rely on smell.",
                    "name": "Keen Smell"
                },
                {
                    "desc": "If the bearfolk moves at least 20 feet straight toward a creature and then hits it with a battleaxe attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the bearfolk can make one bite attack against it as a bonus action.",
                    "name": "Savage Charge"
                }
            ],
            "spell_list": [],
            "page_no": 51,
            "environments": [],
            "img_main": null,
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            "document__title": "Creature Codex",
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            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_bearfolk-chieftain/"
        },
        {
            "slug": "darakhul-high-priestess",
            "desc": "",
            "name": "Darakhul High Priestess",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 17,
            "armor_desc": "half plate",
            "hit_points": 112,
            "hit_dice": "15d8+45",
            "speed": {
                "walk": 30
            },
            "strength": 16,
            "dexterity": 14,
            "constitution": 16,
            "intelligence": 12,
            "wisdom": 18,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 8,
            "charisma_save": 6,
            "perception": null,
            "skills": {
                "deception": 6,
                "insight": 8,
                "religion": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, exhaustion, poisoned",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "Common, Darakhul",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "desc": "The darakhul high priestess makes two claw attacks and one bite attack.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 7,
                    "damage_dice": "1d6+3",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage plus 9 (2d8) necrotic damage and, if the target is a humanoid, it must succeed on a DC 16 Constitution saving throw or contract darakhul fever.",
                    "name": "Bite"
                },
                {
                    "attack_bonus": 7,
                    "damage_dice": "2d6+3",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a humanoid is paralyzed for more than 2 rounds, it contracts darakhul fever.",
                    "name": "Claw"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The darakhul high priestess can make three extra bite attacks on her turn as a bonus action. If any of these attacks miss, all attacks against her have advantage until the end of her next turn.",
                    "name": "Frenzy"
                },
                {
                    "desc": "A darakhul in a prepared disguise has advantage on Charisma (Deception) checks made to pass as a living creature. While using this ability, the darakhul loses her stench.",
                    "name": "Master of Disguise"
                },
                {
                    "desc": "Any creature that starts its turn within 5 feet of the darakhul must succeed on a DC 15 Constitution saving throw or be poisoned until the start of its next turn. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the darakhul's Stench for the next 24 hours. A darakhul high priestess using this ability can't also benefit from Master of Disguise.",
                    "name": "Stench"
                },
                {
                    "desc": "While in sunlight, the darakhul has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.",
                    "name": "Sunlight Sensitivity"
                },
                {
                    "desc": "The darakhul high priestess and any ghouls within 30 feet of her have advantage on saving throws against effects that turn undead.",
                    "name": "Turning Defiance"
                },
                {
                    "desc": "The darakhul high priestess is a 15th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). She has the following cleric spells prepared: \nCantrips (at will): guidance, mending, resistance, sacred flame, spare the dying, thaumaturgy\n1st level (4 slots): bane, command, inflict wounds, protection from evil and good, shield of faith\n2nd level (3 slots): blindness/deafness, hold person, spiritual weapon\n3rd level (3 slots): animate dead, bestow curse, protection from energy, spirit guardians\n4th level (3 slots): banishment, stone shape\n5th level (2 slot): contagion, insect plague\n6th level (1 slot): create undead\n7th level (1 slot): regenerate\n8th level (1 slot): antimagic field",
                    "name": "Spellcasting"
                }
            ],
            "spell_list": [],
            "page_no": 172,
            "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_darakhul-high-priestess/"
        },
        {
            "slug": "dhampir-commander",
            "desc": "",
            "name": "Dhampir Commander",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "dhampir",
            "group": null,
            "alignment": "any alignment",
            "armor_class": 17,
            "armor_desc": "studded leather, shield",
            "hit_points": 97,
            "hit_dice": "13d8+39",
            "speed": {
                "walk": 30
            },
            "strength": 14,
            "dexterity": 17,
            "constitution": 16,
            "intelligence": 14,
            "wisdom": 12,
            "charisma": 19,
            "strength_save": 5,
            "dexterity_save": 6,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 4,
            "charisma_save": 7,
            "perception": null,
            "skills": {
                "athletics": 5,
                "deception": 7,
                "intimidation": 7,
                "persuasion": 7,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Common",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "desc": "The dhampir makes four rapier or four shortbow attacks. It can make a grapple attack or Dark Thirst attack in place of any attack.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 6,
                    "damage_dice": "1d8+3",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.",
                    "name": "Rapier"
                },
                {
                    "attack_bonus": 6,
                    "damage_dice": "1d6+3",
                    "desc": "Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.",
                    "name": "Shortbow"
                },
                {
                    "attack_bonus": 6,
                    "damage_dice": "1d4+3",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one creature that is grappled by the dhampir, incapactitated, or restrained. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) necrotic damage. The dhampir commander regains hp equal to the amount of necrotic damage dealt.",
                    "name": "Dark Thirst"
                },
                {
                    "desc": "The dhampir magically beguiles the mind of one humanoid it can see within 30 feet for 1 hour. The target must succeed on a DC 15 Charisma saving throw or the dhampir has advantage on Charisma checks against the target. If the dhampir or any of its allies damage the target, the effect ends. If the target's saving throw is successful or the effect ends, the target is immune to this dhampir's Predatory Charm for the next 24 hours. A creature immune to being charmed is immune to this effect. A dhampir can have only one target affected by its Predatory Charm at a time. If it uses its Predatory Charm on another target, the effect on the previous target ends.",
                    "name": "Predatory Charm"
                },
                {
                    "desc": "For 1 minute, the dhampir can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the dhampir. A creature can benefit from only one Leadership die at a time. This effect ends if the dhampir is incapacitated. Dinosaur",
                    "name": "Leadership (Recharges after a Short or Long Rest)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "Each ally within 30 feet of the dhampir that can see it can make one melee attack as a bonus action.",
                    "name": "Inspiring Savagery"
                },
                {
                    "desc": "The dhampir has advantage on saving throws against disease.",
                    "name": "Undead Resistance"
                }
            ],
            "spell_list": [],
            "page_no": 107,
            "environments": [],
            "img_main": null,
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            "document__title": "Creature Codex",
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            "v2_converted_path": "/v2/creatures/ccdx_dhampir-commander/"
        },
        {
            "slug": "doom-golem",
            "desc": "",
            "name": "Doom Golem",
            "size": "Large",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 153,
            "hit_dice": "18d10+54",
            "speed": {
                "walk": 30
            },
            "strength": 24,
            "dexterity": 13,
            "constitution": 16,
            "intelligence": 3,
            "wisdom": 10,
            "charisma": 1,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "cold, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 120 ft., passive Perception 10",
            "languages": "understands the languages of its creator but can't speak",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "desc": "The doom golem makes one bite attack and one doom claw attack.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 11,
                    "damage_dice": "2d6+7",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 7 (2d6) cold damage.",
                    "name": "Doom Claw"
                },
                {
                    "attack_bonus": 11,
                    "damage_dice": "3d10+7",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 7) slashing damage.",
                    "name": "Bite"
                },
                {
                    "desc": "The doom golem releases an arctic wind in a 15-foot radius around itself or in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 38 (11d6) cold damage on a failed save, or half as much damage on a successful one.",
                    "name": "Wind of Boreas (Recharge 5-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "desc": "When a creature the doom golem can see within 60 feet of it hits it with a spell or attack that requires a ranged attack roll, the doom golem strikes the attacker with a doom bolt. The doom bolt is a shadowy reflection of the original attack, using the same attack roll and effects as the original, except it deals necrotic damage.",
                    "name": "Doom Upon You"
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "Any non-evil creature that starts its turn within 20 feet of the doom golem must make a DC 15 Wisdom saving throw, unless the doom golem is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the doom golem's Fear Aura for the next 24 hours.",
                    "name": "Fear Aura"
                },
                {
                    "desc": "The doom golem sheds dim light in a 10-foot radius.",
                    "name": "Luminous Skeleton"
                },
                {
                    "desc": "The golem is immune to any spell or effect that would alter its form.",
                    "name": "Immutable Form"
                },
                {
                    "desc": "The golem has advantage on saving throws against spells and other magical effects.",
                    "name": "Magic Resistance"
                },
                {
                    "desc": "The golem's weapon attacks are magical.",
                    "name": "Magic Weapons"
                }
            ],
            "spell_list": [],
            "page_no": 201,
            "environments": [],
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            "document__title": "Creature Codex",
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            "v2_converted_path": "/v2/creatures/ccdx_doom-golem/"
        },
        {
            "slug": "dracotaur",
            "desc": "",
            "name": "Dracotaur",
            "size": "Large",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 110,
            "hit_dice": "13d10+39",
            "speed": {
                "burrow": 20,
                "walk": 50
            },
            "strength": 21,
            "dexterity": 17,
            "constitution": 16,
            "intelligence": 10,
            "wisdom": 13,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 5,
            "perception": 4,
            "skills": {
                "athletics": 8,
                "intimidation": 5,
                "perception": 4,
                "survival": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "lightning",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "Common, Draconic, Elvish",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "desc": "The dracotaur makes two attacks: one with its bite and one with its claws or two with its longbow.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "2d6+4",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 7 (2d6) lightning damage.",
                    "name": "Bite"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "2d6+4",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.",
                    "name": "Claws"
                },
                {
                    "attack_bonus": 6,
                    "damage_dice": "2d8+3",
                    "desc": "Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 12 (2d8 + 3) piercing damage.",
                    "name": "Longbow"
                },
                {
                    "desc": "The dracotaur shoots an arrow at a point it can see within 150 feet where it explodes into a 20-foot-radius sphere of lightning. Each creature in that area must make a DC 15 Dexterity saving throw, taking 28 (8d6) lightning damage on a failed save, or half as damage much on a successful one.",
                    "name": "Lightning Arrow (Recharges after a Short or Long Rest)"
                },
                {
                    "desc": "The dracotaur exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 33 (6d10) lightning damage on a failed save, or half as much damage on a successful one.",
                    "name": "Lightning Breath (Recharge 5-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "If the dracotaur moves at least 30 feet straight toward a target and then hits it with a bite attack on the same turn, the target takes an extra 14 (4d6) piercing damage.",
                    "name": "Charge"
                }
            ],
            "spell_list": [],
            "page_no": 110,
            "environments": [],
            "img_main": null,
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            "document__title": "Creature Codex",
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            "v2_converted_path": "/v2/creatures/ccdx_dracotaur/"
        },
        {
            "slug": "fey-drake",
            "desc": "",
            "name": "Fey Drake",
            "size": "Small",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 82,
            "hit_dice": "15d6+30",
            "speed": {
                "fly": 80,
                "walk": 20
            },
            "strength": 6,
            "dexterity": 20,
            "constitution": 15,
            "intelligence": 15,
            "wisdom": 16,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": 5,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "arcana": 5,
                "deception": 7,
                "perception": 6,
                "stealth": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., passive Perception 16",
            "languages": "Common, Draconic, Sylvan, telepathy 120 ft.",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "desc": "The fey drake makes three bite attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "2d4+5",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 hour.",
                    "name": "Bite"
                },
                {
                    "desc": "The drake breaths a plume of purple gas in a 15-foot cone. Each creature in that area must succeed on a DC 16 Wisdom saving throw or be charmed for 1 minute. While charmed, the creature can't take bonus actions or reactions, and it makes all Intelligence, Wisdom, and Charisma skill checks and saving throws with disadvantage.",
                    "name": "Bewildering Breath (Recharge 5-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The fey drake has advantage on saving throws against spells and other magical effects.",
                    "name": "Magic Resistance"
                },
                {
                    "desc": "As a bonus action, the fey drake can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the drake wears or carries is invisible with it.",
                    "name": "Superior Invisibility"
                },
                {
                    "desc": "The fey drake's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The fey drake can innately cast the following spells, requiring no material components\nAt will: charm person, color spray, grease\n3/day each: hypnotic pattern, locate creature, suggestion\n1/day each: dominate person, polymorph",
                    "name": "Innate Spellcasting"
                }
            ],
            "spell_list": [],
            "page_no": 130,
            "environments": [],
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            "document__title": "Creature Codex",
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            "v2_converted_path": "/v2/creatures/ccdx_fey-drake/"
        },
        {
            "slug": "flying-polyp",
            "desc": "",
            "name": "Flying Polyp",
            "size": "Huge",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 171,
            "hit_dice": "18d12+54",
            "speed": {
                "fly": 60,
                "hover": true,
                "walk": 0
            },
            "strength": 20,
            "dexterity": 12,
            "constitution": 17,
            "intelligence": 22,
            "wisdom": 14,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": 5,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "arcana": 10,
                "history": 10,
                "perception": 6
            },
            "damage_vulnerabilities": "lightning",
            "damage_resistances": "acid, cold, fire, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "prone",
            "senses": "blindsight 60 ft., passive Perception 16",
            "languages": "Deep Speech, telepathy 120 ft.",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "desc": "The polyp makes two melee attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 9,
                    "damage_dice": "3d6+5",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained and is not affected by the flying polyp's Aura of Wind. The flying polyp can grapple up to two creatures at one time.",
                    "name": "Tentacle"
                },
                {
                    "attack_bonus": 9,
                    "damage_dice": "3d8+5",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target grappled by the polyp. Hit: 18 (3d8 + 5) piercing damage.",
                    "name": "Bite"
                },
                {
                    "desc": "Each creature within 30 feet of the polyp must make a DC 17 Strength saving throw. On a failure, a creature takes 27 (5d10) bludgeoning damage and is knocked prone. On a success, a creature takes half the damage but isn't knocked prone.",
                    "name": "Cyclone (Recharge 5-6)"
                },
                {
                    "desc": "The flying polyp magically enters the Ethereal Plane from the Material Plane, or vice versa.",
                    "name": "Etherealness"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "desc": "When a creature the flying polyp can see targets it with an attack, the flying polyp can unleash a line of strong wind 60 feet long and 10 feet wide in the direction of the attacker. The wind lasts until the start of the flying polyp's next turn. Each creature in the wind when it appears or that starts its turn in the wind must succeed on a DC 17 Strength saving throw or be pushed 15 feet away from the flying polyp in a direction following the line. Any creature in the line treats all movement as difficult terrain.",
                    "name": "Fist of Wind"
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "A creature that starts its turn within 15 feet of the polyp must succeed on a DC 17 Strength saving throw or be pushed up to 15 feet away from the polyp.",
                    "name": "Aura of Wind"
                },
                {
                    "desc": "The polyp 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": "The polyp has advantage on saving throws against spells and other magical effects.",
                    "name": "Magic Resistance"
                },
                {
                    "desc": "The polyp's innate spellcasting ability is Intelligence (spell save DC 18). The polyp can innately cast the following spells, requiring no material components:\nAt will: invisibility (self only)\n3/day: wind walk\n1/day: control weather",
                    "name": "Innate Spellcasting"
                }
            ],
            "spell_list": [],
            "page_no": 162,
            "environments": [],
            "img_main": null,
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            "document__title": "Creature Codex",
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            "v2_converted_path": "/v2/creatures/ccdx_flying-polyp/"
        },
        {
            "slug": "hound-of-tindalos",
            "desc": "",
            "name": "Hound of Tindalos",
            "size": "Medium",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 93,
            "hit_dice": "11d8+44",
            "speed": {
                "walk": 40
            },
            "strength": 18,
            "dexterity": 22,
            "constitution": 18,
            "intelligence": 14,
            "wisdom": 16,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "acrobatics": 9,
                "perception": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic",
            "damage_immunities": "cold, psychic, poison",
            "condition_immunities": "exhaustion, poisoned",
            "senses": "darkvision 120 ft., passive Perception 16",
            "languages": "Void Speech",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "desc": "The hound of Tindalos makes two claw attacks and one bite attack. It can make one tongue attack in place of its two claw attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 7,
                    "damage_dice": "3d6+4",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) piercing damage.",
                    "name": "Bite"
                },
                {
                    "attack_bonus": 7,
                    "damage_dice": "2d6+4",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.",
                    "name": "Claw"
                },
                {
                    "attack_bonus": 7,
                    "damage_dice": "1d6+4",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) necrotic damage. The target's hp maximum is reduced by an amount equal to the necrotic damage taken. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0.",
                    "name": "Tongue"
                },
                {
                    "desc": "The hound can transport itself to a different plane of existence. This works like the plane shift spell, except the hound can only affect itself, not other creatures, and can't use it to banish an unwilling creature to another plane.",
                    "name": "Hunter of the Lost"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The hound of Tindalos may only enter the Material Plane at a sharp intersection of surfaces. As a bonus action, the hound can teleport from one location to another within sight of the first, provided it travels from one sharp corner to another.",
                    "name": "Entrance by Corners"
                },
                {
                    "desc": "The hound of Tindalos has advantage on Wisdom (Perception) checks that rely smell.",
                    "name": "Keen Smell"
                },
                {
                    "desc": "The hound of Tindalos has advantage on saving throws against spells and other magical effects.",
                    "name": "Magic Resistance"
                },
                {
                    "desc": "If the hound of Tindalos moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the hound of Tindalos can make one tongue attack against it as a bonus action.",
                    "name": "Pounce"
                },
                {
                    "desc": "The hound of Tindalos has advantage on ability checks and saving throws made to escape a grapple.",
                    "name": "Slippery"
                }
            ],
            "spell_list": [],
            "page_no": 221,
            "environments": [],
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            "document__title": "Creature Codex",
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            "v2_converted_path": "/v2/creatures/ccdx_hound-of-tindalos/"
        },
        {
            "slug": "incinis",
            "desc": "",
            "name": "Incinis",
            "size": "Large",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 171,
            "hit_dice": "18d10+72",
            "speed": {
                "walk": 40
            },
            "strength": 12,
            "dexterity": 20,
            "constitution": 18,
            "intelligence": 10,
            "wisdom": 16,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "fire, poison",
            "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Common, Ignan",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "desc": "The incinis makes two magma fist attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 9,
                    "damage_dice": "2d8+5",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 14 (2d8 + 5) bludgeoning damage and 9 (2d8) fire damage.",
                    "name": "Magma Fist"
                },
                {
                    "desc": "The incinis transforms into a wave of magma, moving up to its speed in a straight line. Each creature in the path where the incinis moves must make a DC 17 Dexterity saving throw. On a failure, a target takes 21 (6d6) fire damage and, if it is a Large or smaller creature, it is pushed ahead of the incinis and knocked prone in an unoccupied space within 5 feet of where the incinis ends its movement. On a success, a target takes half the damage and is neither pushed nor knocked prone.",
                    "name": "Wave of Magma (Recharge 5-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage and must succeed on a DC 16 Strength saving throw or the weapon becomes stuck in the elemental. If the weapon's wielder can't or won't let go of the weapon, the wielder is grappled while the weapon is stuck. While stuck, the weapon can't be used. Until the grapple ends, the wielder takes 5 (1d10) fire damage at the start of each of its turns. To end the grapple, the wielder can release the weapon or pull it free by taking an action to make a DC 16 Strength check and succeeding.",
                    "name": "Magma Form"
                }
            ],
            "spell_list": [],
            "page_no": 226,
            "environments": [],
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            "document__title": "Creature Codex",
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            "v2_converted_path": "/v2/creatures/ccdx_incinis/"
        },
        {
            "slug": "lamassu",
            "desc": "",
            "name": "Lamassu",
            "size": "Large",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "lawful good",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 147,
            "hit_dice": "14d10+70",
            "speed": {
                "fly": 60,
                "walk": 30
            },
            "strength": 18,
            "dexterity": 14,
            "constitution": 20,
            "intelligence": 17,
            "wisdom": 18,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": 9,
            "intelligence_save": null,
            "wisdom_save": 8,
            "charisma_save": 7,
            "perception": 8,
            "skills": {
                "arcana": 7,
                "history": 7,
                "insight": 8,
                "perception": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "radiant; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "charmed, exhaustion, frightened",
            "senses": "truesight 60 ft., passive Perception 18",
            "languages": "all, telepathy 120 ft.",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "desc": "The lamassu makes two attacks with its claws.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "2d8+4",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus 9 (2d8) radiant damage.",
                    "name": "Claw"
                },
                {
                    "desc": "The lamassu touches a creature. The target magically regains 22 (5d8) hp and is cured of any curses or diseases and of any poisoned, blinded, or deafened conditions afflicting it.",
                    "name": "Healing Touch (3/Day)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "The lamassu 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 lamassu regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "desc": "The lamassu makes a Wisdom (Perception) check.",
                    "name": "Detect"
                },
                {
                    "desc": "The lamassu makes one claw attack.",
                    "name": "Claw Attack"
                },
                {
                    "desc": "The lamassu beats its wings. Each creature within 10 feet of it must succeed on a DC 16 Dexterity saving throw or take 11 (2d6 + 4) bludgeoning damage and be knocked prone. The lamassu can then fly up to its flying speed.",
                    "name": "Wing Attack (Costs 2 Actions)"
                }
            ],
            "special_abilities": [
                {
                    "desc": "The lamassu has advantage on saving throws against spells and other magical effects.",
                    "name": "Magic Resistance"
                },
                {
                    "desc": "The lamassu's weapon attacks are magical.",
                    "name": "Magic Weapons"
                },
                {
                    "desc": "If the lamassu moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the lamassu can make one claw attack against it as a bonus action.",
                    "name": "Pounce"
                },
                {
                    "desc": "The lamassu's innate spellcasting ability is Wisdom (spell save DC 16). It can innately cast the following spells, requiring no material components:\nAt will: detect evil and good, mage hand, magic circle, sacred flame, unseen servant\n3/day each: bless, calm emotions, command, dimension door, invisibility, thunderwave\n1/day each: banishment, flame strike, glyph of warding",
                    "name": "Innate Spellcasting"
                }
            ],
            "spell_list": [],
            "page_no": 247,
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            "document__title": "Creature Codex",
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            "v2_converted_path": "/v2/creatures/ccdx_lamassu/"
        },
        {
            "slug": "nightgaunt",
            "desc": "",
            "name": "Nightgaunt",
            "size": "Large",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 142,
            "hit_dice": "15d10+60",
            "speed": {
                "fly": 60,
                "walk": 20
            },
            "strength": 18,
            "dexterity": 17,
            "constitution": 18,
            "intelligence": 4,
            "wisdom": 16,
            "charisma": 16,
            "strength_save": 8,
            "dexterity_save": null,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": 7,
            "perception": 7,
            "skills": {
                "athletics": 8,
                "intimidation": 7,
                "perception": 7,
                "stealth": 11
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, necrotic",
            "damage_immunities": "",
            "condition_immunities": "blinded, frightened",
            "senses": "blindsight 120 ft., passive Perception 17",
            "languages": "understands Common, Abyssal, and Void Speech, but can't speak",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "desc": "The nightgaunt can use its Baneful Presence. It then makes three attacks: two with its clutching claws and one with its barbed tail. If the nightgaunt is grappling a creature, it can use its barbed tail one additional time.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "2d8+4",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage, and the target is grappled (escape DC 16) if it is a Medium or smaller creature. Until this grapple ends, the target is restrained. The nightgaunt has two claws, each of which can grapple only one target. While using a claw to grapple, the nightgaunt can't use that claw to attack.",
                    "name": "Clutching Claws"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "1d8+4",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 10 (3d6) poison damage.",
                    "name": "Barbed Tail"
                },
                {
                    "desc": "Each creature of the nightgaunt's choice that is within 30 feet of the nightgaunt and aware of it must succeed on a DC 16 Wisdom saving throw or have disadvantage on all attack rolls and saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the nightgaunt's Baneful Presence for the next 24 hours.",
                    "name": "Baneful Presence"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The nightgaunt doesn't provoke an opportunity attack when it flies out of an enemy's reach.",
                    "name": "Flyby"
                },
                {
                    "desc": "The nightgaunt has advantage on attack rolls against a creature if at least one of the nightgaunt's allies is within 5 feet of the creature and the ally isn't incapacitated.",
                    "name": "Pack Tactics"
                },
                {
                    "desc": "The nightgaunt has advantage on saving throws against spells and other magical effects.",
                    "name": "Magic Resistance"
                },
                {
                    "desc": "The nightgaunt doesn't make a sound and has advantage on Dexterity (Stealth) checks.",
                    "name": "Utterly Silent"
                }
            ],
            "spell_list": [],
            "page_no": 277,
            "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_nightgaunt/"
        },
        {
            "slug": "pact-lich",
            "desc": "",
            "name": "Pact Lich",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "any evil alignment",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 195,
            "hit_dice": "26d8+78",
            "speed": {
                "walk": 30
            },
            "strength": 11,
            "dexterity": 16,
            "constitution": 16,
            "intelligence": 16,
            "wisdom": 14,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": 8,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "deception": 10,
                "persuasion": 10
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, fire, necrotic",
            "damage_immunities": "poison; bludgeoning, piercing and slashing from nonmagical attacks",
            "condition_immunities": "charmed, frightened, paralyzed, poisoned",
            "senses": "truesight 120 ft., passive Perception 12",
            "languages": "any languages it knew in life",
            "challenge_rating": "15",
            "cr": 15.0,
            "actions": [
                {
                    "desc": "The pact lich makes four enhanced eldritch blast attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 10,
                    "damage_dice": "3d6",
                    "desc": "Melee Spell Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 18 Charisma saving throw or have vivid hallucinations for 1 minute. During this time, the target is blinded, stunned, and deafened, sensing only the hallucinatory terrain and events. The hallucinations play on aspects of the creature's deepest fears. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                    "name": "Maddening Touch"
                },
                {
                    "attack_bonus": 10,
                    "damage_dice": "1d10+5",
                    "desc": "Ranged Spell Attack: +10 to hit, range 300 ft., one target. Hit: 10 (1d10 + 5) force damage. On a successful hit, the pact lich can push the target 10 feet away from it in a straight line.",
                    "name": "Enhanced Eldritch Blast"
                },
                {
                    "desc": "The pact lich targets one creature it can see within 60 feet of it. The target must make a DC 18 Wisdom saving throw. On a failure, the target disappears and is paralyzed as it is hurtled through the nightmare landscape of the lower planes. At the end of the pact lich's next turn, the target returns to the space it previously occupied, or the nearest unoccupied space, and is no longer paralyzed. If the target is not a fiend, it takes 55 (10d10) psychic damage when it returns. The target must succeed on another DC 18 Wisdom saving throw or be frightened until the end of the lich's next turn as the target reels from its horrific experience.",
                    "name": "Hurl Through Hell (1/Day)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "The pact lich 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 lich regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "desc": "The lich casts a spell it can cast at will.",
                    "name": "At Will Spell"
                },
                {
                    "desc": "The pact lich chooses one damage type, gaining resistance to that damage type until it chooses a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.",
                    "name": "Fiendish Resilience"
                },
                {
                    "desc": "The pact lich uses its Maddening Touch.",
                    "name": "Maddening Touch (Costs 2 Actions)"
                },
                {
                    "desc": "The lich entreats its patron for aid, regaining all expended spells.",
                    "name": "Eldritch Master (Costs 3 Actions, 1/Day)"
                }
            ],
            "special_abilities": [
                {
                    "desc": "If the pact lich fails a saving throw, it can choose to succeed instead.",
                    "name": "Legendary Resistance (3/Day)"
                },
                {
                    "desc": "As a bonus action when in an area of dim light or darkness, the pact lich can become invisible until it moves or takes an action or reaction.",
                    "name": "One With Shadows"
                },
                {
                    "desc": "When the pact lich reduces a target to 0 hp, the lich gains 25 temporary hp.",
                    "name": "Patron's Blessing"
                },
                {
                    "desc": "If a fist-sized or larger diamond is within its lair, a destroyed pact lich usually gains a new body in 3d10 days, but its return to the Material Plane is ultimately dictated by its patron.",
                    "name": "Pact Rejuvenation"
                },
                {
                    "desc": "The pact lich's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring only verbal components:\nAt will: chill touch, detect magic, levitate, mage hand, prestidigitation, speak with dead, true strike\n1/day each: banishment, bestow curse, compulsion, confusion, conjure elemental, dominate monster, eyebite, finger of death, fly, hellish rebuke (5d10), hold monster, slow",
                    "name": "Innate Spellcasting"
                }
            ],
            "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_pact-lich/"
        },
        {
            "slug": "pech-lithlord",
            "desc": "",
            "name": "Pech Lithlord",
            "size": "Small",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "neutral good",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 104,
            "hit_dice": "16d6+48",
            "speed": {
                "climb": 30,
                "walk": 30
            },
            "strength": 18,
            "dexterity": 11,
            "constitution": 16,
            "intelligence": 11,
            "wisdom": 18,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 7,
            "skills": {
                "athletics": 7,
                "perception": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "exhaustion, paralyzed, petrified, poisoned, prone, restrained, unconscious",
            "senses": "darkvision 120 ft., passive Perception 17",
            "languages": "Common, Terran, Undercommon",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "desc": "The pech lithlord makes three attacks: two with its pick and one with its hammer. If the pech lithlord hits the same target with two attacks, the target must succeed on a DC 15 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 7,
                    "damage_dice": "1d8+4",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.",
                    "name": "Pick"
                },
                {
                    "attack_bonus": 7,
                    "damage_dice": "1d6+4",
                    "desc": "Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.",
                    "name": "Hammer"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "While in bright light, the pech has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.",
                    "name": "Light Sensitivity"
                },
                {
                    "desc": "As a bonus action, the pech can draw on the power of unworked stone, as long as it is in contact with stone. Until the end of the pech's next turn, it gains resistance to piercing and slashing damage.",
                    "name": "One with the Stone (Recharges after a Short or Long Rest)"
                },
                {
                    "desc": "The pech lithlord's innate spellcasting ability is Wisdom (spell save DC 15). The pech lithlord can innately cast the following spells, requiring no material components:\nAt will: mending, thunderwave (4d8)\n3/day: shatter (4d8)\n1/day: meld into stone, stone shape",
                    "name": "Innate Spellcasting"
                }
            ],
            "spell_list": [],
            "page_no": 295,
            "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_pech-lithlord/"
        },
        {
            "slug": "snow-hag",
            "desc": "",
            "name": "Snow Hag",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 82,
            "hit_dice": "11d8+33",
            "speed": {
                "walk": 30
            },
            "strength": 16,
            "dexterity": 12,
            "constitution": 16,
            "intelligence": 13,
            "wisdom": 14,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "arcana": 3,
                "deception": 5,
                "survival": 4
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "",
            "damage_immunities": "cold",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Common, Giant, Sylvan",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "attack_bonus": 5,
                    "damage_dice": "2d8+3",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.",
                    "name": "Claws"
                },
                {
                    "desc": "The snow hag exhales a cloud of freezing fog in a 15-foot-radius around her. Each creature in that area must make a DC 13 Constitution saving throw. On a failure, a target takes 21 (6d6) cold damage and is restrained by ice for 1 minute. On a success, a target takes half the damage and isn't restrained. A restrained target can make a DC 13 Strength check, shattering the ice on a success. The ice can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire and bludgeoning damage; immunity to slashing, cold, poison, and psychic damage).",
                    "name": "Icy Embrace (Recharge 5-6)"
                },
                {
                    "desc": "The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies. \n\nThe changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have human hands, but someone touching them would feel her sharp claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised.",
                    "name": "Illusory Appearance"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The snow hag can move across icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.",
                    "name": "Ice Walk"
                },
                {
                    "desc": "The snow hag's spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The snow hag can innately cast the following spells, requiring no material components:\nAt will: minor illusion, prestidigitation, ray of frost\n1/day each: charm person, fog cloud, sleet storm",
                    "name": "Innate Spellcasting"
                }
            ],
            "spell_list": [],
            "page_no": 346,
            "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_snow-hag/"
        },
        {
            "slug": "spirit-lamp",
            "desc": "",
            "name": "Spirit Lamp",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 82,
            "hit_dice": "11d8+33",
            "speed": {
                "walk": 40
            },
            "strength": 12,
            "dexterity": 19,
            "constitution": 16,
            "intelligence": 13,
            "wisdom": 14,
            "charisma": 19,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "perception": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "necrotic, poison, psychic",
            "condition_immunities": "charmed, frightened, poisoned, unconscious",
            "senses": "passive Perception 15",
            "languages": "Common",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "desc": "The spirit lamp makes three attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 7,
                    "damage_dice": "1d6+4",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) necrotic damage.",
                    "name": "Spirit Claw"
                },
                {
                    "attack_bonus": 7,
                    "damage_dice": "2d10",
                    "desc": "Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 11 (2d10) fire damage.",
                    "name": "Lantern Beam"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The spirit lamp can't be surprised and can use a bonus action to take the Disengage action.",
                    "name": "Jumpy"
                },
                {
                    "desc": "As a bonus action, the spirit lamp can open or close its lantern. When open, the lantern sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The spirit lamp can only see objects within the lantern's light and is blind while the lantern is closed. The lantern's light pierces magical and nonmagical darkness and can't be dispelled by magical darkness. If a creature dies in the lantern's light, its spirit is trapped in the lantern.",
                    "name": "Lantern's Light"
                },
                {
                    "desc": "Spirits of creatures that died within the lantern's light haunt it. While the lantern is open, these spirits surround the spirit lamp, slowing and attacking all creatures within the lantern's light. A creature that starts its turn within 30 feet of the spirit lamp has its speed halved and must make a DC 15 Wisdom saving throw, taking 10 (3d6) necrotic damage on a failed save, or half as much damage on a successful one. If the spirit lamp dies and the lantern is open, the lantern's spirits continue to harm creatures within 30 feet of it until the lantern is destroyed or closed.",
                    "name": "Lantern Spirits"
                },
                {
                    "desc": "The spirit lamp's lantern is immune to damage and can't be the target of spells or effects as long as the spirit lamp lives. When the spirit lamp dies, the lantern floats gently to the ground and opens, if it was closed. The lantern has AC 17, 50 hp, and is immune to piercing, poison, and psychic damage. A creature that touches the lantern must succeed on a DC 15 Charisma saving throw or be cursed. A cursed creature is frightened of darkness, can't see anything outside of the lantern's light, and is unable to drop the lantern. The cursed creature will risk its own life to protect the lantern. A creature can repeat the saving throw each day at dawn, lifting the curse and ending the effects on itself on a success. If this occurs, the lantern disintegrates. After three failed saving throws, remove curse or similar magic is required to end the curse. \n\nIf the creature remains cursed after 30 days, it is irreversibly changed by the curse, and it becomes the lantern's new spirit lamp. Voluntarily opening the lantern counts as a failed saving throw. If the lantern is destroyed, all captured spirits are put to rest and the cursed bearer, if it has not yet changed into a spirit lamp, is freed of the curse.",
                    "name": "Spirit Lantern"
                }
            ],
            "spell_list": [],
            "page_no": 349,
            "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_spirit-lamp/"
        },
        {
            "slug": "storm-lord",
            "desc": "",
            "name": "Storm Lord",
            "size": "Huge",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 161,
            "hit_dice": "17d12+51",
            "speed": {
                "fly": 50,
                "hover": true,
                "walk": 50
            },
            "strength": 20,
            "dexterity": 18,
            "constitution": 16,
            "intelligence": 12,
            "wisdom": 14,
            "charisma": 18,
            "strength_save": 10,
            "dexterity_save": null,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": null,
            "perception": 7,
            "skills": {
                "athletics": 10,
                "nature": 6,
                "perception": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious",
            "senses": "darkvision 120 ft., passive Perception 17",
            "languages": "Aquan",
            "challenge_rating": "13",
            "cr": 13.0,
            "actions": [
                {
                    "desc": "The storm lord makes two slam attacks or two lightning bolt attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 10,
                    "damage_dice": "7d6+5",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 29 (7d6 + 5) bludgeoning damage.",
                    "name": "Slam"
                },
                {
                    "attack_bonus": 9,
                    "damage_dice": "7d8",
                    "desc": "Ranged Spell Attack: +9 to hit, range 60 ft., one target. Hit: 31 (7d8) lightning damage.",
                    "name": "Lightning Bolt"
                },
                {
                    "desc": "The storm lord creates a peal of ear-splitting thunder. Each creature within 30 feet of the storm lord must make a DC 17 Constitution saving throw. On a failure, a target takes 54 (12d8) thunder damage and is deafened. On a success, a target takes half the damage but isn't deafened. The deafness lasts until it is lifted by the lesser restoration spell or similar magic.",
                    "name": "Thunder Clap (Recharge 5-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The storm lord is surrounded in a 120-foot-radius by a ferocious storm. The storm imposes disadvantage on ranged weapon attack rolls and Wisdom (Perception) checks based on sight or hearing within the area. The storm lord's own senses and attacks are not impaired by this trait. \n\nThe tempest extinguishes open flames and disperses fog. A flying creature in the tempest must land at the end of its turn or fall. \n\nEach creature that starts its turn within 30 feet of the storm lord must succeed on a DC 16 Strength saving throw or be pushed 15 feet away from the storm lord. Any creature within 30 feet of the storm lord must spend 2 feet of movement for every 1 foot it moves when moving closer to the storm lord.",
                    "name": "Tempest"
                }
            ],
            "spell_list": [],
            "page_no": 139,
            "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_storm-lord/"
        },
        {
            "slug": "thorned-sulfurlord",
            "desc": "",
            "name": "Thorned Sulfurlord",
            "size": "Huge",
            "type": "Fiend",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 171,
            "hit_dice": "18d12+54",
            "speed": {
                "walk": 20
            },
            "strength": 20,
            "dexterity": 14,
            "constitution": 16,
            "intelligence": 10,
            "wisdom": 9,
            "charisma": 12,
            "strength_save": 9,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 7,
            "skills": {
                "athletics": 9,
                "perception": 7
            },
            "damage_vulnerabilities": "cold",
            "damage_resistances": "",
            "damage_immunities": "fire, poison",
            "condition_immunities": "charmed, poisoned",
            "senses": "truesight 120 ft., passive Perception 17",
            "languages": "Abyssal, Infernal, telepathy 120 ft.",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "desc": "The thorned sulfurlord makes two sulfur slam attacks or two fiery spike attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 9,
                    "damage_dice": "2d8+5",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 9 (2d8) fire damage. The target must succeed on a DC 17 Constitution saving throw or be blinded until the end of its next turn.",
                    "name": "Sulfur Slam"
                },
                {
                    "attack_bonus": 6,
                    "damage_dice": "3d6+2",
                    "desc": "Ranged Weapon Attack: +6 to hit, range 60/240 ft., one target. Hit: 12 (3d6 + 2) piercing damage plus 9 (2d8) fire damage.",
                    "name": "Fiery Spike"
                },
                {
                    "desc": "The thorned sulfurlord targets a creature that has taken fire damage from it within the last minute and causes a burst of fire to expand out from that creature in a 30-foot-radius. Each creature in the area, including the target, must make a DC 17 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried.",
                    "name": "The World Shall Know Fire (Recharge 5-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The ground within 10 feet of the thorned sulfurlord is difficult terrain.",
                    "name": "Burning Tangle"
                },
                {
                    "desc": "At the start of each of the thorned sulfurlord's turns, each creature within 10 feet of the sulfurlord takes 7 (2d6) fire damage. If the thorned sulfurlord takes cold damage, this trait doesn't function at the start of its next turn.",
                    "name": "Hell Core"
                },
                {
                    "desc": "The thorned sulfurlord knows if a creature within 100 feet of it is evil-aligned or not.",
                    "name": "Like Calls to Like"
                },
                {
                    "desc": "As a bonus action, the thorned sulfurlord sends its roots deep into the ground. For 1 minute, the sulfurlord's speed is halved, it is immune to effects that would move it, and it can't be knocked prone.",
                    "name": "Root (3/Day)"
                }
            ],
            "spell_list": [],
            "page_no": 306,
            "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_thorned-sulfurlord/"
        },
        {
            "slug": "undead-phoenix",
            "desc": "",
            "name": "Undead Phoenix",
            "size": "Huge",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 142,
            "hit_dice": "15d12+45",
            "speed": {
                "fly": 90,
                "walk": 30
            },
            "strength": 23,
            "dexterity": 14,
            "constitution": 17,
            "intelligence": 8,
            "wisdom": 17,
            "charisma": 9,
            "strength_save": 10,
            "dexterity_save": null,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": null,
            "perception": 7,
            "skills": {
                "perception": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "necrotic, fire, poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 120 ft., passive Perception 17",
            "languages": "-",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "desc": "The undead phoenix makes three attacks: two with its claws and one with its decaying bite.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 10,
                    "damage_dice": "4d6+6",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) slashing damage.",
                    "name": "Claws"
                },
                {
                    "attack_bonus": 10,
                    "damage_dice": "2d8+6",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 14 (4d6) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or be cursed with perpetual decay. The cursed target can't regain hp until the curse is lifted by the remove curse spell or similar magic.",
                    "name": "Decaying Bite"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "A living creature that starts its turn within 10 feet of the undead phoenix can't regain hp and has disadvantage on Constitution saving throws until the start of its next turn.",
                    "name": "Bilious Aura"
                },
                {
                    "desc": "If it dies, the undead phoenix reverts into a pile of necrotic-tainted ooze and is reborn in 24 hours with all of its hp. Only killing it with radiant damage prevents this trait from functioning.",
                    "name": "Eternal Unlife"
                }
            ],
            "spell_list": [],
            "page_no": 361,
            "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_undead-phoenix/"
        },
        {
            "slug": "wasteland-dragon-wyrmling",
            "desc": "",
            "name": "Wasteland Dragon Wyrmling",
            "size": "Medium",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 60,
            "hit_dice": "8d8+24",
            "speed": {
                "burrow": 15,
                "climb": 30,
                "fly": 50,
                "walk": 30
            },
            "strength": 17,
            "dexterity": 10,
            "constitution": 17,
            "intelligence": 12,
            "wisdom": 11,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": 2,
            "constitution_save": 5,
            "intelligence_save": null,
            "wisdom_save": 2,
            "charisma_save": 3,
            "perception": 2,
            "skills": {
                "perception": 2,
                "stealth": 2
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "force",
            "condition_immunities": "",
            "senses": "blindsight 10 ft., darkvision 60 ft., passive Perception 12",
            "languages": "Draconic",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "attack_bonus": 5,
                    "damage_dice": "2d10+3",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage.",
                    "name": "Bite"
                },
                {
                    "desc": "The dragon blasts warped arcane energy in a 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (5d8) force damage on a failed save, or half as much damage on a successful one.",
                    "name": "Warped Energy Breath (Recharge 6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 118,
            "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_wasteland-dragon-wyrmling/"
        },
        {
            "slug": "whisperer-in-darkness",
            "desc": "",
            "name": "Whisperer in Darkness",
            "size": "Medium",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 142,
            "hit_dice": "15d8+75",
            "speed": {
                "walk": 30
            },
            "strength": 15,
            "dexterity": 19,
            "constitution": 21,
            "intelligence": 25,
            "wisdom": 18,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 10,
            "intelligence_save": null,
            "wisdom_save": 9,
            "charisma_save": 8,
            "perception": 9,
            "skills": {
                "arcana": 17,
                "deception": 13,
                "medicine": 9,
                "perception": 9,
                "stealth": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks not made with silver",
            "damage_immunities": "psychic, poison",
            "condition_immunities": "frightened, charmed, poisoned",
            "senses": "truesight 120 ft., passive Perception 19",
            "languages": "all, telepathy 60 ft.",
            "challenge_rating": "15",
            "cr": 15.0,
            "actions": [
                {
                    "desc": "The whisperer in the darkness makes two Grasp of the Void attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 12,
                    "damage_dice": "6d6",
                    "desc": "Melee Spell Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (6d6) force damage, and the target must succeed on a DC 18 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                    "name": "Grasp of the Void"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The whisperer is a highly advanced being that often carries pieces of powerful wands of fireballs shaped like staves with peculiar triggers, eyes of the eagle shaped as a pair of cylinders, or a helm of telepathy in the form of a glowing metal disc adhered to the side of the creature's head.",
                    "name": "Disquieting Technology"
                },
                {
                    "desc": "The whisperer has advantage on saving throws against spells and other magical effects.",
                    "name": "Magic Resistance"
                },
                {
                    "desc": "The whisperer's innate spellcasting ability is Intelligence (spell save DC 20). The whisperer can innately cast the following spells, requiring no material components:\nAt will: alter self, detect magic, detect thoughts, disguise self, fear, identify, invisibility (self only), misty step, sleep, suggestion\n3/day each: confusion, dimension door, disintegrate, dream, modify memory, plane shift, teleport\n1/day each: feeblemind, meteor swarm, mind blank, weird",
                    "name": "Innate Spellcasting"
                }
            ],
            "spell_list": [],
            "page_no": 378,
            "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_whisperer-in-darkness/"
        },
        {
            "slug": "aboleth-a5e",
            "desc": "",
            "name": "Aboleth",
            "size": "Large",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 17,
            "armor_desc": "",
            "hit_points": 171,
            "hit_dice": "18d10+72",
            "speed": {
                "walk": 10,
                "swim": 40
            },
            "strength": 20,
            "dexterity": 12,
            "constitution": 18,
            "intelligence": 20,
            "wisdom": 20,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 5,
            "constitution_save": 8,
            "intelligence_save": 9,
            "wisdom_save": 9,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "deception": 8,
                "history": 9,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "blindsight 30 ft., darkvision 120 ft., passive Perception 15",
            "languages": "Deep Speech, telepathy 120 ft.",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The aboleth attacks three times with its tentacle."
                },
                {
                    "name": "Tentacle",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (4d6 + 5) bludgeoning damage. The aboleth can choose instead to deal 0 damage. If the target is a creature  it makes a DC 16 Constitution saving throw. On a failure  it contracts a disease called the Sea Change. On a success  it is immune to this disease for 24 hours. While affected by this disease  the target has disadvantage on Wisdom saving throws. After 1 hour  the target grows gills  it can breathe water  its skin becomes slimy  and it begins to suffocate if it goes 12 hours without being immersed in water for at least 1 hour. This disease can be removed with a disease-removing spell cast with at least a 4th-level spell slot  and it ends 24 hours after the aboleth dies."
                },
                {
                    "name": "Slimy Cloud (1/Day, While Bloodied)",
                    "desc": "While underwater  the aboleth exudes a cloud of inky slime in a 30-foot-radius sphere. Each non-aboleth creature in the area when the cloud appears makes a DC 16 Constitution saving throw. On a failure  it takes 44 (8d10) poison damage and is poisoned for 1 minute. The slime extends around corners  and the area is heavily obscured for 1 minute or until a strong current dissipates the cloud."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": [
                {
                    "name": "The aboleth can take 2 legendary actions",
                    "desc": "Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."
                },
                {
                    "name": "Move",
                    "desc": "The aboleth moves up to its swim speed without provoking opportunity attacks."
                },
                {
                    "name": "Telepathic Summon",
                    "desc": "One creature within 90 feet makes a DC 16 Wisdom saving throw. On a failure, it must use its reaction, if available, to move up to its speed toward the aboleth by the most direct route that avoids hazards, not avoiding opportunity attacks. This is a magical charm effect."
                },
                {
                    "name": "Baleful Charm (Costs 2 Actions)",
                    "desc": "The aboleth targets one creature within 60 feet that has contracted Sea Change. The target makes a DC 16 Wisdom saving throw. On a failure, it is magically charmed by the aboleth until the aboleth dies. The target can repeat this saving throw every 24 hours and when it takes damage from the aboleth or the aboleths allies. While charmed in this way, the target can communicate telepathically with the aboleth over any distance and it follows the aboleths orders."
                },
                {
                    "name": "Soul Drain (Costs 2 Actions)",
                    "desc": "One creature charmed by the aboleth takes 22 (4d10) psychic damage, and the aboleth regains hit points equal to the damage dealt."
                }
            ],
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The aboleth can breathe air and water."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The aboleths spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no components: 3/day each: detect thoughts (range 120 ft, desc: ), project image (range 1 mile), phantasmal force"
                }
            ],
            "spell_list": [],
            "page_no": 16,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_aboleth/"
        },
        {
            "slug": "ancient-aboleth-a5e",
            "desc": "",
            "name": "Ancient Aboleth",
            "size": "Huge",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 17,
            "armor_desc": "",
            "hit_points": 342,
            "hit_dice": "36d10+144",
            "speed": {
                "walk": 10,
                "swim": 40
            },
            "strength": 20,
            "dexterity": 12,
            "constitution": 18,
            "intelligence": 20,
            "wisdom": 20,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 5,
            "constitution_save": 8,
            "intelligence_save": 9,
            "wisdom_save": 9,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "deception": 8,
                "history": 9,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "blindsight 30 ft., darkvision 120 ft., passive Perception 15",
            "languages": "Deep Speech, telepathy 120 ft.",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The aboleth attacks three times with its tentacle."
                },
                {
                    "name": "Tentacle",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (4d6 + 5) bludgeoning damage. The aboleth can choose instead to deal 0 damage. If the target is a creature  it makes a DC 16 Constitution saving throw. On a failure  it contracts a disease called the Sea Change. On a success  it is immune to this disease for 24 hours. While affected by this disease  the target has disadvantage on Wisdom saving throws. After 1 hour  the target grows gills  it can breathe water  its skin becomes slimy  and it begins to suffocate if it goes 12 hours without being immersed in water for at least 1 hour. This disease can be removed with a disease-removing spell cast with at least a 4th-level spell slot  and it ends 24 hours after the aboleth dies."
                },
                {
                    "name": "Slimy Cloud (1/Day, While Bloodied)",
                    "desc": "While underwater  the aboleth exudes a cloud of inky slime in a 30-foot-radius sphere. Each non-aboleth creature in the area when the cloud appears makes a DC 16 Constitution saving throw. On a failure  it takes 44 (8d10) poison damage and is poisoned for 1 minute. The slime extends around corners  and the area is heavily obscured for 1 minute or until a strong current dissipates the cloud."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": [
                {
                    "name": "The aboleth can take 2 legendary actions",
                    "desc": "Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."
                },
                {
                    "name": "Move",
                    "desc": "The aboleth moves up to its swim speed without provoking opportunity attacks."
                },
                {
                    "name": "Telepathic Summon",
                    "desc": "One creature within 90 feet makes a DC 16 Wisdom saving throw. On a failure, it must use its reaction, if available, to move up to its speed toward the aboleth by the most direct route that avoids hazards, not avoiding opportunity attacks. This is a magical charm effect."
                },
                {
                    "name": "Baleful Charm (Costs 2 Actions)",
                    "desc": "The aboleth targets one creature within 60 feet that has contracted Sea Change. The target makes a DC 16 Wisdom saving throw. On a failure, it is magically charmed by the aboleth until the aboleth dies. The target can repeat this saving throw every 24 hours and when it takes damage from the aboleth or the aboleths allies. While charmed in this way, the target can communicate telepathically with the aboleth over any distance and it follows the aboleths orders."
                },
                {
                    "name": "Soul Drain (Costs 2 Actions)",
                    "desc": "One creature charmed by the aboleth takes 22 (4d10) psychic damage, and the aboleth regains hit points equal to the damage dealt."
                },
                {
                    "name": "Elite Recovery",
                    "desc": "The aboleth ends one negative effect currently affecting it. It can use this action as long as it has at least 1 hit point, even while unconscious or incapacitated."
                },
                {
                    "name": "Look Upon My Works (1/Day)",
                    "desc": "Each creature within 90 feet makes a DC 16 Wisdom saving throw. On a failure, the creature sees a fragmentary vision of the aboleths memories, taking 33 (6d10) psychic damage. After taking the damage, the creature forgets the vision, but it may learn one piece of lore."
                },
                {
                    "name": "Lunging Attack",
                    "desc": "The aboleth moves up to its swim speed without provoking opportunity attacks and makes a tentacle attack."
                }
            ],
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The aboleth can breathe air and water."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The aboleths spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no components: 3/day each: detect thoughts (range 120 ft, desc: ), project image (range 1 mile), phantasmal force"
                }
            ],
            "spell_list": [],
            "page_no": 17,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_ancient-aboleth/"
        },
        {
            "slug": "black-dragon-wyrmling-a5e",
            "desc": "",
            "name": "Black Dragon Wyrmling",
            "size": "Medium",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 17,
            "armor_desc": "",
            "hit_points": 44,
            "hit_dice": "8d8+6",
            "speed": {
                "walk": 30,
                "fly": 60,
                "swim": 30
            },
            "strength": 14,
            "dexterity": 16,
            "constitution": 12,
            "intelligence": 10,
            "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": {
                "perception": 2,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "acid",
            "condition_immunities": "",
            "senses": "blindsight 10 ft., darkvision 60 ft., passive Perception 12",
            "languages": "Draconic",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) piercing damage."
                },
                {
                    "name": "Acid Breath (Recharge 5-6)",
                    "desc": "The dragon exhales sizzling acid in a 20-foot-long  5-foot-wide line. Each creature in that area makes a DC 11 Dexterity saving throw  taking 13 (3d8) acid damage on a failed save or half damage on a success."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Ambusher",
                    "desc": "When submerged in water, the dragon has advantage on Stealth checks."
                },
                {
                    "name": "Amphibious",
                    "desc": "The dragon can breathe air and water."
                }
            ],
            "spell_list": [],
            "page_no": 103,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_black-dragon-wyrmling/"
        },
        {
            "slug": "blue-dragon-wyrmling-a5e",
            "desc": "",
            "name": "Blue Dragon Wyrmling",
            "size": "Medium",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 17,
            "armor_desc": "",
            "hit_points": 58,
            "hit_dice": "9d8+18",
            "speed": {
                "walk": 30,
                "burrow": 15,
                "fly": 60,
                "swim": 15
            },
            "strength": 16,
            "dexterity": 12,
            "constitution": 14,
            "intelligence": 12,
            "wisdom": 10,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "perception": 2,
                "stealth": 3,
                "survival": 2
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "lightning",
            "condition_immunities": "",
            "senses": "blindsight 10 ft., tremorsense 30 ft., darkvision 120 ft., passive Perception 12",
            "languages": "Common, Draconic",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 19 (3d10 + 3) piercing damage."
                },
                {
                    "name": "Lightning Breath (Recharge 5-6)",
                    "desc": "The dragon exhales a 30-foot-long  5-foot-wide line of lightning. Each creature in that area makes a DC 12 Dexterity saving throw  taking 22 (4d10) lightning damage on a failed save or half damage on a success."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Desert Farer",
                    "desc": "The dragon ignores difficult terrain or obscurement caused by sand or gravel, even while flying. Additionally, it ignores the effects of extreme heat."
                },
                {
                    "name": "Dune Splitter",
                    "desc": "The dragon can remain submerged in sand and gravel for up to 4 hours. It has advantage on Stealth checks made to hide in this way."
                }
            ],
            "spell_list": [],
            "page_no": 109,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_blue-dragon-wyrmling/"
        },
        {
            "slug": "bulette-a5e",
            "desc": "",
            "name": "Bulette",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 17,
            "armor_desc": "",
            "hit_points": 95,
            "hit_dice": "10d10+40",
            "speed": {
                "walk": 40,
                "burrow": 40
            },
            "strength": 18,
            "dexterity": 10,
            "constitution": 18,
            "intelligence": 2,
            "wisdom": 10,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": -1,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "perception": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., tremorsense 60 ft., passive Perception 13",
            "languages": "",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Leap (Recharge 5-6)",
                    "desc": "The bulette leaps up to half its Speed horizontally and half its Speed vertically without provoking opportunity attacks  and can land in a space containing one or more creatures. Each creature in its space when it lands makes a DC 15 Dexterity saving throw  taking 18 (4d6 + 4) bludgeoning damage and being knocked prone on a failure. On a success  the creature takes half damage and is pushed 5 feet to a space of its choice. If that space is occupied  the creature is knocked prone."
                },
                {
                    "name": "Burrow",
                    "desc": "The bulette burrows under the ground without provoking opportunity attacks  moves up to its burrow speed  and then resurfaces in an unoccupied space. If it is within 5 feet of a creature  it then makes a bite attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 30 (4d12 + 4) piercing damage."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Jaw Clamp (1/Day)",
                    "desc": "When an attacker within 5 feet of the bulette misses it with a melee attack, the bulette makes a bite attack against the attacker. On a hit, the attacker is grappled (escape DC 15). Until this grapple ends, the grappled creature is restrained, and the only attack the bulette can make is a bite against the grappled creature."
                },
                {
                    "name": "Hard Carapace (1/Day)",
                    "desc": "After taking damage from an attack, the bulette lies down and closes its eyes, protecting all vulnerable spots. Until the beginning of its next turn, its AC becomes 21 and it has advantage on saving throws."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Steely Hide",
                    "desc": "If a creature targets the bulette with a melee attack using a nonmagical weapon and rolls a natural 1 on the attack roll, the weapon breaks."
                }
            ],
            "spell_list": [],
            "page_no": 40,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_bulette/"
        },
        {
            "slug": "chain-devil-a5e",
            "desc": "",
            "name": "Chain Devil",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 17,
            "armor_desc": "",
            "hit_points": 127,
            "hit_dice": "15d8+60",
            "speed": {
                "walk": 40
            },
            "strength": 18,
            "dexterity": 14,
            "constitution": 18,
            "intelligence": 10,
            "wisdom": 12,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": 7,
            "perception": null,
            "skills": {
                "survival": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold; damage from nonmagical, non-silvered weapons",
            "damage_immunities": "fire, poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 120 ft., passive Perception 12",
            "languages": "Infernal, telepathy 120 ft.",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The chain devil makes two chain attacks and commands up to two animated chains under its control to make chain attacks."
                },
                {
                    "name": "Chain",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 14 (2d8 + 5) slashing damage. If the target is a creature  it is grappled (escape DC 16) and restrained. Until the grapple ends  this chain can only attack the grappled target."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Animate Chain",
                    "desc": "One inanimate, unattended chain within 60 feet sprouts blades and magically animates under the devils control for 1 hour. It has AC 20 and 20 hit points, a Speed of 0, and immunity to psychic, piercing, poison, and thunder damage. When the devil uses Multiattack, the devil may command the chain to make one Chain attack against a target within 15 feet of it. If the chain is reduced to 0 hit points, it can't be reanimated."
                }
            ],
            "reactions": [
                {
                    "name": "Unnerving Mask",
                    "desc": "When damaged by a creature within 30 feet that can see the devil, the devil momentarily assumes the magical illusory form of one of the attackers enemies or loved ones, alive or dead. The illusory figure may speak words that only the attacker can hear. The attacker makes a DC 15 Wisdom saving throw. On a failure, it takes 9 (2d8) psychic damage and is frightened until the end of its next turn.The attacker is then immune to this effect for the next 24 hours."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Devils Sight",
                    "desc": "The devils darkvision penetrates magical darkness."
                },
                {
                    "name": "Lawful Evil",
                    "desc": "The devil radiates a Lawful and Evil aura."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The devil has advantage on saving throws against spells and magical effects."
                },
                {
                    "name": "Rattling Chains",
                    "desc": "Whenever the devil moves, the rattling of its chains can be heard up to 300 feet away, unless it moves at half its Speed."
                },
                {
                    "name": "Relentless Tracker",
                    "desc": "Once the devil has grappled a creature in its chains, it has advantage on ability checks made to track that creature for the next 30 days."
                }
            ],
            "spell_list": [],
            "page_no": 80,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_chain-devil/"
        },
        {
            "slug": "coven-night-hag-a5e",
            "desc": "",
            "name": "Coven Night Hag",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 17,
            "armor_desc": "",
            "hit_points": 120,
            "hit_dice": "16d8+48",
            "speed": {
                "walk": 30
            },
            "strength": 18,
            "dexterity": 14,
            "constitution": 16,
            "intelligence": 16,
            "wisdom": 14,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "arcana": 6,
                "deception": 6,
                "insight": 5,
                "perception": 5,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 15",
            "languages": "Abyssal, Common, Infernal",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) slashing damage  and the target is subject to the hags Curse trait."
                },
                {
                    "name": "Sleep Touch",
                    "desc": "Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: The target falls asleep for 4 hours or until it takes damage or is shaken awake. Once the hag successfully hits a target  it can't make this attack again until it finishes a long rest."
                },
                {
                    "name": "Shapeshift",
                    "desc": "The hag magically polymorphs into a Small or Medium humanoid. Equipment it is carrying isnt transformed. It retains its claws in any form. It has no true form and remains in its current form when it dies."
                },
                {
                    "name": "Planar Travel (3/Day)",
                    "desc": "The hag magically enters the Ethereal Plane from the Material Plane  or vice versa. Alternatively  the hag is magically transported to the Material Plane  Hell  or the Abyss  arriving within 10 miles of its desired destination."
                },
                {
                    "name": "Nightmare Haunting (1/Day)",
                    "desc": "While on the Ethereal Plane  the hag magically touches a sleeping creature that is under the night hags Curse and is not protected by a magic circle or protection from evil and good spell or similar magic. As long as the touch persists  the target has terrible nightmares. If the nightmares last for 1 hour  the target gains no benefit from the rest  and its hit point maximum is reduced by 5 (1d10) until the curse ends. If this effect reduces the targets hit points maximum to 0  the target dies and the hag captures its soul. The reduction to the targets hit point maximum lasts until removed by greater restoration or similar magic."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Fragmentary Dream",
                    "desc": "The hag creates a terrifying illusion visible only to one creature that it can see within 120 feet. The creature makes a DC 14 Wisdom saving throw. It takes 22 (4d10) psychic damage and becomes frightened until the end of its turn on a failure, or takes half damage on a success."
                }
            ],
            "reactions": [
                {
                    "name": "Steal Magic (3/Day)",
                    "desc": "When a creature the hag can see within 60 feet casts a spell using a 3rd-level or lower spell slot, the hag attempts to steal its power. The caster makes a DC 14 saving throw using its spellcasting ability. On a failure, the spell fails, and the hag gains 5 (1d10) temporary hit points per level of the spell slot used."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Curse",
                    "desc": "A creature touched by the hags claws is magically cursed for 30 days. While under this curse, the target has disadvantage on attack rolls made against the hag."
                },
                {
                    "name": "Evil",
                    "desc": "The hag radiates an Evil aura."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The hag has advantage on saving throws against spells and magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 270,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_coven-night-hag/"
        },
        {
            "slug": "coven-winter-hag-a5e",
            "desc": "",
            "name": "Coven Winter Hag",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 17,
            "armor_desc": "",
            "hit_points": 135,
            "hit_dice": "18d8+54",
            "speed": {
                "walk": 30
            },
            "strength": 18,
            "dexterity": 16,
            "constitution": 16,
            "intelligence": 16,
            "wisdom": 16,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "arcana": 6,
                "deception": 7,
                "insight": 6,
                "perception": 6,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "Common, Draconic, Sylvan",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The hag attacks with its claws and uses Ice Bolt."
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage."
                },
                {
                    "name": "Ice Bolt",
                    "desc": "Ranged Spell Attack: +7 to hit, range 60 ft., one creature. Hit: 15 (2d10 + 4) cold damage  and the target makes a DC 15 Constitution saving throw. A creature under the hags curse automatically fails this saving throw. On a failure  the creature is restrained as it begins to turn to ice. At the end of the creatures next turn  the creature repeats the saving throw. On a success  the effect ends. On a failure  the creature is petrified into ice. This petrification can be removed with greater restoration or similar magic."
                },
                {
                    "name": "Shapeshift",
                    "desc": "The hag magically polymorphs into a Small or Medium humanoid or back into its true form. Its statistics are the same in each form. Equipment it is carrying isnt transformed. It retains a streak of white hair in any form. It returns to its true form if it dies."
                },
                {
                    "name": "Invisibility (2nd-Level; V, S, Concentration)",
                    "desc": "The hag is invisible for 1 hour. The spell ends if the hag attacks or casts a spell."
                },
                {
                    "name": "Cone of Cold (5th-Level; V, S)",
                    "desc": "Frost blasts from the hag in a 60-foot cone. Each creature in the area makes a DC 15 Constitution saving throw  taking 36 (8d8) cold damage on a failure or half damage on a success."
                },
                {
                    "name": "Wall of Ice (6th-level; V, S, Concentration)",
                    "desc": "The hag magically creates a wall of ice on a solid surface it can see within 120 feet. The wall is flat  1 foot thick  and can be up to 50 feet long and 20 feet high. The wall lasts for 10 minutes. Each 10-foot section has AC 12  30 hit points  vulnerability to fire damage  and immunity to cold  poison  and psychic damage. Destroying a 10-foot section of wall leaves behind a sheet of frigid air in the space the section occupied. A creature moving through the sheet of frigid air for the first time on a turn makes a Constitution saving throw  taking 17 (5d6) cold damage on a failed save or half damage on a success."
                },
                {
                    "name": "If the wall enters a creatures space when it appears, the creature is pushed to one side of the wall (hags choice)",
                    "desc": "The creature then makes a Dexterity saving throw  taking 35 (10d6) cold damage on a failed save or half damage on a success."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Ice Shield",
                    "desc": "The hag adds 3 to its AC against one melee attack that would hit it made by a creature it can see. If the attack misses, the attacker takes 14 (4d6) cold damage."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Curse",
                    "desc": "A creature that accepts a gift from the hag is magically cursed for 30 days. While it is cursed, the target automatically fails saving throws against the hags charm person, geas, and scrying spells, and the hag can cast control weather centered on the creature."
                },
                {
                    "name": "Icy Travel",
                    "desc": "The hag is not hindered by cold weather, icy surfaces, snow, wind, or storms. Additionally, the hag and her allies leave no trace when walking on snow or ice."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The hags innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components: At will: charm person, dancing lights, invisibility, minor illusion, passwall (ice only), 1/day: control weather (extreme cold), geas, scrying, 1/day each: cone of cold, wall of ice"
                }
            ],
            "spell_list": [],
            "page_no": 272,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_coven-winter-hag/"
        },
        {
            "slug": "cyclops-myrmidon-a5e",
            "desc": "",
            "name": "Cyclops Myrmidon",
            "size": "Huge",
            "type": "Giant",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 17,
            "armor_desc": "",
            "hit_points": 126,
            "hit_dice": "11d12+55",
            "speed": {
                "walk": 40
            },
            "strength": 20,
            "dexterity": 10,
            "constitution": 20,
            "intelligence": 8,
            "wisdom": 10,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "animal": 0,
                "survival": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 10",
            "languages": "Giant",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The cyclops makes two melee attacks."
                },
                {
                    "name": "Maul",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 26 (6d6 + 5) bludgeoning damage."
                },
                {
                    "name": "Rock",
                    "desc": "Ranged Weapon Attack: +8 to hit, range 120 ft. (see Poor Depth Perception)  one target. Hit: 32 (5d10 + 5) bludgeoning damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Thick Skulled (1/Day)",
                    "desc": "The cyclops can end one condition on itself that was imposed through a failed Wisdom saving throw."
                }
            ],
            "reactions": [
                {
                    "name": "Big Windup",
                    "desc": "When a creature hits the cyclops with a melee attack, the cyclops readies a powerful strike against its attacker. The cyclops has advantage on the next club attack it makes against the attacker before the end of its next turn."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Panicked Rage",
                    "desc": "While a cyclops is frightened and the source of its fear is in sight, it makes attack rolls with advantage instead of disadvantage."
                },
                {
                    "name": "Poor Depth Perception",
                    "desc": "The cyclops makes all ranged attacks with disadvantage."
                }
            ],
            "spell_list": [],
            "page_no": 58,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_cyclops-myrmidon/"
        },
        {
            "slug": "deva-a5e",
            "desc": "",
            "name": "Deva",
            "size": "Medium",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 17,
            "armor_desc": "",
            "hit_points": 153,
            "hit_dice": "18d8+72",
            "speed": {
                "walk": 30,
                "fly": 90
            },
            "strength": 18,
            "dexterity": 18,
            "constitution": 18,
            "intelligence": 18,
            "wisdom": 20,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 9,
            "charisma_save": 9,
            "perception": null,
            "skills": {
                "insight": 9,
                "perception": 9,
                "religion": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "radiant; damage from nonmagical weapons",
            "damage_immunities": "",
            "condition_immunities": "charmed, exhaustion, frightened",
            "senses": "truesight 30 ft., passive Perception 19",
            "languages": "all, telepathy 120 ft.",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The deva makes two attacks."
                },
                {
                    "name": "Celestial Hammer (Deva Form Only)",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 17 (5d6) radiant damage. On a hit  the target can't make opportunity attacks against the deva until the beginning of the targets next turn."
                },
                {
                    "name": "Divine Blast",
                    "desc": "Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 22 (5d8) radiant damage."
                },
                {
                    "name": "Radiant Energy (1/Day)",
                    "desc": "The deva touches a creature other than itself. If the target is unwilling  the deva makes an attack roll with a +8 bonus. The deva can choose to magically heal 60 hit points of damage and end any blindness  curse  deafness  disease  or poison on the target. Alternatively  the deva can choose to deal 60 radiant damage to the target."
                },
                {
                    "name": "Change Form",
                    "desc": "The deva magically transforms into a beast or humanoid or back into its true form. It retains its deva statistics  including speech and telepathy  except that it has the size  movement modes  and traits of its new form."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Magic Resistance",
                    "desc": "The deva has advantage on saving throws against spells and magical effects."
                },
                {
                    "name": "Aligned",
                    "desc": "An angel radiates a Lawful aura. Most angels also radiate a Good aura, and a few radiate Evil."
                },
                {
                    "name": "Celestial Dissolution",
                    "desc": "When an angel dies, its body and equipment dissolve into motes of light."
                },
                {
                    "name": "Detect Alignment",
                    "desc": "An angel knows the alignment, if any, of each creature within 30 feet that it can see."
                },
                {
                    "name": "Immortal Nature",
                    "desc": "An angel doesnt require air, sustenance, or sleep."
                }
            ],
            "spell_list": [],
            "page_no": 19,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_deva/"
        },
        {
            "slug": "drider-a5e",
            "desc": "",
            "name": "Drider",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 17,
            "armor_desc": "",
            "hit_points": 114,
            "hit_dice": "12d10+48",
            "speed": {
                "walk": 30,
                "climb": 30
            },
            "strength": 18,
            "dexterity": 16,
            "constitution": 18,
            "intelligence": 10,
            "wisdom": 16,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "perception": 6,
                "stealth": 6,
                "survival": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "poison",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., passive Perception 16",
            "languages": "Undercommon, one more",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The drider makes a claws attack and then either a bite or longsword attack. Alternatively  it makes two longbow attacks."
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage  and the target is grappled (escape DC 15). While grappling a target  the drider can't attack a different target with its claws."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one grappled creature. Hit: 2 (1d4) piercing damage plus 13 (3d8) poison damage."
                },
                {
                    "name": "Longsword (wielded two-handed)",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage."
                },
                {
                    "name": "Longbow",
                    "desc": "Melee Weapon Attack: +6 to hit, range 120/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) poison damage."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Spider Climb",
                    "desc": "The drider can use its climb speed even on difficult surfaces and upside down on ceilings."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "While in sunlight, the drider has disadvantage on attack rolls, as well as on Perception checks that rely on sight."
                },
                {
                    "name": "Web Walker",
                    "desc": "The drider ignores movement restrictions imposed by webs."
                }
            ],
            "spell_list": [],
            "page_no": 187,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_drider/"
        },
        {
            "slug": "earth-dragon-wyrmling-a5e",
            "desc": "",
            "name": "Earth Dragon Wyrmling",
            "size": "Medium",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 17,
            "armor_desc": "",
            "hit_points": 58,
            "hit_dice": "9d8+18",
            "speed": {
                "walk": 30,
                "fly": 30,
                "burrow": 40
            },
            "strength": 14,
            "dexterity": 12,
            "constitution": 14,
            "intelligence": 12,
            "wisdom": 14,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "athletics": 4,
                "insight": 4,
                "nature": 3,
                "perception": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "damage from nonmagical weapons",
            "damage_immunities": "",
            "condition_immunities": "petrified",
            "senses": "darkvision 120 ft., tremorsense 30 ft., passive Perception 14",
            "languages": "Draconic, Terran",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) piercing damage."
                },
                {
                    "name": "Scouring Breath (Recharge 5-6)",
                    "desc": "The dragon breathes scouring sand and stones in a 15-foot cone. Each creature in that area makes a DC 12 Dexterity saving throw  taking 10 (3d6) slashing damage on a failed save or half damage on a success."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Earth Glide",
                    "desc": "The dragon can burrow through nonmagical, unworked earth and stone without disturbing it."
                },
                {
                    "name": "False Appearance",
                    "desc": "While the dragon remains motionless within its linked area, it is indistinguishable from a natural rocky outcropping."
                },
                {
                    "name": "Essence Link",
                    "desc": "The essence dragon is spiritually linked to a specific area or landmark. The dragon gains no benefit from a long rest when more than 1 mile away from its linked area. If the dragon dies, the area it is linked to loses its vital essence until it forms a new essence dragon, which can take centuries. When a creature first enters an area that has lost its vital essence in this way, they gain a level of fatigue and a level of strife. This fatigue and strife can be removed only by completing a long rest outside the area."
                }
            ],
            "spell_list": [],
            "page_no": 128,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_earth-dragon-wyrmling/"
        },
        {
            "slug": "earth-elemental-a5e",
            "desc": "",
            "name": "Earth Elemental",
            "size": "Large",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 17,
            "armor_desc": "",
            "hit_points": 114,
            "hit_dice": "12d10+48",
            "speed": {
                "walk": 30,
                "burrow": 30
            },
            "strength": 18,
            "dexterity": 10,
            "constitution": 18,
            "intelligence": 6,
            "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": "thunder",
            "damage_resistances": "damage from nonmagical weapons",
            "damage_immunities": "poison",
            "condition_immunities": "fatigue, paralyzed, petrified, poisoned, unconscious",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "Terran",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The elemental makes two slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage."
                },
                {
                    "name": "Earths Embrace",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one Large or smaller creature. Hit: 17 (2d12 + 4) bludgeoning damage  and the target is grappled (escape DC 15). Until this grapple ends  the elemental can't burrow or use Earths Embrace and its slam attacks are made with advantage against the grappled target."
                },
                {
                    "name": "Rock",
                    "desc": "Ranged Weapon Attack: +7 to hit, range 30/90 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Earth Glide",
                    "desc": "The elemental can burrow through nonmagical, unworked earth and stone without disturbing it."
                },
                {
                    "name": "Siege Monster",
                    "desc": "The elemental deals double damage to objects and structures."
                },
                {
                    "name": "Elemental Nature",
                    "desc": "An elemental doesnt require air, sustenance, or sleep."
                }
            ],
            "spell_list": [],
            "page_no": 192,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_earth-elemental/"
        },
        {
            "slug": "efreeti-a5e",
            "desc": "",
            "name": "Efreeti",
            "size": "Large",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 17,
            "armor_desc": "",
            "hit_points": 172,
            "hit_dice": "15d10+90",
            "speed": {
                "walk": 40,
                "fly": 60
            },
            "strength": 22,
            "dexterity": 18,
            "constitution": 22,
            "intelligence": 14,
            "wisdom": 16,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": 6,
            "wisdom_save": 7,
            "charisma_save": 7,
            "perception": null,
            "skills": {
                "athletics": 10,
                "intimidation": 7,
                "perception": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "fire",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., passive Perception 17",
            "languages": "Ignan",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The efreeti makes two brass sword attacks or hurls flame twice. The efreeti can replace one attack with a kick."
                },
                {
                    "name": "Brass Sword",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage plus 7 (2d6) fire damage."
                },
                {
                    "name": "Kick",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (2d4 + 6) bludgeoning damage  and the target is pushed 10 feet away from the efreet."
                },
                {
                    "name": "Hurl Flame",
                    "desc": "Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 21 (6d6) fire damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Fiery Wall (1/Day)",
                    "desc": "An opaque wall of magical flame rises from the ground within 60 feet. The wall is 6 inches thick and can be up to 20 feet high and 30 feet long. Each creature within the wall when it appears makes a DC 15 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save or half damage on a success. A creature also takes 18 (4d8) fire damage when it enters the wall for the first time on a turn or ends its turn there. The wall disappears when the efreet is killed or incapacitated, or when it uses an action to dismiss it."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Innate Spellcasting",
                    "desc": "The efreetis innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components: At will: alter self (can assume Medium or Large form), detect magic, 3/day each: creation, gaseous form, major image, tongues, 1/day each: conjure elemental (fire elemental only), plane shift (to Elemental Plane of Fire only)"
                }
            ],
            "spell_list": [],
            "page_no": 221,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_efreeti/"
        },
        {
            "slug": "efreeti-noble-a5e",
            "desc": "",
            "name": "Efreeti Noble",
            "size": "Large",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 17,
            "armor_desc": "",
            "hit_points": 344,
            "hit_dice": "30d10+180",
            "speed": {
                "walk": 40,
                "fly": 60
            },
            "strength": 22,
            "dexterity": 18,
            "constitution": 22,
            "intelligence": 14,
            "wisdom": 16,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": 6,
            "wisdom_save": 7,
            "charisma_save": 7,
            "perception": null,
            "skills": {
                "athletics": 10,
                "intimidation": 7,
                "perception": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "fire",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., passive Perception 17",
            "languages": "Ignan",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The efreeti makes two brass sword attacks or hurls flame twice. The efreeti can replace one attack with a kick."
                },
                {
                    "name": "Brass Sword",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage plus 7 (2d6) fire damage."
                },
                {
                    "name": "Kick",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (2d4 + 6) bludgeoning damage  and the target is pushed 10 feet away from the efreet."
                },
                {
                    "name": "Hurl Flame",
                    "desc": "Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 21 (6d6) fire damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Fiery Wall (1/Day)",
                    "desc": "An opaque wall of magical flame rises from the ground within 60 feet. The wall is 6 inches thick and can be up to 20 feet high and 30 feet long. Each creature within the wall when it appears makes a DC 15 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save or half damage on a success. A creature also takes 18 (4d8) fire damage when it enters the wall for the first time on a turn or ends its turn there. The wall disappears when the efreet is killed or incapacitated, or when it uses an action to dismiss it."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Innate Spellcasting",
                    "desc": "The efreetis innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components: At will: alter self (can assume Medium or Large form), detect magic, 3/day each: creation, gaseous form, major image, tongues, 1/day each: conjure elemental (fire elemental only), plane shift (to Elemental Plane of Fire only)"
                }
            ],
            "spell_list": [],
            "page_no": 221,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_efreeti-noble/"
        },
        {
            "slug": "fallen-deva-a5e",
            "desc": "",
            "name": "Fallen Deva",
            "size": "Medium",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 17,
            "armor_desc": "",
            "hit_points": 153,
            "hit_dice": "18d8+72",
            "speed": {
                "walk": 30,
                "fly": 90
            },
            "strength": 18,
            "dexterity": 18,
            "constitution": 18,
            "intelligence": 18,
            "wisdom": 20,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 9,
            "charisma_save": 9,
            "perception": null,
            "skills": {
                "insight": 9,
                "perception": 9,
                "religion": 9
            },
            "damage_vulnerabilities": "radiant",
            "damage_resistances": "radiant; damage from nonmagical weapons",
            "damage_immunities": "",
            "condition_immunities": "charmed, exhaustion, frightened",
            "senses": "truesight 30 ft., passive Perception 19",
            "languages": "all, telepathy 120 ft.",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The deva makes two attacks."
                },
                {
                    "name": "Celestial Hammer (Deva Form Only)",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 17 (5d6) radiant damage. On a hit  the target can't make opportunity attacks against the deva until the beginning of the targets next turn."
                },
                {
                    "name": "Divine Blast",
                    "desc": "Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 22 (5d8) radiant damage."
                },
                {
                    "name": "Radiant Energy (1/Day)",
                    "desc": "The deva touches a creature other than itself. If the target is unwilling  the deva makes an attack roll with a +8 bonus. The deva can choose to magically heal 60 hit points of damage and end any blindness  curse  deafness  disease  or poison on the target. Alternatively  the deva can choose to deal 60 radiant damage to the target."
                },
                {
                    "name": "Change Form",
                    "desc": "The deva magically transforms into a beast or humanoid or back into its true form. It retains its deva statistics  including speech and telepathy  except that it has the size  movement modes  and traits of its new form."
                },
                {
                    "name": "Consume Life Energy (1/Day)",
                    "desc": "The angel feasts on the departing life energy of a humanoid within 5 feet. The target must have been slain within the last hour. The angel magically gains temporary hit points equal to half the dead creatures maximum hit points. These hit points last until depleted. Only a spell cast with a 9th-level slot can raise the corpse from the dead."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Magic Resistance",
                    "desc": "The deva has advantage on saving throws against spells and magical effects."
                },
                {
                    "name": "Aligned",
                    "desc": "An angel radiates a Lawful aura. Most angels also radiate a Good aura, and a few radiate Evil."
                },
                {
                    "name": "Celestial Dissolution",
                    "desc": "When an angel dies, its body and equipment dissolve into motes of light."
                },
                {
                    "name": "Detect Alignment",
                    "desc": "An angel knows the alignment, if any, of each creature within 30 feet that it can see."
                },
                {
                    "name": "Immortal Nature",
                    "desc": "An angel doesnt require air, sustenance, or sleep."
                }
            ],
            "spell_list": [],
            "page_no": 19,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_fallen-deva/"
        },
        {
            "slug": "flying-sword-a5e",
            "desc": "",
            "name": "Flying Sword",
            "size": "Small",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 17,
            "armor_desc": "",
            "hit_points": 10,
            "hit_dice": "3d6",
            "speed": {
                "walk": 0,
                "fly": 30
            },
            "strength": 12,
            "dexterity": 12,
            "constitution": 10,
            "intelligence": 1,
            "wisdom": 10,
            "charisma": 1,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "piercing",
            "damage_immunities": "poison, psychic",
            "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 10",
            "languages": "",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Longsword",
                    "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Spell-created",
                    "desc": "The DC for dispel magic to destroy this creature is 19."
                },
                {
                    "name": "False Appearance",
                    "desc": "While motionless, the sword is indistinguishable from a normal sword."
                }
            ],
            "spell_list": [],
            "page_no": 23,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_flying-sword/"
        },
        {
            "slug": "forgotten-god-a5e",
            "desc": "",
            "name": "Forgotten God",
            "size": "Large",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 17,
            "armor_desc": "",
            "hit_points": 161,
            "hit_dice": "17d8+85",
            "speed": {
                "walk": 40,
                "fly": 40
            },
            "strength": 20,
            "dexterity": 18,
            "constitution": 20,
            "intelligence": 10,
            "wisdom": 20,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 9,
            "intelligence_save": null,
            "wisdom_save": 9,
            "charisma_save": 9,
            "perception": null,
            "skills": {
                "arcana": 4,
                "history": 4,
                "intimidation": 9,
                "perception": 9,
                "persuasion": 9,
                "religion": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "poison, radiant; damage from nonmagical weapons",
            "damage_immunities": "",
            "condition_immunities": "fatigue, frightened, poisoned",
            "senses": "truesight 120 ft., passive Perception 19",
            "languages": "All",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Divine Weapon",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) damage (damage type based on the form of the weapon or implement) plus 3 (1d6) radiant damage."
                },
                {
                    "name": "Stunning Gaze (Gaze)",
                    "desc": "The god targets a creature within 60 feet. The target makes a DC 17 Charisma saving throw. On a failure  the target takes 10 (3d6) radiant damage and is stunned until the end of its next turn. On a success  the target is immune to Stunning Gaze for 24 hours."
                },
                {
                    "name": "Divine Wrath (1/Day, While Bloodied)",
                    "desc": "Each creature of the gods choice within 60 feet makes a DC 17 Constitution saving throw  taking 28 (8d6) radiant damage on a failure or half damage on a success."
                },
                {
                    "name": "Spirit Guardians (3rd-Level; V, S, Concentration)",
                    "desc": "Spirits of former divine servants surround the god in a 10-foot radius for 10 minutes. The god can choose creatures they can see to be unaffected by the spell. Other creatures treat the area as difficult terrain  and when a creature enters the area for the first time on a turn or starts its turn there  it makes a DC DC 17 Wisdom saving throw  taking 10 (3d6) radiant damage on a failed save or half damage on a success."
                },
                {
                    "name": "Flame Strike (5th-Level; V, S)",
                    "desc": "A 10-foot-radius  40-foot-high column of divine flame appears centered on a point the god can see within 60 feet. Each creature in the area makes a DC 17 Dexterity saving throw  taking 14 (4d6) fire damage and 14 (4d6) radiant damage on a failed save  or half damage on a success."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Aligned",
                    "desc": "The forgotten god radiates a weak alignment aura, most often Lawful and Good, Chaotic and Good, Lawful and Evil, or Chaotic and Evil. Its behavior may not match its alignment."
                },
                {
                    "name": "Flawed Spellcasting",
                    "desc": "The gods innate spellcasting ability is Wisdom (save DC 17).The god can try to cast flame strike or spirit guardians at will with no material component. When the god tries to cast the spell, roll 1d6. On a 1, 2, or 3 on the die, the spell visibly fails and has no effect. The gods action for the turn is not wasted, but it can't be used to cast a spell."
                },
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "When the god fails a saving throw, it can choose to succeed instead. When it does so, it seems to flicker and shrink, as if it is using up its essence."
                },
                {
                    "name": "Divine Nature",
                    "desc": "A forgotten god doesnt require air, sustenance, or sleep."
                }
            ],
            "spell_list": [],
            "page_no": 209,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_forgotten-god/"
        }
    ]
}