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

GET /v1/monsters/?format=api&ordering=-charisma&page=9
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=-charisma&page=10",
    "previous": "https://api-beta.open5e.com/v1/monsters/?format=api&ordering=-charisma&page=8",
    "results": [
        {
            "slug": "ancient-black-dragon-a5e",
            "desc": "",
            "name": "Ancient Black Dragon",
            "size": "Gargantuan",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 22,
            "armor_desc": "",
            "hit_points": 367,
            "hit_dice": "21d20+147",
            "speed": {
                "walk": 40,
                "fly": 80,
                "swim": 40
            },
            "strength": 26,
            "dexterity": 14,
            "constitution": 24,
            "intelligence": 16,
            "wisdom": 14,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 9,
            "constitution_save": 14,
            "intelligence_save": null,
            "wisdom_save": 9,
            "charisma_save": 11,
            "perception": null,
            "skills": {
                "history": 10,
                "perception": 9,
                "stealth": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "acid",
            "condition_immunities": "",
            "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 22",
            "languages": "Common, Draconic, one more",
            "challenge_rating": "23",
            "cr": 23.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon attacks once with its bite and twice with its claws. In place of its bite attack  it can use Acid Spit."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 30 (4d10 + 8) piercing damage plus 9 (2d8) acid damage. Instead of dealing piercing damage  the dragon can grapple the target (escape DC 23)  and a Huge or smaller creature grappled in this way is restrained. While grappling a creature  the dragon can't bite or use Acid Spit against another target."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage."
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage  and the dragon pushes the target 10 feet away."
                },
                {
                    "name": "Acid Spit",
                    "desc": "The dragon targets a creature within 60 feet  forcing it to make a DC 22 Dexterity saving throw. The creature takes 22 (4d10) acid damage on a failure or half damage on a success. A creature that fails the save also takes 11 (2d10) ongoing acid damage. A creature can use an action to end the ongoing damage."
                },
                {
                    "name": "Acid Breath (Recharge 5-6)",
                    "desc": "The dragon exhales sizzling acid in a 90-foot-long  10-foot-wide line. Each creature in that area makes a DC 22 Dexterity saving throw  taking 85 (19d8) acid damage on a failed save or half damage on a success. A creature that fails the save is blinded until the end of its next turn."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Tail Attack",
                    "desc": "When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": [
                {
                    "name": "The dragon can take 3 legendary actions",
                    "desc": "Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."
                },
                {
                    "name": "Darkness",
                    "desc": "The dragon creates a 40-foot-radius sphere of magical darkness originating from a point it can see within 120 feet. Darkvision can't penetrate this darkness. The darkness lasts for 1 minute or until the dragon uses this action again."
                },
                {
                    "name": "Roar",
                    "desc": "Each creature of the dragons choice within 120 feet that can hear it makes a DC 19 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours."
                },
                {
                    "name": "Wing Attack",
                    "desc": "The dragon beats its wings. Each creature within 15 feet makes a DC 22 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed."
                }
            ],
            "special_abilities": [
                {
                    "name": "Ambusher",
                    "desc": "When submerged in water, the dragon has advantage on Stealth checks. If the dragon hits a creature that can't see it with its bite, it can deal piercing damage and grapple the target simultaneously."
                },
                {
                    "name": "Amphibious",
                    "desc": "The dragon can breathe air and water."
                },
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "When the dragon fails a saving throw, it can choose to succeed instead. When it does, it sheds some of its scales, which turn to mud. If it has no more uses of this ability, its Armor Class is reduced to 20 until it finishes a long rest."
                },
                {
                    "name": "Ruthless (1/Round)",
                    "desc": "After scoring a critical hit on its turn, the dragon can immediately make one claw attack."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The dragons spellcasting ability is Charisma (save DC 19). It can innately cast the following spells, requiring no material components. 3/day each:fog cloud, pass without trace, legend lore, speak with dead,  1/day each: create undead, insect plague"
                }
            ],
            "spell_list": [],
            "page_no": 100,
            "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-black-dragon/"
        },
        {
            "slug": "ancient-brass-dragon-a5e",
            "desc": "",
            "name": "Ancient Brass Dragon",
            "size": "Gargantuan",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 20,
            "armor_desc": "",
            "hit_points": 367,
            "hit_dice": "21d20+147",
            "speed": {
                "walk": 40,
                "burrow": 40,
                "fly": 80
            },
            "strength": 26,
            "dexterity": 10,
            "constitution": 24,
            "intelligence": 20,
            "wisdom": 16,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": 14,
            "intelligence_save": null,
            "wisdom_save": 10,
            "charisma_save": 11,
            "perception": null,
            "skills": {
                "arcana": 12,
                "history": 12,
                "nature": 12,
                "perception": 10,
                "persuasion": 11,
                "religion": 12,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "fire",
            "condition_immunities": "",
            "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 23",
            "languages": "Common, Draconic, three more",
            "challenge_rating": "22",
            "cr": 22.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon attacks once with its bite and twice with its claws. In place of its bite  it can use Molten Spit."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 30 (4d10 + 8) piercing damage plus 9 (2d8) fire damage."
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage."
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage  and the dragon pushes the target 10 feet away."
                },
                {
                    "name": "Staff (Humanoid Form Only)",
                    "desc": "Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 8) bludgeoning damage."
                },
                {
                    "name": "Molten Spit",
                    "desc": "The dragon targets a creature within 60 feet  forcing it to make a DC 22 Dexterity saving throw. The creature takes 22 (4d10) fire damage on a failure or half damage on a success. A creature that fails the saving throw also takes 11 (2d10) ongoing fire damage. A creature can use an action to end the ongoing damage."
                },
                {
                    "name": "Breath Weapons (Recharge 5-6)",
                    "desc": "The dragon uses one of the following breath weapons:"
                },
                {
                    "name": "Molten Breath",
                    "desc": "The dragon exhales molten glass in a 90-foot-long  10-foot-wide line. Each creature in the area makes a DC 22 Dexterity saving throw  taking 70 (20d6) fire damage on a failed save or half damage on a success. A creature that fails the save is also blinded until the end of its next turn."
                },
                {
                    "name": "Sleep Breath",
                    "desc": "The dragon exhales sleep gas in a 90-foot cone. Each creature in the area makes a DC 22 Constitution saving throw. On a failure  a creature falls unconscious for 10 minutes or until it takes damage or someone uses an action to wake it."
                },
                {
                    "name": "Change Shape",
                    "desc": "The dragon magically takes the shape of a humanoid or beast or changes back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (dragons choice). In the new form  the dragons stats are unchanged except for its size. It can't use Molten Spit  Breath Weapons  Tail Attack  or Wing Attack except in dragon form. In beast form  it can attack only with its bite and claws  if appropriate to its form. If the beast form is Large or smaller  the reach of these attacks is reduced to 5 feet. In humanoid form  it can attack only with its staff."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Tail Attack",
                    "desc": "When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": [
                {
                    "name": "The dragon can take 3 legendary actions",
                    "desc": "Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."
                },
                {
                    "name": "Analyze",
                    "desc": "The dragon evaluates one creature it can see within 60 feet. It learns the creatures resistances, immunities, vulnerabilities, and current and maximum hit points. That creatures next attack roll against the dragon before the start of the dragons next turn is made with disadvantage."
                },
                {
                    "name": "Roar",
                    "desc": "Each creature of the dragons choice within 120 feet that can hear it makes a DC 19 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours."
                },
                {
                    "name": "Wing Attack",
                    "desc": "The dragon beats its wings. Each creature within 15 feet makes a DC 23 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed."
                }
            ],
            "special_abilities": [
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "When the dragon fails a saving throw, it can choose to succeed instead. When it does, some of its scales fall away and turn to sand. If it has no more uses of this ability, its Armor Class is reduced to 18 until it finishes a long rest."
                },
                {
                    "name": "Self-Sufficient",
                    "desc": "The brass dragon can subsist on only a quart of water and a pound of food per day."
                },
                {
                    "name": "Scholar of the Ages",
                    "desc": "The brass dragon gains a d4 expertise die on Intelligence checks made to recall lore. If it fails such a roll, it can expend one use of its Legendary Resistance trait to treat the roll as a 20."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The dragons spellcasting ability is Charisma (save DC 19). It can innately cast the following spells, requiring no material components. 3/day each:comprehend languages, identify, commune, legend lore,  1/day:teleport, true seeing"
                }
            ],
            "spell_list": [],
            "page_no": 154,
            "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-brass-dragon/"
        },
        {
            "slug": "ancient-copper-dragon-a5e",
            "desc": "",
            "name": "Ancient Copper Dragon",
            "size": "Gargantuan",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 21,
            "armor_desc": "",
            "hit_points": 367,
            "hit_dice": "21d20+147",
            "speed": {
                "walk": 40,
                "climb": 40,
                "fly": 80
            },
            "strength": 26,
            "dexterity": 12,
            "constitution": 24,
            "intelligence": 20,
            "wisdom": 16,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": 14,
            "intelligence_save": null,
            "wisdom_save": 10,
            "charisma_save": 11,
            "perception": null,
            "skills": {
                "deception": 11,
                "perception": 10,
                "stealth": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "acid",
            "condition_immunities": "",
            "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 23",
            "languages": "Common, Draconic, three more",
            "challenge_rating": "23",
            "cr": 23.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon attacks with its bite and twice with its claws. In place of its bite  it can use Acid Spit."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 30 (4d10 + 8) piercing damage plus 9 (2d8) acid damage."
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage."
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage  and the dragon pushes the target 10 feet away."
                },
                {
                    "name": "War Pick (Humanoid Form Only)",
                    "desc": "Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 8) piercing damage."
                },
                {
                    "name": "Acid Spit",
                    "desc": "The dragon targets a creature within 60 feet  forcing it to make a DC 22 Dexterity saving throw. The creature takes 22 (4d10) acid damage on a failure or half damage on a success. A creature that fails the save also takes 11 (2d10) ongoing acid damage. A creature can use an action to end the ongoing damage."
                },
                {
                    "name": "Breath Weapons (Recharge 5-6)",
                    "desc": "The dragon uses one of the following breath weapons:"
                },
                {
                    "name": "Acid Breath",
                    "desc": "The dragon spits acid in a 90-foot-long  10-foot-wide line. Each creature in the area makes a DC 22 Dexterity saving throw  taking 85 (19d8) acid damage on a failed save or half damage on a success. A creature that fails the save is blinded until the end of its next turn."
                },
                {
                    "name": "Slowing Breath",
                    "desc": "The dragon exhales toxic gas in a 90-foot cone. Each creature in the area makes a DC 22 Constitution saving throw  becoming slowed for 1 minute on a failure. A creature repeats the saving throw at the end of each of its turns  ending the effect on itself on a success."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Change Shape",
                    "desc": "The dragon magically takes the shape of a humanoid or beast, or changes back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (dragons choice). In the new form, the dragons stats are unchanged except for its size. It can't use Acid Spit, Breath Weapons, Tail Attack, or Wing Attack except in dragon form. In beast form, it can attack only with its bite and claws, if appropriate to its form. If the beast form is Large or smaller, the reach of these attacks is reduced to 5 feet. In humanoid form, it can attack only with its war pick."
                }
            ],
            "reactions": [
                {
                    "name": "Tail Attack",
                    "desc": "When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": [
                {
                    "name": "The dragon can take 3 legendary actions",
                    "desc": "Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."
                },
                {
                    "name": "Roar",
                    "desc": "Each creature of the dragons choice within 120 feet that can hear it makes a DC 19 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours."
                },
                {
                    "name": "Wing Attack",
                    "desc": "The dragon beats its wings. Each creature within 15 feet makes a DC 23 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed."
                },
                {
                    "name": "Tricksters Gambit (Costs 2 Actions)",
                    "desc": "The dragon magically teleports to an unoccupied space it can see within 30 feet and creates two illusory duplicates in different unoccupied spaces within 30 feet. These duplicates have an AC of 11, and a creature that hits one with an attack can make a DC 19 Intelligence (Investigation) check, identifying it as a fake on a success. The duplicates disappear at the end of the dragons next turn but otherwise mimic the dragons actions perfectly, even moving according to the dragons will."
                }
            ],
            "special_abilities": [
                {
                    "name": "Flow Within the Mountain",
                    "desc": "The dragon has advantage on Stealth checks made to hide in mountainous regions. By spending 1 minute in concentration while touching a natural stone surface, the dragon can magically merge into it and emerge from any connected stone surface within a mile."
                },
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "When the dragon fails a saving throw, it can choose to succeed instead. When it does, some of its scales fall away and turn to stone. If it has no more uses of this ability, its Armor Class is reduced to 19 until it finishes a long rest."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The dragons spellcasting ability is Charisma (save DC 19). It can innately cast the following spells, requiring no material components. 3/day each:hideous laughter, suggestion, mislead, polymorph,  1/day:irresistible dance, mass suggestion"
                }
            ],
            "spell_list": [],
            "page_no": 164,
            "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-copper-dragon/"
        },
        {
            "slug": "banshee-a5e",
            "desc": "",
            "name": "Banshee",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 58,
            "hit_dice": "13d8",
            "speed": {
                "walk": 30,
                "fly": 40
            },
            "strength": 8,
            "dexterity": 16,
            "constitution": 10,
            "intelligence": 12,
            "wisdom": 10,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 2,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, fire, lightning, thunder; damage from nonmagical weapons",
            "damage_immunities": "cold, necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "darkvision 60 ft., Passive Perception 10",
            "languages": "the languages it spoke in life",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Presage Death",
                    "desc": "The banshee targets a creature within 60 feet that can hear it  predicting its doom. The target makes a DC 14 Wisdom saving throw. On a failure  the target takes 11 (2d6 + 4) psychic damage and is magically cursed for 1 hour. While cursed in this way  the target has disadvantage on saving throws against the banshees Baleful Wail."
                },
                {
                    "name": "Baleful Wail",
                    "desc": "The banshee shrieks. All living creatures within 30 feet of it that can hear it make a DC 14 Constitution saving throw. On a failure  a creature takes 11 (2d6 + 4) psychic damage. If the creature is cursed by the banshee  it drops to 0 hit points instead."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Wounded Warning",
                    "desc": "When the banshee takes damage from a creature within 60 feet, it uses Presage Death on the attacker."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Death Howl",
                    "desc": "When reduced to 0 hit points, the banshee uses Baleful Wail."
                },
                {
                    "name": "Detect Life",
                    "desc": "The banshee magically senses the general direction of living creatures up to 5 miles away."
                },
                {
                    "name": "Incorporeal Movement",
                    "desc": "The banshee can move through creatures and objects. It takes 5 (1d10) force damage if it ends its turn inside an object."
                },
                {
                    "name": "Undead Nature",
                    "desc": "A banshee doesnt require air, sustenance, or sleep."
                },
                {
                    "name": "Unquiet Spirit",
                    "desc": "If defeated in combat, the banshee returns on the anniversary of its death. It can be permanently put to rest only by finding and casting remove curse on its grave or by righting whatever wrong was done to it."
                }
            ],
            "spell_list": [],
            "page_no": 30,
            "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_banshee/"
        },
        {
            "slug": "cambion-a5e",
            "desc": "",
            "name": "Cambion",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 16,
            "armor_desc": "",
            "hit_points": 93,
            "hit_dice": "11d8+44",
            "speed": {
                "walk": 30,
                "fly": 60
            },
            "strength": 18,
            "dexterity": 18,
            "constitution": 18,
            "intelligence": 16,
            "wisdom": 14,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 7,
            "intelligence_save": 6,
            "wisdom_save": 5,
            "charisma_save": 7,
            "perception": null,
            "skills": {
                "deception": 7,
                "intimidation": 7,
                "perception": 5,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, fire, poison; damage from nonmagical weapons",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 15",
            "languages": "Abyssal, Common, Infernal",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The cambion makes two melee attacks or two ranged attacks."
                },
                {
                    "name": "Black Iron Blade",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) slashing damage  and the target takes a wound that deals 5 (1d10) ongoing slashing damage. A creature can end the ongoing damage by staunching the wound as an action or by giving the target magical healing."
                },
                {
                    "name": "Fire Blast",
                    "desc": "Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 13 (3d8) fire damage."
                },
                {
                    "name": "Fiery Escape (1/Day)",
                    "desc": "The cambion magically creates a fiery portal to the realm of its fiendish parent. The portal appears in an empty space within 5 feet. The portal lasts until the end of the cambions next turn or until it passes through the portal. No one but the cambion can pass through the portal; anyone else that enters its space takes 14 (4d6) fire damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Fell Charm",
                    "desc": "The cambion targets one creature within 30 feet. The target makes a DC 15 Wisdom saving throw. On a failure, it is magically charmed by the cambion for 1 day. The effect ends if the cambion or a cambions ally harms the target, or if the cambion commands it to take a suicidal action. While charmed, the target regards the cambion as a trusted friend and is an ally of the cambion. If the target makes a successful saving throw or the effect ends, the target is immune to this cambions Fell Charm for 24 hours."
                },
                {
                    "name": "Command",
                    "desc": "The cambion gives an order to an ally within 60 feet that can hear it. If the ally has a reaction available, it can use it to follow the cambions order, either taking an action or moving up to its Speed."
                },
                {
                    "name": "Shapeshift",
                    "desc": "The cambion magically changes its form to that of any humanoid creature it has seen before, or back into its true form. While shapeshifted, its statistics are unchanged except that it has no armor or equipment, can't use its black iron blade, and can fly only if it is in a form with wings. It reverts to its true form if it dies."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 42,
            "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_cambion/"
        },
        {
            "slug": "couatl-a5e",
            "desc": "",
            "name": "Couatl",
            "size": "Medium",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 16,
            "armor_desc": "",
            "hit_points": 85,
            "hit_dice": "10d8+40",
            "speed": {
                "walk": 30,
                "fly": 90
            },
            "strength": 18,
            "dexterity": 18,
            "constitution": 18,
            "intelligence": 18,
            "wisdom": 20,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": 6,
            "perception": null,
            "skills": {
                "perception": 7,
                "persuasion": 6,
                "religion": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "psychic, radiant; damage from nonmagical weapons",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "truesight 120 ft., passive Perception 17",
            "languages": "all, telepathy 120 ft.",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Constrict",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one Medium or smaller creature. Hit: 14 (3d6 + 4) bludgeoning damage  and the target is grappled (escape DC 14). Until this grapple ends  the target is restrained  the couatl can't constrict other targets  and the couatl has advantage on attacks against the target."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage  and the target makes a DC 14 Constitution saving throw. On a failure  it is poisoned for 24 hours. The target is unconscious until the poisoned condition ends or a creature uses an action to shake the target awake."
                },
                {
                    "name": "Heal (1/Day)",
                    "desc": "The couatl touches a creature  magically healing 20 hit points of damage and ending the poisoned condition on that creature."
                },
                {
                    "name": "Shapeshift",
                    "desc": "The couatl magically changes its form to resemble that of a humanoid or beast  or back into its true form. It reverts to its true form if it dies. If its form is humanoid  it is equipped with clothing and a weapon. While shapeshifted  its statistics are the same except that it can't use Constrict and Shielding Wing and it may gain a swim speed of 60 or lose its fly speed if appropriate to its new form. If its a beast  it can use its bite attack. If its a humanoid  it may make a weapon attack  which functions identically to its bite attack."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Shielding Wing",
                    "desc": "When the couatl or a creature within 5 feet is attacked, the couatl can interpose a wing and impose disadvantage on the attack."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Innate Spellcasting",
                    "desc": "The couatls spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components: At will: detect evil and good, detect magic, 3/day each: create food and water, detect thoughts, lesser restoration, 1/day each: dream, greater restoration, scrying"
                }
            ],
            "spell_list": [],
            "page_no": 56,
            "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_couatl/"
        },
        {
            "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": "dryad-a5e",
            "desc": "",
            "name": "Dryad",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 22,
            "hit_dice": "5d8",
            "speed": {
                "walk": 30
            },
            "strength": 14,
            "dexterity": 12,
            "constitution": 10,
            "intelligence": 12,
            "wisdom": 16,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "nature": 3,
                "perception": 5,
                "stealth": 3,
                "survival": 5
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "Elvish, Sylvan",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Club",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage."
                },
                {
                    "name": "Entangling Plants",
                    "desc": "Plants magically erupt from the ground in a 20-foot radius around a point up to 120 feet from the dryad. Each creature of the dryads choice in the area makes a DC 13 Strength saving throw. On a failure  a creature is restrained for 1 minute. A creature can use its action to make a DC 12 Strength check  freeing itself or a creature within 5 feet on a success. Additionally  the area is difficult terrain for 1 minute."
                },
                {
                    "name": "Fey Charm (3/Day)",
                    "desc": "A humanoid or beast within 30 feet makes a DC 13 Wisdom saving throw. On a failure  it is magically charmed. While charmed in this way  the target regards the dryad as a trusted ally and is disposed to interpret the dryads requests and actions favorably. The creature can repeat this saving throw if the dryad or the dryads allies harm it  ending the effect on a success. Otherwise  the effect lasts 24 hours. If the creature succeeds on a saving throw against Fey Charm or the effect ends for it  it is immune to Fey Charm for 24 hours."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Magic Resistance",
                    "desc": "The dryad has advantage on saving throws against spells and magical effects."
                },
                {
                    "name": "Speak with Nature",
                    "desc": "The dryad can communicate with beasts and plants."
                },
                {
                    "name": "Tree Stride",
                    "desc": "Once per turn, the dryad can use 10 feet of movement to enter a living tree and emerge from another living tree within 60 feet. Both trees must be at least Large."
                }
            ],
            "spell_list": [],
            "page_no": 188,
            "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_dryad/"
        },
        {
            "slug": "elder-vampire-a5e",
            "desc": "",
            "name": "Elder Vampire",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 16,
            "armor_desc": "",
            "hit_points": 285,
            "hit_dice": "30d8+150",
            "speed": {
                "walk": 40,
                "climb": 30
            },
            "strength": 20,
            "dexterity": 18,
            "constitution": 20,
            "intelligence": 16,
            "wisdom": 16,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": 8,
            "perception": null,
            "skills": {
                "perception": 7,
                "persuasion": 8,
                "stealth": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic; damage from nonmagical, non-silvered weapons",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., truesight 120 ft., passive Perception 17",
            "languages": "the languages it knew in life",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Grab (Vampire Form Only)",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 4 (1d8) necrotic damage. The target is grappled (escape DC 17) and restrained while grappled in this way."
                },
                {
                    "name": "Charm",
                    "desc": "The vampire targets a creature within 30 feet  forcing it to make a DC 16 Wisdom saving throw. On a failure  the target is charmed by the vampire for 24 hours. While charmed it regards the vampire as a trusted friend and is a willing target for the vampires bite. The target repeats the saving throw each time it takes damage  ending the effect on itself on a success. If the targets saving throw is successful or the effect ends for it  it is immune to this vampires Charm for 24 hours."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target that is grappled, incapacitated, restrained, willing, or unaware of the vampires presence. Hit: 10 (1d10 + 5) piercing damage plus 21 (6d6) necrotic damage. The targets hit point maximum is reduced by an amount equal to the necrotic damage dealt, and the vampire regains this number of hit points. The reduction lasts until the target finishes a long rest. If the target is reduced to 0 hit points by this attack, it dies and rises the following night as a vampire spawn in the vampires thrall. Before the target first rises as a vampire spawn, a bless, gentle repose, or similar spell cast on the body prevents this transformation."
                }
            ],
            "reactions": [
                {
                    "name": "Hissing Scuttle (1/Day)",
                    "desc": "When the vampire takes radiant damage, it moves up to its Speed without provoking opportunity attacks."
                },
                {
                    "name": "Warding Charm (1/Day)",
                    "desc": "When a creature the vampire can see targets it with a melee attack but before the attack is made, the vampire uses Charm on that creature."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": [
                {
                    "name": "The vampire can take 1 legendary action",
                    "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": "Blood Charm",
                    "desc": "The vampire uses Charm. A creature makes its initial saving throw with disadvantage if the vampire has hit it with a bite attack within the last 24 hours."
                },
                {
                    "name": "Grab",
                    "desc": "The vampire makes a grab attack."
                },
                {
                    "name": "Mist Form",
                    "desc": "The vampire transforms into a mist or back into its true form. As mist, the vampire has a flying speed of 30, can't speak, can't take actions or manipulate objects, is immune to nonmagical damage from weapons, and has advantage on saving throws and Stealth checks. It can pass through a space as narrow as 1 inch without squeezing but can't pass through water. Anything its carrying transforms with it."
                },
                {
                    "name": "Shapechange",
                    "desc": "The vampire transforms into the shape of a Medium or smaller beast or back into its true form. While transformed, it has the beasts size and movement modes. It can't use reactions or legendary actions, and can't speak. Otherwise, it uses the vampires statistics. Anything its carrying transforms with it."
                }
            ],
            "special_abilities": [
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "When the vampire fails a saving throw, it can choose to succeed instead. When it does so, it visibly grows older. Its original appearance is restored when it finishes a long rest."
                },
                {
                    "name": "Misty Recovery",
                    "desc": "When the vampire drops to 0 hit points, instead of falling unconscious, it turns into mist as if it had used the Mist Form legendary action. It can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to vampire form and is paralyzed for 1 hour, at which time it regains 1 hit point. While paralyzed in this way, it can be destroyed by fire damage, radiant damage, damage from a magical weapon, or a wooden stake driven through the heart, but it is otherwise immune to damage."
                },
                {
                    "name": "Regeneration",
                    "desc": "The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and hasnt taken radiant damage since its last turn."
                },
                {
                    "name": "Spider Climb",
                    "desc": "The vampire can climb even on difficult surfaces and upside down on ceilings."
                },
                {
                    "name": "Vampire Weaknesses",
                    "desc": "Vampires most common weaknesses are sunlight and running water. When the vampire ends its turn in contact with one of its weaknesses (such as being bathed in sunlight or running water), it takes 20 radiant damage. While in contact with its weakness, it can't use its Regeneration trait or its Mist Form or Shapechange actions."
                },
                {
                    "name": "Resting Place",
                    "desc": "Every vampires lair contains a resting place, usually a coffin or sarcophagus, where the vampire must rest for at least an hour each day to recuperate its powers. This resting place is sprinkled with soil from its mortal homeland. If this soil is scattered or is subjected to a bless, hallow, or similar spell, the vampire is destroyed when reduced to 0 hit points."
                },
                {
                    "name": "Blood Frenzy",
                    "desc": "While bloodied, the vampire can take 3 legendary actions instead of 1."
                }
            ],
            "spell_list": [],
            "page_no": 420,
            "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_elder-vampire/"
        },
        {
            "slug": "erinyes-a5e",
            "desc": "",
            "name": "Erinyes",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 18,
            "armor_desc": "",
            "hit_points": 161,
            "hit_dice": "19d8+76",
            "speed": {
                "walk": 30,
                "fly": 60
            },
            "strength": 18,
            "dexterity": 18,
            "constitution": 18,
            "intelligence": 14,
            "wisdom": 16,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": 8,
            "perception": null,
            "skills": {
                "athletics": 8,
                "insight": 7,
                "perception": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold; damage from nonmagical, non-silvered weapons",
            "damage_immunities": "fire, poison",
            "condition_immunities": "poisoned",
            "senses": "truesight 120 ft., passive Perception 17",
            "languages": "Infernal, telepathy 120 ft.",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The erinyes makes three attacks."
                },
                {
                    "name": "Longsword",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 14 (4d6) poison damage."
                },
                {
                    "name": "Longbow",
                    "desc": "Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 14 (4d6) poison damage  and the target makes a DC 14 Constitution saving throw. On a failure  it is poisoned for 24 hours or until the poison is removed by lesser restoration or similar magic."
                },
                {
                    "name": "Lasso",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: The target is entangled by the lasso. While entangled  it can't move more than 15 feet away from the erinyes. The entanglement ends if the erinyes releases the lasso or becomes incapacitated  or if the lasso is destroyed. The lasso is an object with AC 12 and 20 HP and is immune to piercing  poison  psychic  and thunder damage. The entanglement also ends if the target or a creature within 5 feet of it uses an action to succeed on a DC 16 Athletics or Acrobatics check to remove the lasso. The erinyes can't make a lasso attack while a creature is entangled."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Parry",
                    "desc": "If the erinyes is wielding a longsword and can see its attacker, it adds 4 to its AC against one melee attack that would hit it."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Lawful Evil",
                    "desc": "The erinyes radiates a Lawful and Evil aura."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The erinyes has advantage on saving throws against spells and magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 82,
            "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_erinyes/"
        },
        {
            "slug": "fomorian-a5e",
            "desc": "",
            "name": "Fomorian",
            "size": "Huge",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 138,
            "hit_dice": "12d12+60",
            "speed": {
                "walk": 30
            },
            "strength": 20,
            "dexterity": 10,
            "constitution": 20,
            "intelligence": 10,
            "wisdom": 14,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "persuasion": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "psychic; damage from nonmagical, non-silvered weapons",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., passive Perception 12",
            "languages": "Celestial, Common, Giant, Sylvan",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The fomorian attacks twice with its warhammer."
                },
                {
                    "name": "Warhammer",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Charming Gaze (Gaze)",
                    "desc": "A creature within 60 feet makes a DC 15 Wisdom saving throw. On a failure, the creature is magically charmed by the fomorian. The creature repeats the saving throw every 24 hours and whenever it takes damage. On a successful saving throw or if the effect ends for it, the creature is immune to any fomorians Charming Gaze for the next 24 hours."
                },
                {
                    "name": "Mesmerizing Gaze (Gaze",
                    "desc": "A creature within 60 feet makes a DC 15 Wisdom saving throw. On a failure, the creature is magically restrained. The creature repeats the saving throw at the end of its next turn, ending the effect on itself on a success and becoming paralyzed on a failure. While the fomorian is not in line of sight, a paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. On a successful saving throw or if the effect ends for it, the creature is immune to any fomorians Mesmerizing Gaze for 24 hours."
                },
                {
                    "name": "Immortal Form",
                    "desc": "While in its lair, the fomorian magically changes into a specific Medium humanoid resembling a human or back to its true form. Apart from its size, its statistics are unchanged. The fomorian reverts to its true form when it dies, is incapacitated, or leaves its lair."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Eye Vulnerability",
                    "desc": "A creature can target the fomorians eye with an attack. This attack is made with disadvantage. If the attack hits and deals at least 10 damage, creatures affected by the fomorians Charming and Mesmerizing Gaze are freed from those effects."
                },
                {
                    "name": "Immortal Nature",
                    "desc": "A titan doesnt require air, sustenance, or sleep."
                }
            ],
            "spell_list": [],
            "page_no": 406,
            "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_fomorian/"
        },
        {
            "slug": "giant-lanternfish-a5e",
            "desc": "",
            "name": "Giant Lanternfish",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 85,
            "hit_dice": "10d10+30",
            "speed": {
                "walk": 30
            },
            "strength": 16,
            "dexterity": 16,
            "constitution": 16,
            "intelligence": 14,
            "wisdom": 16,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "deception": 6,
                "perception": 5,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 15",
            "languages": "Abyssal, Common",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Dizzying Touch",
                    "desc": "Melee Spell Attack: +6 to hit, reach 5 ft., one creature. Hit: The target is magically charmed for 1 hour or until it takes damage. While charmed in this way  it has disadvantage on Wisdom saving throws and ability checks."
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) slashing damage."
                },
                {
                    "name": "Dagger",
                    "desc": "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage  and the target makes a DC 13 Constitution saving throw. On a failure  the target takes 10 (3d6) poison damage and is poisoned for 1 hour."
                },
                {
                    "name": "Hypnotic Pattern (3rd-Level; S, Concentration)",
                    "desc": "A swirling pattern of light appears at a point within 120 feet. Each creature within 10 feet of the pattern that can see it makes a DC 14 Wisdom saving throw. On a failure  the creature is charmed for 1 minute. While charmed  the creature is incapacitated and its Speed is 0. The effect ends on a creature if it takes damage or if another creature uses an action to shake it out of its daze."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Misty Step (2nd-Level; V)",
                    "desc": "The giant lanternfish teleports to an unoccupied space it can see within 30 feet. The giant lanternfish can't cast this spell and a 1st-level or higher spell on the same turn."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Chaotic Evil",
                    "desc": "The giant lanternfish radiates a Chaotic and Evil aura."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The giant lanternfishs innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components. At will: charm person, disguise self (humanoid form), major image, misty step, 1/day each: geas, hallucinatory terrain, hypnotic pattern, scrying"
                }
            ],
            "spell_list": [],
            "page_no": 303,
            "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_giant-lanternfish/"
        },
        {
            "slug": "glabrezu-a5e",
            "desc": "",
            "name": "Glabrezu",
            "size": "Large",
            "type": "Fiend",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 17,
            "armor_desc": "",
            "hit_points": 157,
            "hit_dice": "15d10+75",
            "speed": {
                "walk": 40
            },
            "strength": 20,
            "dexterity": 16,
            "constitution": 20,
            "intelligence": 18,
            "wisdom": 18,
            "charisma": 18,
            "strength_save": 9,
            "dexterity_save": null,
            "constitution_save": 9,
            "intelligence_save": null,
            "wisdom_save": 8,
            "charisma_save": 8,
            "perception": null,
            "skills": {
                "deception": 8,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, fire, lightning; damage from nonmagical weapons",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "truesight 120 ft., passive Perception 14",
            "languages": "Abyssal, telepathy 120 ft.",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The glabrezu makes two pincer attacks."
                },
                {
                    "name": "Pincer",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a Medium or smaller creature  it is grappled (escape DC 17). The glabrezu has two pincers  each of which can grapple one target. While grappling a target  a pincer can't attack a different target. If the same creature is grappled by both of the glabrezus pincers  it must escape from each of them separately."
                },
                {
                    "name": "Wish",
                    "desc": "Once per 30 days  the glabrezu can cast wish for a mortal  using no material components. Before doing so  it will demand that the mortal commit a terribly evil act or make a painful sacrifice."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Fists",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) bludgeoning damage."
                },
                {
                    "name": "Rend",
                    "desc": "If grappling the same target with both pincers, the glabrezu rips at the target, ending both grapples and dealing 27 (4d10 + 5) slashing damage. If this damage reduces a creature to 0 hit points, it dies and is torn in half."
                },
                {
                    "name": "Darkness",
                    "desc": "Magical darkness spreads from a point within 30 feet, filling a 15-foot-radius sphere and spreading around corners. It remains for 1 minute, until the glabrezu dismisses it, or until the glabrezu uses this ability again. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it."
                },
                {
                    "name": "Confusion (1/Day)",
                    "desc": "The glabrezu targets up to three creatures within 90 feet. Each target makes a DC 16 Wisdom saving throw, becoming confused for 1 minute on a failure. A target repeats this saving throw at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Chaotic Evil",
                    "desc": "The glabrezu radiates a Chaotic and Evil aura."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The glabrezu has advantage on saving throws against spells and magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 68,
            "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_glabrezu/"
        },
        {
            "slug": "great-wyrm-black-dragon-a5e",
            "desc": "",
            "name": "Great Wyrm Black Dragon",
            "size": "Gargantuan",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 22,
            "armor_desc": "",
            "hit_points": 735,
            "hit_dice": "42d20+294",
            "speed": {
                "walk": 40,
                "fly": 80,
                "swim": 40
            },
            "strength": 26,
            "dexterity": 14,
            "constitution": 24,
            "intelligence": 16,
            "wisdom": 14,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 9,
            "constitution_save": 14,
            "intelligence_save": null,
            "wisdom_save": 9,
            "charisma_save": 11,
            "perception": null,
            "skills": {
                "history": 10,
                "perception": 9,
                "stealth": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "acid",
            "condition_immunities": "",
            "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 22",
            "languages": "Common, Draconic, one more",
            "challenge_rating": "23",
            "cr": 23.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon attacks once with its bite and twice with its claws. In place of its bite attack  it can use Acid Spit."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 30 (4d10 + 8) piercing damage plus 9 (2d8) acid damage. Instead of dealing piercing damage  the dragon can grapple the target (escape DC 23)  and a Huge or smaller creature grappled in this way is restrained. While grappling a creature  the dragon can't bite or use Acid Spit against another target."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage."
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage  and the dragon pushes the target 10 feet away."
                },
                {
                    "name": "Acid Spit",
                    "desc": "The dragon targets a creature within 60 feet  forcing it to make a DC 22 Dexterity saving throw. The creature takes 22 (4d10) acid damage on a failure or half damage on a success. A creature that fails the save also takes 11 (2d10) ongoing acid damage. A creature can use an action to end the ongoing damage."
                },
                {
                    "name": "Acid Breath (Recharge 5-6)",
                    "desc": "The dragon exhales sizzling acid in a 90-foot-long  10-foot-wide line. Each creature in that area makes a DC 22 Dexterity saving throw  taking 85 (19d8) acid damage on a failed save or half damage on a success. A creature that fails the save is blinded until the end of its next turn."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Tail Attack",
                    "desc": "When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": [
                {
                    "name": "The dragon can take 3 legendary actions",
                    "desc": "Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."
                },
                {
                    "name": "Darkness",
                    "desc": "The dragon creates a 40-foot-radius sphere of magical darkness originating from a point it can see within 120 feet. Darkvision can't penetrate this darkness. The darkness lasts for 1 minute or until the dragon uses this action again."
                },
                {
                    "name": "Roar",
                    "desc": "Each creature of the dragons choice within 120 feet that can hear it makes a DC 19 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours."
                },
                {
                    "name": "Wing Attack",
                    "desc": "The dragon beats its wings. Each creature within 15 feet makes a DC 22 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed."
                }
            ],
            "special_abilities": [
                {
                    "name": "Ambusher",
                    "desc": "When submerged in water, the dragon has advantage on Stealth checks. If the dragon hits a creature that can't see it with its bite, it can deal piercing damage and grapple the target simultaneously."
                },
                {
                    "name": "Amphibious",
                    "desc": "The dragon can breathe air and water."
                },
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "When the dragon fails a saving throw, it can choose to succeed instead. When it does, it sheds some of its scales, which turn to mud. If it has no more uses of this ability, its Armor Class is reduced to 20 until it finishes a long rest."
                },
                {
                    "name": "Ruthless (1/Round)",
                    "desc": "After scoring a critical hit on its turn, the dragon can immediately make one claw attack."
                },
                {
                    "name": "Concentrated Acid (1/Day)",
                    "desc": "When the dragon is first bloodied, it immediately recharges its breath weapon, if its not already available. For the next minute, the dragons acid becomes immensely more corrosive, ignoring acid resistance and treating acid immunity as acid resistance."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The dragons spellcasting ability is Charisma (save DC 19). It can innately cast the following spells, requiring no material components. 3/day each:fog cloud, pass without trace, legend lore, speak with dead,  1/day each:create undead, insect plague, time stop"
                }
            ],
            "spell_list": [],
            "page_no": 101,
            "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_great-wyrm-black-dragon/"
        },
        {
            "slug": "guardian-naga-a5e",
            "desc": "",
            "name": "Guardian Naga",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 18,
            "armor_desc": "",
            "hit_points": 136,
            "hit_dice": "16d10+48",
            "speed": {
                "walk": 40,
                "swim": 40
            },
            "strength": 16,
            "dexterity": 18,
            "constitution": 16,
            "intelligence": 16,
            "wisdom": 18,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": 7,
            "intelligence_save": 7,
            "wisdom_save": 8,
            "charisma_save": 8,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, poisoned",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "Abyssal, Celestial, Common",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. The target makes a DC 15 Constitution saving throw  taking 35 (10d6) poison damage on a failure or half damage on a success."
                },
                {
                    "name": "Spit Poison",
                    "desc": "Melee Weapon Attack: +8 to hit, range 20/60 ft., one creature. Hit: The target makes a DC 15 Constitution saving throw  taking 35 (10d6) poison damage on a failure or half damage on a success."
                },
                {
                    "name": "Command (1st-Level; V)",
                    "desc": "One living creature within 60 feet that the naga can see and that can hear and understand it makes a DC 16 Wisdom saving throw. On a failure  the target uses its next turn to move as far from the naga as possible  avoiding hazardous terrain."
                },
                {
                    "name": "Hold Person (2nd-Level; V, Concentration)",
                    "desc": "One humanoid the naga can see within 60 feet makes a DC 16 Wisdom saving throw. On a failure  the target is paralyzed for 1 minute. It repeats the saving throw at the end of each of its turns  ending the effect on a success."
                },
                {
                    "name": "Flame Strike (5th-Level; V)",
                    "desc": "A column of divine flame fills a 10-foot-radius  40-foot-high cylinder within 60 feet. Creatures in the area make a DC 16 Dexterity saving throw  taking 14 (4d6) fire damage and 14 (4d6) radiant damage on a failure or half damage on a success."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Shapeshift",
                    "desc": "The naga changes its form to that of a specific Medium humanoid, a Medium snake-human hybrid with the lower body of a snake, or its true form, which is a Large snake. While shapeshifted, its statistics are unchanged except for its size. It reverts to its true form if it dies."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The naga can breathe air and water."
                },
                {
                    "name": "Forbiddance",
                    "desc": "The nagas lair is under the forbiddance spell. Until it is dispelled, creatures in the lair can't teleport or use planar travel. Fiends and undead that are not the nagas allies take 27 (5d10) radiant damage when they enter or start their turn in the lair."
                },
                {
                    "name": "Rejuvenation",
                    "desc": "If it dies, the naga gains a new body in 1d6 days, regaining all its hit points. This trait can be removed with a wish spell."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The naga is an 11th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16). The naga has the following cleric spells prepared\n which it can cast with only vocalized components:\n Cantrips (at will): mending\n thaumaturgy\n 1st-level (4 slots): command\n cure wounds\n 2nd-level (3 slots): calm emotions\n hold person\n 3rd-level (3 slots) clairvoyance\n create food and water\n 4th-level (3 slots): divination\n freedom of movement\n 5th-level (2 slots): flame strike\n geas\n 6th-level (1 slot): forbiddance"
                }
            ],
            "spell_list": [],
            "page_no": 342,
            "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_guardian-naga/"
        },
        {
            "slug": "ice-devil-a5e",
            "desc": "",
            "name": "Ice Devil",
            "size": "Large",
            "type": "Fiend",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 18,
            "armor_desc": "",
            "hit_points": 180,
            "hit_dice": "19d10+76",
            "speed": {
                "walk": 40
            },
            "strength": 20,
            "dexterity": 14,
            "constitution": 18,
            "intelligence": 18,
            "wisdom": 16,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": 8,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "damage from nonmagical, non-silvered weapons",
            "damage_immunities": "cold, fire, poison",
            "condition_immunities": "poisoned",
            "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 13",
            "languages": "Infernal, telepathy 120 ft.",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The devil makes one bite attack and one claws attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 7 (2d6) cold damage."
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 7 (2d6) cold damage."
                },
                {
                    "name": "Spear",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 10 (3d6) cold damage. If the target is a creature  it makes a DC 16 Constitution saving throw  becoming slowed for 1 minute on a failure. The target repeats the saving throw at the end of each of its turns  ending the effect on a success."
                },
                {
                    "name": "Ice Wall (1/Day)",
                    "desc": "The devil magically creates a wall of ice on a solid surface it can see within 60 feet. The wall is flat  1 foot thick  and can be up to 50 feet long and 15 feet high. The wall lasts for 1 minute or until destroyed. Each 10-foot section has AC 12  30 hit points  vulnerability to fire damage  and immunity to cold  necrotic  poison  and psychic damage."
                },
                {
                    "name": "If the wall enters a creatures space when it appears, the creature is pushed to one side of the wall (creatures choice)",
                    "desc": "The creature then makes a DC 16 Dexterity saving throw  taking 49 (14d6) cold damage on a successful save or half damage on a success."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 5) bludgeoning damage plus 7 (2d6) cold damage."
                }
            ],
            "reactions": [
                {
                    "name": "Freezing Blood (1/Day)",
                    "desc": "When a creature within 60 feet that the devil can see hits it with a ranged attack or includes it in a spells area, the creature makes a DC 16 Constitution saving throw. On a failure, the creature takes 10 (3d6) cold damage and is slowed until the end of its next turn."
                }
            ],
            "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."
                }
            ],
            "spell_list": [],
            "page_no": 84,
            "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_ice-devil/"
        },
        {
            "slug": "kraken-a5e",
            "desc": "",
            "name": "Kraken",
            "size": "Gargantuan",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 20,
            "armor_desc": "",
            "hit_points": 444,
            "hit_dice": "24d20+192",
            "speed": {
                "walk": 20,
                "swim": 60
            },
            "strength": 30,
            "dexterity": 10,
            "constitution": 26,
            "intelligence": 22,
            "wisdom": 18,
            "charisma": 18,
            "strength_save": 18,
            "dexterity_save": 8,
            "constitution_save": 16,
            "intelligence_save": 14,
            "wisdom_save": 12,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, fire, thunder",
            "damage_immunities": "lightning; damage from nonmagical weapons",
            "condition_immunities": "",
            "senses": "truesight 120 ft., passive Perception 14",
            "languages": "understands Primordial but can't speak, telepathy 120 ft.",
            "challenge_rating": "25",
            "cr": 25.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 36 (4d12 + 10) piercing damage. If the target is a Huge or smaller creature grappled by the kraken  the target is swallowed. A swallowed creature is blinded and restrained  its Speed is 0  it has total cover from attacks from outside the kraken  and it takes 42 (12d6) acid damage at the start of each of the krakens turns."
                },
                {
                    "name": "If a swallowed creature deals 50 or more damage to the kraken in a single turn, or if the kraken dies, the kraken vomits up the creature",
                    "desc": ""
                },
                {
                    "name": "Ink Cloud",
                    "desc": "While underwater  the kraken exudes a cloud of ink in a 90-foot-radius sphere. The ink extends around corners  and the area is heavily obscured until the end of the krakens next turn or until a strong current dissipates the cloud. Each non-kraken creature in the area when the cloud appears makes a DC 24 Constitution saving throw. On a failure  it takes 27 (5d10) poison damage and is poisoned for 1 minute. On a success  it takes half damage. A poisoned creature can repeat the saving throw at the end of each of its turns. ending the effect on a success."
                },
                {
                    "name": "Summon Storm (1/Day)",
                    "desc": "Over the next 10 minutes  storm clouds magically gather. At the end of 10 minutes  a storm rages for 1 hour in a 5-mile radius."
                },
                {
                    "name": "Lightning (Recharge 5-6)",
                    "desc": "If the kraken is outside and the weather is stormy  three lightning bolts crack down from the sky  each of which strikes a different target within 120 feet of the kraken. A target makes a DC 24 Dexterity saving throw  taking 28 (8d6) lightning damage or half damage on a save."
                },
                {
                    "name": "Tentacle",
                    "desc": "Melee Weapon Attack: +18 to hit, reach 30 ft., one target. Hit: 28 (4d8 + 10) bludgeoning damage  and the target is grappled (escape DC 26). Until this grapple ends  the target is restrained. A tentacle can be targeted individually by an attack. It shares the krakens hit points  but if 30 damage is dealt to the tentacle  it releases a creature it is grappling. The kraken can grapple up to 10 creatures."
                },
                {
                    "name": "Fling",
                    "desc": "One Large or smaller object or creature grappled by the kraken is thrown up to 60 feet in a straight line. The target lands prone and takes 21 (6d6) bludgeoning damage. If the kraken throws the target at another creature  that creature makes a DC 26 saving throw  taking the same damage on a failure."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": [
                {
                    "name": "The kraken can take 3 legendary actions",
                    "desc": "Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."
                },
                {
                    "name": "Tentacle",
                    "desc": "The kraken makes one tentacle attack."
                },
                {
                    "name": "Fling",
                    "desc": "The kraken uses Fling."
                },
                {
                    "name": "Squeeze (Costs 2 Actions)",
                    "desc": "The kraken ends any magical effect that is restraining it or reducing its movement and then swims up to half its swim speed without provoking opportunity attacks. During this movement, it can fit through gaps as narrow as 10 feet wide without squeezing."
                }
            ],
            "special_abilities": [
                {
                    "name": "Immortal Nature",
                    "desc": "The kraken doesnt require air, sustenance, or sleep."
                },
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "If the kraken fails a saving throw, it can choose to succeed instead. When it does so, it can use its reaction, if available, to attack with its tentacle."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The kraken has advantage on saving throws against spells and magical effects."
                },
                {
                    "name": "Siege Monster",
                    "desc": "The kraken deals double damage to objects and structures."
                }
            ],
            "spell_list": [],
            "page_no": 300,
            "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_kraken/"
        },
        {
            "slug": "lamia-a5e",
            "desc": "",
            "name": "Lamia",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 85,
            "hit_dice": "10d10+30",
            "speed": {
                "walk": 30
            },
            "strength": 16,
            "dexterity": 16,
            "constitution": 16,
            "intelligence": 14,
            "wisdom": 16,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "deception": 6,
                "perception": 5,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 15",
            "languages": "Abyssal, Common",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Dizzying Touch",
                    "desc": "Melee Spell Attack: +6 to hit, reach 5 ft., one creature. Hit: The target is magically charmed for 1 hour or until it takes damage. While charmed in this way  it has disadvantage on Wisdom saving throws and ability checks."
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) slashing damage."
                },
                {
                    "name": "Dagger",
                    "desc": "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage  and the target makes a DC 13 Constitution saving throw. On a failure  the target takes 10 (3d6) poison damage and is poisoned for 1 hour."
                },
                {
                    "name": "Hypnotic Pattern (3rd-Level; S, Concentration)",
                    "desc": "A swirling pattern of light appears at a point within 120 feet. Each creature within 10 feet of the pattern that can see it makes a DC 14 Wisdom saving throw. On a failure  the creature is charmed for 1 minute. While charmed  the creature is incapacitated and its Speed is 0. The effect ends on a creature if it takes damage or if another creature uses an action to shake it out of its daze."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Misty Step (2nd-Level; V)",
                    "desc": "The lamia teleports to an unoccupied space it can see within 30 feet. The lamia can't cast this spell and a 1st-level or higher spell on the same turn."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Chaotic Evil",
                    "desc": "The lamia radiates a Chaotic and Evil aura."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The lamias innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components. At will: charm person, disguise self (humanoid form), major image, misty step, 1/day each: geas, hallucinatory terrain, hypnotic pattern, scrying"
                }
            ],
            "spell_list": [],
            "page_no": 303,
            "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_lamia/"
        },
        {
            "slug": "miremuck-goblin-king-a5e",
            "desc": "",
            "name": "Miremuck Goblin King",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 62,
            "hit_dice": "8d8+16",
            "speed": {
                "walk": 30
            },
            "strength": 12,
            "dexterity": 16,
            "constitution": 10,
            "intelligence": 12,
            "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": {
                "stealth": 7,
                "persuasion": 8,
                "deception": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 9",
            "languages": "Common, Goblin",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Rapier",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 1) piercing damage."
                },
                {
                    "name": "Charm Person (1/day)",
                    "desc": "Once per day the goblin king can castcharm personas a 3rd-level spell  allowing him tocharm three creatures within 60 feet. The goblinkings spell save DC is 14."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Parry",
                    "desc": "The goblin king adds 2 to his AC against onemelee attack that would hit him. To do this the goblinking must see the attacker and be wielding a meleeweapon."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Death Transformation",
                    "desc": "When a goblin king is slain,whichever goblin killed them will suddenly transforminto a new goblin king (or queen), their stats replacedwith the goblin kings stats. All surrounding goblinsare inclined thereafter to obey the new goblin king.If a goblin king is slain by a non-goblinoid creature,whichever goblin volunteers for the position first isthe one transformed. Goblins are extremely hesitantto do such a thing, as responsibility and stewardshipare such hard work."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "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_miremuck-goblin-king/"
        },
        {
            "slug": "murmuring-worm-a5e",
            "desc": "",
            "name": "Murmuring Worm",
            "size": "Huge",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 16,
            "armor_desc": "",
            "hit_points": 195,
            "hit_dice": "17d12+85",
            "speed": {
                "walk": 40,
                "burrow": 20,
                "climb": 40,
                "swim": 40
            },
            "strength": 20,
            "dexterity": 12,
            "constitution": 20,
            "intelligence": 8,
            "wisdom": 14,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "psychic",
            "condition_immunities": "prone",
            "senses": "darkvision 60 ft., tremorsense 60 ft., passive Perception 12",
            "languages": "",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The worm constricts once and attacks once with its bite."
                },
                {
                    "name": "Constrict",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 21 (3d10 + 5) bludgeoning damage. The target is grappled (escape DC 17) and restrained while grappled."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 21 (3d10 + 5) piercing damage. If the target is killed by this attack  the worm eats its head."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Mental Summons",
                    "desc": "One creature with an Intelligence score greater than 3 within 120 feet makes a DC 16 Wisdom saving throw. On a failure, it uses its reaction to move up to its Speed towards the worm by the shortest route possible, avoiding hazards but not opportunity attacks. This is a magical charm effect."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The worm can breathe air and water."
                },
                {
                    "name": "Locate Mind",
                    "desc": "The worm is aware of the location and relative intelligence of all creatures with Intelligence scores greater than 3 within 500 feet."
                },
                {
                    "name": "Maddening Murmurs",
                    "desc": "The worm babbles constantly. A non-aberrant creature that starts its turn within 30 feet and can hear its murmurs makes a DC 14 Intelligence saving throw. On a failure, the creature takes 10 (3d6) psychic damage and is confused until the start of its next turn."
                }
            ],
            "spell_list": [],
            "page_no": 245,
            "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_murmuring-worm/"
        },
        {
            "slug": "naiad-a5e",
            "desc": "",
            "name": "Naiad",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 22,
            "hit_dice": "5d8",
            "speed": {
                "walk": 30,
                "swim": 30
            },
            "strength": 14,
            "dexterity": 12,
            "constitution": 10,
            "intelligence": 12,
            "wisdom": 16,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "nature": 3,
                "perception": 5,
                "stealth": 3,
                "survival": 5
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "Elvish, Sylvan",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Watery Grasp",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage  and the target is grappled (escape DC 12). While grappling a creature this way  the naiad can't use Watery Grasp on a different target and can swim at full speed."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Magic Resistance",
                    "desc": "The naiad has advantage on saving throws against spells and magical effects."
                },
                {
                    "name": "Speak with Nature",
                    "desc": "The naiad can communicate with beasts and plants."
                },
                {
                    "name": "Amphibious",
                    "desc": "The naiad can breathe air and water."
                }
            ],
            "spell_list": [],
            "page_no": 189,
            "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_naiad/"
        },
        {
            "slug": "revenant-a5e",
            "desc": "",
            "name": "Revenant",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 110,
            "hit_dice": "13d8+52",
            "speed": {
                "walk": 30
            },
            "strength": 18,
            "dexterity": 16,
            "constitution": 18,
            "intelligence": 10,
            "wisdom": 12,
            "charisma": 18,
            "strength_save": 7,
            "dexterity_save": null,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": 4,
            "charisma_save": 7,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic, psychic",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, fatigue, frightened, paralyzed, poisoned, stunned",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "the languages it knew in life",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The revenant makes two strangle attacks. It can replace one attack with Burning Hatred  if available."
                },
                {
                    "name": "Strangle",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage  and the target is grappled (escape DC 15) if its a Large or smaller creature. Until this grapple ends  the creature can't breathe  and the revenant can't strangle any other creature."
                },
                {
                    "name": "Burning Hatred (Recharge 4-6)",
                    "desc": "The revenant targets the focus of its Fearsome Pursuit  assuming the creature is within 30 feet. The target makes a DC 15 Wisdom saving throw. On a failure  it takes 14 (4d6) psychic damage and is paralyzed until the end of its next turn. On a success  it takes half damage and is frightened until the end of its next turn."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Fearsome Pursuit",
                    "desc": "The revenant can spend 1 minute focusing on a creature against which it has sworn vengeance. If the creature is dead or on another plane of existence, it learns that. Otherwise, after focusing, it knows the distance and direction to that creature, and so long as its moving in pursuit of that creature, it ignores difficult terrain. This effect ends if the revenant takes damage or ends its turn without moving for any reason."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The revenant has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Rapid Recovery",
                    "desc": "If the revenant goes 1 minute without taking damage, it regains all its missing hit points."
                },
                {
                    "name": "Relentless",
                    "desc": "When the revenant is reduced to 0 hit points, its body turns to dust. One minute later, its spirit inhabits a recently-dead humanoid corpse of its choice on the same plane of existence, awakening with 1 hit point."
                }
            ],
            "spell_list": [],
            "page_no": 371,
            "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_revenant/"
        },
        {
            "slug": "snake-lamia-a5e",
            "desc": "",
            "name": "Snake Lamia",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 85,
            "hit_dice": "10d10+30",
            "speed": {
                "walk": 30
            },
            "strength": 16,
            "dexterity": 16,
            "constitution": 16,
            "intelligence": 14,
            "wisdom": 16,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "deception": 6,
                "perception": 5,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 15",
            "languages": "Abyssal, Common",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Dizzying Touch",
                    "desc": "Melee Spell Attack: +6 to hit, reach 5 ft., one creature. Hit: The target is magically charmed for 1 hour or until it takes damage. While charmed in this way  it has disadvantage on Wisdom saving throws and ability checks."
                },
                {
                    "name": "Constrict",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage  and the target is grappled (escape DC 13). Until this grapple ends  the lamia can't constrict a different target."
                },
                {
                    "name": "Dagger",
                    "desc": "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage  and the target makes a DC 13 Constitution saving throw. On a failure  the target takes 10 (3d6) poison damage and is poisoned for 1 hour."
                },
                {
                    "name": "Hypnotic Pattern (3rd-Level; S, Concentration)",
                    "desc": "A swirling pattern of light appears at a point within 120 feet. Each creature within 10 feet of the pattern that can see it makes a DC 14 Wisdom saving throw. On a failure  the creature is charmed for 1 minute. While charmed  the creature is incapacitated and its Speed is 0. The effect ends on a creature if it takes damage or if another creature uses an action to shake it out of its daze."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Misty Step (2nd-Level; V)",
                    "desc": "The lamia teleports to an unoccupied space it can see within 30 feet. The lamia can't cast this spell and a 1st-level or higher spell on the same turn."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Chaotic Evil",
                    "desc": "The lamia radiates a Chaotic and Evil aura."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The lamias innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components. At will: charm person, disguise self (humanoid form), major image, misty step, 1/day each: geas, hallucinatory terrain, hypnotic pattern, scrying"
                }
            ],
            "spell_list": [],
            "page_no": 303,
            "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_snake-lamia/"
        },
        {
            "slug": "storm-giant-a5e",
            "desc": "",
            "name": "Storm Giant",
            "size": "Huge",
            "type": "Giant",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 16,
            "armor_desc": "",
            "hit_points": 230,
            "hit_dice": "20d12+100",
            "speed": {
                "walk": 50,
                "swim": 50
            },
            "strength": 29,
            "dexterity": 14,
            "constitution": 20,
            "intelligence": 16,
            "wisdom": 18,
            "charisma": 18,
            "strength_save": 14,
            "dexterity_save": null,
            "constitution_save": 10,
            "intelligence_save": null,
            "wisdom_save": 9,
            "charisma_save": 9,
            "perception": null,
            "skills": {
                "arcana": 8,
                "athletics": 14,
                "history": 8,
                "insight": 9,
                "perception": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold",
            "damage_immunities": "lightning, thunder",
            "condition_immunities": "",
            "senses": "passive Perception 19",
            "languages": "Common, Giant",
            "challenge_rating": "14",
            "cr": 14.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The giant attacks twice with its greatsword."
                },
                {
                    "name": "Greatsword",
                    "desc": "Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage."
                },
                {
                    "name": "Rock",
                    "desc": "Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 44 (10d6 + 9) bludgeoning damage. If the target is a Large or smaller creature  it makes a DC 22 Strength saving throw  falling prone on a failure."
                },
                {
                    "name": "Lightning Strike (Recharge 5-6)",
                    "desc": "The giant throws a lightning bolt at a point it can see within 500 feet. Each creature within 10 feet of that point makes a DC 18 Dexterity saving throw  taking 56 (16d6) lightning damage on a success or half the damage on a failure."
                },
                {
                    "name": "Sword Sweep (While Bloodied)",
                    "desc": "The giant makes a greatsword attack against each creature within 10 feet. Each creature hit with this attack makes a DC 22 Strength saving throw  falling prone on a failure."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Stomp",
                    "desc": "Melee Weapon Attack: +14 to hit, reach 5 ft., one Medium or smaller prone target. Hit: 19 (3d6 + 9) bludgeoning damage."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The giant can breathe air and water."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The giants spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: At will: detect magic, feather fall, levitate, light, 3/day each: control water, control weather, water breathing, 1/day: commune"
                }
            ],
            "spell_list": [],
            "page_no": 242,
            "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_storm-giant/"
        },
        {
            "slug": "storm-giant-monarch-a5e",
            "desc": "",
            "name": "Storm Giant Monarch",
            "size": "Huge",
            "type": "Giant",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 16,
            "armor_desc": "",
            "hit_points": 460,
            "hit_dice": "40d12+200",
            "speed": {
                "walk": 50,
                "swim": 50
            },
            "strength": 29,
            "dexterity": 14,
            "constitution": 20,
            "intelligence": 16,
            "wisdom": 18,
            "charisma": 18,
            "strength_save": 14,
            "dexterity_save": null,
            "constitution_save": 10,
            "intelligence_save": null,
            "wisdom_save": 9,
            "charisma_save": 9,
            "perception": null,
            "skills": {
                "arcana": 8,
                "athletics": 14,
                "history": 8,
                "insight": 9,
                "perception": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold",
            "damage_immunities": "lightning, thunder",
            "condition_immunities": "",
            "senses": "passive Perception 19",
            "languages": "Common, Giant",
            "challenge_rating": "14",
            "cr": 14.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The giant attacks twice with its greatsword."
                },
                {
                    "name": "Greatsword",
                    "desc": "Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage."
                },
                {
                    "name": "Rock",
                    "desc": "Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 44 (10d6 + 9) bludgeoning damage. If the target is a Large or smaller creature  it makes a DC 22 Strength saving throw  falling prone on a failure."
                },
                {
                    "name": "Lightning Strike (Recharge 5-6)",
                    "desc": "The giant throws a lightning bolt at a point it can see within 500 feet. Each creature within 10 feet of that point makes a DC 18 Dexterity saving throw  taking 56 (16d6) lightning damage on a success or half the damage on a failure."
                },
                {
                    "name": "Sword Sweep (While Bloodied)",
                    "desc": "The giant makes a greatsword attack against each creature within 10 feet. Each creature hit with this attack makes a DC 22 Strength saving throw  falling prone on a failure."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Stomp",
                    "desc": "Melee Weapon Attack: +14 to hit, reach 5 ft., one Medium or smaller prone target. Hit: 19 (3d6 + 9) bludgeoning damage."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The giant can breathe air and water."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The giants spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: At will: detect magic, feather fall, levitate, light, 3/day each: control water, control weather, water breathing, 1/day: commune"
                }
            ],
            "spell_list": [],
            "page_no": 243,
            "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_storm-giant-monarch/"
        },
        {
            "slug": "titanic-kraken-a5e",
            "desc": "",
            "name": "Titanic Kraken",
            "size": "Titanic",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 20,
            "armor_desc": "",
            "hit_points": 888,
            "hit_dice": "48d20+384",
            "speed": {
                "walk": 20,
                "swim": 60
            },
            "strength": 30,
            "dexterity": 10,
            "constitution": 26,
            "intelligence": 22,
            "wisdom": 18,
            "charisma": 18,
            "strength_save": 18,
            "dexterity_save": 8,
            "constitution_save": 16,
            "intelligence_save": 14,
            "wisdom_save": 12,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, fire, thunder",
            "damage_immunities": "lightning; damage from nonmagical weapons",
            "condition_immunities": "",
            "senses": "truesight 120 ft., passive Perception 14",
            "languages": "understands Primordial but can't speak, telepathy 120 ft.",
            "challenge_rating": "25",
            "cr": 25.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 36 (4d12 + 10) piercing damage. If the target is a Huge or smaller creature grappled by the kraken  the target is swallowed. A swallowed creature is blinded and restrained  its Speed is 0  it has total cover from attacks from outside the kraken  and it takes 42 (12d6) acid damage at the start of each of the krakens turns."
                },
                {
                    "name": "If a swallowed creature deals 50 or more damage to the kraken in a single turn, or if the kraken dies, the kraken vomits up the creature",
                    "desc": ""
                },
                {
                    "name": "Ink Cloud",
                    "desc": "While underwater  the kraken exudes a cloud of ink in a 90-foot-radius sphere. The ink extends around corners  and the area is heavily obscured until the end of the krakens next turn or until a strong current dissipates the cloud. Each non-kraken creature in the area when the cloud appears makes a DC 24 Constitution saving throw. On a failure  it takes 27 (5d10) poison damage and is poisoned for 1 minute. On a success  it takes half damage. A poisoned creature can repeat the saving throw at the end of each of its turns. ending the effect on a success."
                },
                {
                    "name": "Summon Storm (1/Day)",
                    "desc": "Over the next 10 minutes  storm clouds magically gather. At the end of 10 minutes  a storm rages for 1 hour in a 5-mile radius."
                },
                {
                    "name": "Lightning (Recharge 5-6)",
                    "desc": "If the kraken is outside and the weather is stormy  three lightning bolts crack down from the sky  each of which strikes a different target within 120 feet of the kraken. A target makes a DC 24 Dexterity saving throw  taking 28 (8d6) lightning damage or half damage on a save."
                },
                {
                    "name": "Tentacle",
                    "desc": "Melee Weapon Attack: +18 to hit, reach 30 ft., one target. Hit: 28 (4d8 + 10) bludgeoning damage  and the target is grappled (escape DC 26). Until this grapple ends  the target is restrained. A tentacle can be targeted individually by an attack. It shares the krakens hit points  but if 30 damage is dealt to the tentacle  it releases a creature it is grappling. The kraken can grapple up to 10 creatures."
                },
                {
                    "name": "Fling",
                    "desc": "One Large or smaller object or creature grappled by the kraken is thrown up to 60 feet in a straight line. The target lands prone and takes 21 (6d6) bludgeoning damage. If the kraken throws the target at another creature  that creature makes a DC 26 saving throw  taking the same damage on a failure."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": [
                {
                    "name": "The kraken can take 3 legendary actions",
                    "desc": "Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."
                },
                {
                    "name": "Tentacle",
                    "desc": "The kraken makes one tentacle attack."
                },
                {
                    "name": "Fling",
                    "desc": "The kraken uses Fling."
                },
                {
                    "name": "Squeeze (Costs 2 Actions)",
                    "desc": "The kraken ends any magical effect that is restraining it or reducing its movement and then swims up to half its swim speed without provoking opportunity attacks. During this movement, it can fit through gaps as narrow as 10 feet wide without squeezing."
                }
            ],
            "special_abilities": [
                {
                    "name": "Immortal Nature",
                    "desc": "The kraken doesnt require air, sustenance, or sleep."
                },
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "If the kraken fails a saving throw, it can choose to succeed instead. When it does so, it can use its reaction, if available, to attack with its tentacle."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The kraken has advantage on saving throws against spells and magical effects."
                },
                {
                    "name": "Siege Monster",
                    "desc": "The kraken deals double damage to objects and structures."
                },
                {
                    "name": "Bloodied Ichor",
                    "desc": "While the Kraken is bloodied and in the water, black ichor leaks from it in a 60-foot radius, spreading around corners but not leaving the water. The area is lightly obscured to all creatures except the Kraken. A creature that starts its turn in the area takes 10 (3d6) acid damage."
                }
            ],
            "spell_list": [],
            "page_no": 301,
            "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_titanic-kraken/"
        },
        {
            "slug": "vampire-a5e",
            "desc": "",
            "name": "Vampire",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 16,
            "armor_desc": "",
            "hit_points": 142,
            "hit_dice": "15d8+75",
            "speed": {
                "walk": 40,
                "climb": 30
            },
            "strength": 20,
            "dexterity": 18,
            "constitution": 20,
            "intelligence": 16,
            "wisdom": 16,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": 8,
            "perception": null,
            "skills": {
                "perception": 7,
                "persuasion": 8,
                "stealth": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic; damage from nonmagical, non-silvered weapons",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., passive Perception 17",
            "languages": "the languages it knew in life",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Grab (Vampire Form Only)",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 4 (1d8) necrotic damage. The target is grappled (escape DC 17) and restrained while grappled in this way."
                },
                {
                    "name": "Charm",
                    "desc": "The vampire targets a creature within 30 feet  forcing it to make a DC 16 Wisdom saving throw. On a failure  the target is charmed by the vampire for 24 hours. While charmed it regards the vampire as a trusted friend and is a willing target for the vampires bite. The target repeats the saving throw each time it takes damage  ending the effect on itself on a success. If the targets saving throw is successful or the effect ends for it  it is immune to this vampires Charm for 24 hours."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target that is grappled, incapacitated, restrained, willing, or unaware of the vampires presence. Hit: 10 (1d10 + 5) piercing damage plus 21 (6d6) necrotic damage. The targets hit point maximum is reduced by an amount equal to the necrotic damage dealt, and the vampire regains this number of hit points. The reduction lasts until the target finishes a long rest. If the target is reduced to 0 hit points by this attack, it dies and rises the following night as a vampire spawn in the vampires thrall. Before the target first rises as a vampire spawn, a bless, gentle repose, or similar spell cast on the body prevents this transformation."
                }
            ],
            "reactions": [
                {
                    "name": "Hissing Scuttle (1/Day)",
                    "desc": "When the vampire takes radiant damage, it moves up to its Speed without provoking opportunity attacks."
                },
                {
                    "name": "Warding Charm (1/Day)",
                    "desc": "When a creature the vampire can see targets it with a melee attack but before the attack is made, the vampire uses Charm on that creature."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": [
                {
                    "name": "The vampire can take 1 legendary action",
                    "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": "Blood Charm",
                    "desc": "The vampire uses Charm. A creature makes its initial saving throw with disadvantage if the vampire has hit it with a bite attack within the last 24 hours."
                },
                {
                    "name": "Grab",
                    "desc": "The vampire makes a grab attack."
                },
                {
                    "name": "Mist Form",
                    "desc": "The vampire transforms into a mist or back into its true form. As mist, the vampire has a flying speed of 30, can't speak, can't take actions or manipulate objects, is immune to nonmagical damage from weapons, and has advantage on saving throws and Stealth checks. It can pass through a space as narrow as 1 inch without squeezing but can't pass through water. Anything its carrying transforms with it."
                },
                {
                    "name": "Shapechange",
                    "desc": "The vampire transforms into the shape of a Medium or smaller beast or back into its true form. While transformed, it has the beasts size and movement modes. It can't use reactions or legendary actions, and can't speak. Otherwise, it uses the vampires statistics. Anything its carrying transforms with it."
                }
            ],
            "special_abilities": [
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "When the vampire fails a saving throw, it can choose to succeed instead. When it does so, it visibly grows older. Its original appearance is restored when it finishes a long rest."
                },
                {
                    "name": "Misty Recovery",
                    "desc": "When the vampire drops to 0 hit points, instead of falling unconscious, it turns into mist as if it had used the Mist Form legendary action. It can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to vampire form and is paralyzed for 1 hour, at which time it regains 1 hit point. While paralyzed in this way, it can be destroyed by fire damage, radiant damage, damage from a magical weapon, or a wooden stake driven through the heart, but it is otherwise immune to damage."
                },
                {
                    "name": "Regeneration",
                    "desc": "The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and hasnt taken radiant damage since its last turn."
                },
                {
                    "name": "Spider Climb",
                    "desc": "The vampire can climb even on difficult surfaces and upside down on ceilings."
                },
                {
                    "name": "Vampire Weaknesses",
                    "desc": "Vampires most common weaknesses are sunlight and running water. When the vampire ends its turn in contact with one of its weaknesses (such as being bathed in sunlight or running water), it takes 20 radiant damage. While in contact with its weakness, it can't use its Regeneration trait or its Mist Form or Shapechange actions."
                },
                {
                    "name": "Resting Place",
                    "desc": "Every vampires lair contains a resting place, usually a coffin or sarcophagus, where the vampire must rest for at least an hour each day to recuperate its powers. This resting place is sprinkled with soil from its mortal homeland. If this soil is scattered or is subjected to a bless, hallow, or similar spell, the vampire is destroyed when reduced to 0 hit points."
                }
            ],
            "spell_list": [],
            "page_no": 418,
            "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_vampire/"
        },
        {
            "slug": "vampire-assassin-a5e",
            "desc": "",
            "name": "Vampire Assassin",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 16,
            "armor_desc": "",
            "hit_points": 142,
            "hit_dice": "15d8+75",
            "speed": {
                "walk": 40,
                "climb": 30
            },
            "strength": 20,
            "dexterity": 18,
            "constitution": 20,
            "intelligence": 16,
            "wisdom": 16,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": 8,
            "perception": null,
            "skills": {
                "perception": 7,
                "persuasion": 8,
                "stealth": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic; damage from nonmagical, non-silvered weapons",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., passive Perception 17",
            "languages": "the languages it knew in life",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Grab (Vampire Form Only)",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 4 (1d8) necrotic damage. The target is grappled (escape DC 17) and restrained while grappled in this way."
                },
                {
                    "name": "Charm",
                    "desc": "The vampire targets a creature within 30 feet  forcing it to make a DC 16 Wisdom saving throw. On a failure  the target is charmed by the vampire for 24 hours. While charmed it regards the vampire as a trusted friend and is a willing target for the vampires bite. The target repeats the saving throw each time it takes damage  ending the effect on itself on a success. If the targets saving throw is successful or the effect ends for it  it is immune to this vampires Charm for 24 hours."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target that is grappled, incapacitated, restrained, willing, or unaware of the vampires presence. Hit: 10 (1d10 + 5) piercing damage plus 21 (6d6) necrotic damage. The targets hit point maximum is reduced by an amount equal to the necrotic damage dealt, and the vampire regains this number of hit points. The reduction lasts until the target finishes a long rest. If the target is reduced to 0 hit points by this attack, it dies and rises the following night as a vampire spawn in the vampires thrall. Before the target first rises as a vampire spawn, a bless, gentle repose, or similar spell cast on the body prevents this transformation."
                }
            ],
            "reactions": [
                {
                    "name": "Hissing Scuttle (1/Day)",
                    "desc": "When the vampire takes radiant damage, it moves up to its Speed without provoking opportunity attacks."
                },
                {
                    "name": "Warding Charm (1/Day)",
                    "desc": "When a creature the vampire can see targets it with a melee attack but before the attack is made, the vampire uses Charm on that creature."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": [
                {
                    "name": "The vampire can take 1 legendary action",
                    "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": "Blood Charm",
                    "desc": "The vampire uses Charm. A creature makes its initial saving throw with disadvantage if the vampire has hit it with a bite attack within the last 24 hours."
                },
                {
                    "name": "Grab",
                    "desc": "The vampire makes a grab attack."
                },
                {
                    "name": "Mist Form",
                    "desc": "The vampire transforms into a mist or back into its true form. As mist, the vampire has a flying speed of 30, can't speak, can't take actions or manipulate objects, is immune to nonmagical damage from weapons, and has advantage on saving throws and Stealth checks. It can pass through a space as narrow as 1 inch without squeezing but can't pass through water. Anything its carrying transforms with it."
                },
                {
                    "name": "Shapechange",
                    "desc": "The vampire transforms into the shape of a Medium or smaller beast or back into its true form. While transformed, it has the beasts size and movement modes. It can't use reactions or legendary actions, and can't speak. Otherwise, it uses the vampires statistics. Anything its carrying transforms with it."
                }
            ],
            "special_abilities": [
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "When the vampire fails a saving throw, it can choose to succeed instead. When it does so, it visibly grows older. Its original appearance is restored when it finishes a long rest."
                },
                {
                    "name": "Misty Recovery",
                    "desc": "When the vampire drops to 0 hit points, instead of falling unconscious, it turns into mist as if it had used the Mist Form legendary action. It can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to vampire form and is paralyzed for 1 hour, at which time it regains 1 hit point. While paralyzed in this way, it can be destroyed by fire damage, radiant damage, damage from a magical weapon, or a wooden stake driven through the heart, but it is otherwise immune to damage."
                },
                {
                    "name": "Regeneration",
                    "desc": "The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and hasnt taken radiant damage since its last turn."
                },
                {
                    "name": "Spider Climb",
                    "desc": "The vampire can climb even on difficult surfaces and upside down on ceilings."
                },
                {
                    "name": "Vampire Weaknesses",
                    "desc": "Vampires most common weaknesses are sunlight and running water. When the vampire ends its turn in contact with one of its weaknesses (such as being bathed in sunlight or running water), it takes 20 radiant damage. While in contact with its weakness, it can't use its Regeneration trait or its Mist Form or Shapechange actions."
                },
                {
                    "name": "Resting Place",
                    "desc": "Every vampires lair contains a resting place, usually a coffin or sarcophagus, where the vampire must rest for at least an hour each day to recuperate its powers. This resting place is sprinkled with soil from its mortal homeland. If this soil is scattered or is subjected to a bless, hallow, or similar spell, the vampire is destroyed when reduced to 0 hit points."
                },
                {
                    "name": "Misty Stealth",
                    "desc": "While in Mist Form in dim light or darkness, the vampire is invisible."
                },
                {
                    "name": "Sneak Attack (1/Turn)",
                    "desc": "The vampire deals an extra 10 (3d6) damage when it hits with a weapon attack while it has advantage on the attack, or when its target is within 5 feet of an ally of the vampire while the vampire doesnt have disadvantage on the attack."
                }
            ],
            "spell_list": [],
            "page_no": 420,
            "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_vampire-assassin/"
        },
        {
            "slug": "vampire-mage-a5e",
            "desc": "",
            "name": "Vampire Mage",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 16,
            "armor_desc": "",
            "hit_points": 142,
            "hit_dice": "15d8+75",
            "speed": {
                "walk": 40,
                "climb": 30
            },
            "strength": 20,
            "dexterity": 18,
            "constitution": 20,
            "intelligence": 16,
            "wisdom": 16,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": 8,
            "perception": null,
            "skills": {
                "perception": 7,
                "persuasion": 8,
                "stealth": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic; damage from nonmagical, non-silvered weapons",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., passive Perception 17",
            "languages": "the languages it knew in life",
            "challenge_rating": "13",
            "cr": 13.0,
            "actions": [
                {
                    "name": "Grab (Vampire Form Only)",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 4 (1d8) necrotic damage. The target is grappled (escape DC 17) and restrained while grappled in this way."
                },
                {
                    "name": "Charm",
                    "desc": "The vampire targets a creature within 30 feet  forcing it to make a DC 16 Wisdom saving throw. On a failure  the target is charmed by the vampire for 24 hours. While charmed it regards the vampire as a trusted friend and is a willing target for the vampires bite. The target repeats the saving throw each time it takes damage  ending the effect on itself on a success. If the targets saving throw is successful or the effect ends for it  it is immune to this vampires Charm for 24 hours."
                },
                {
                    "name": "Fireball (3rd-Level; V, S, M)",
                    "desc": "Fire streaks from the vampire to a point within 120 feet and explodes in a 20-foot radius  spreading around corners. Each creature in the area makes a DC 15 Dexterity saving throw  taking 21 (6d6) fire damage on a failed save or half damage on a success."
                },
                {
                    "name": "Blight (4th-Level; V, S)",
                    "desc": "The vampire targets a living creature or plant within 30 feet  draining moisture and vitality from it. The target makes a DC 15 Constitution saving throw  taking 36 (8d8) necrotic damage on a failure or half damage on a success. Plant creatures have disadvantage on their saving throw and take maximum damage. A nonmagical plant dies."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target that is grappled, incapacitated, restrained, willing, or unaware of the vampires presence. Hit: 10 (1d10 + 5) piercing damage plus 21 (6d6) necrotic damage. The targets hit point maximum is reduced by an amount equal to the necrotic damage dealt, and the vampire regains this number of hit points. The reduction lasts until the target finishes a long rest. If the target is reduced to 0 hit points by this attack, it dies and rises the following night as a vampire spawn in the vampires thrall. Before the target first rises as a vampire spawn, a bless, gentle repose, or similar spell cast on the body prevents this transformation."
                }
            ],
            "reactions": [
                {
                    "name": "Hissing Scuttle (1/Day)",
                    "desc": "When the vampire takes radiant damage, it moves up to its Speed without provoking opportunity attacks."
                },
                {
                    "name": "Warding Charm (1/Day)",
                    "desc": "When a creature the vampire can see targets it with a melee attack but before the attack is made, the vampire uses Charm on that creature."
                },
                {
                    "name": "Shield (1st-Level; V",
                    "desc": "When the vampire is hit by an attack or targeted by magic missile, it gains a +5 bonus to AC (including against the triggering attack) and immunity to magic missile. These benefits last until the start of its next turn."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": [
                {
                    "name": "The vampire can take 1 legendary action",
                    "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": "Blood Charm",
                    "desc": "The vampire uses Charm. A creature makes its initial saving throw with disadvantage if the vampire has hit it with a bite attack within the last 24 hours."
                },
                {
                    "name": "Grab",
                    "desc": "The vampire makes a grab attack."
                },
                {
                    "name": "Mist Form",
                    "desc": "The vampire transforms into a mist or back into its true form. As mist, the vampire has a flying speed of 30, can't speak, can't take actions or manipulate objects, is immune to nonmagical damage from weapons, and has advantage on saving throws and Stealth checks. It can pass through a space as narrow as 1 inch without squeezing but can't pass through water. Anything its carrying transforms with it."
                },
                {
                    "name": "Shapechange",
                    "desc": "The vampire transforms into the shape of a Medium or smaller beast or back into its true form. While transformed, it has the beasts size and movement modes. It can't use reactions or legendary actions, and can't speak. Otherwise, it uses the vampires statistics. Anything its carrying transforms with it."
                }
            ],
            "special_abilities": [
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "When the vampire fails a saving throw, it can choose to succeed instead. When it does so, it visibly grows older. Its original appearance is restored when it finishes a long rest."
                },
                {
                    "name": "Misty Recovery",
                    "desc": "When the vampire drops to 0 hit points, instead of falling unconscious, it turns into mist as if it had used the Mist Form legendary action. It can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to vampire form and is paralyzed for 1 hour, at which time it regains 1 hit point. While paralyzed in this way, it can be destroyed by fire damage, radiant damage, damage from a magical weapon, or a wooden stake driven through the heart, but it is otherwise immune to damage."
                },
                {
                    "name": "Regeneration",
                    "desc": "The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and hasnt taken radiant damage since its last turn."
                },
                {
                    "name": "Spider Climb",
                    "desc": "The vampire can climb even on difficult surfaces and upside down on ceilings."
                },
                {
                    "name": "Vampire Weaknesses",
                    "desc": "Vampires most common weaknesses are sunlight and running water. When the vampire ends its turn in contact with one of its weaknesses (such as being bathed in sunlight or running water), it takes 20 radiant damage. While in contact with its weakness, it can't use its Regeneration trait or its Mist Form or Shapechange actions."
                },
                {
                    "name": "Resting Place",
                    "desc": "Every vampires lair contains a resting place, usually a coffin or sarcophagus, where the vampire must rest for at least an hour each day to recuperate its powers. This resting place is sprinkled with soil from its mortal homeland. If this soil is scattered or is subjected to a bless, hallow, or similar spell, the vampire is destroyed when reduced to 0 hit points."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The vampire is a 7th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15). It has the following wizard spells prepared:\n Cantrips (at will): mage hand\n minor illusion\n 1st-level (4 slots): disguise self\n shield\n 2nd-level (3 slots): darkness\n misty step\n 3rd-level (3 slots): animate dead\n fireball\n 4th-level (1 slot): blight"
                }
            ],
            "spell_list": [],
            "page_no": 420,
            "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_vampire-mage/"
        },
        {
            "slug": "vampire-warrior-a5e",
            "desc": "",
            "name": "Vampire Warrior",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 18,
            "armor_desc": "",
            "hit_points": 142,
            "hit_dice": "15d8+75",
            "speed": {
                "walk": 40,
                "climb": 30
            },
            "strength": 20,
            "dexterity": 18,
            "constitution": 20,
            "intelligence": 16,
            "wisdom": 16,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": 8,
            "perception": null,
            "skills": {
                "perception": 7,
                "persuasion": 8,
                "stealth": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic; damage from nonmagical, non-silvered weapons",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., passive Perception 17",
            "languages": "the languages it knew in life",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Grab (Vampire Form Only)",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 4 (1d8) necrotic damage. The target is grappled (escape DC 17) and restrained while grappled in this way."
                },
                {
                    "name": "Charm",
                    "desc": "The vampire targets a creature within 30 feet  forcing it to make a DC 16 Wisdom saving throw. On a failure  the target is charmed by the vampire for 24 hours. While charmed it regards the vampire as a trusted friend and is a willing target for the vampires bite. The target repeats the saving throw each time it takes damage  ending the effect on itself on a success. If the targets saving throw is successful or the effect ends for it  it is immune to this vampires Charm for 24 hours."
                },
                {
                    "name": "Reaping Greatsword",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft.  up to 3 targets. Hit: 12 (2d6 + 5) slashing damage plus 4 (1d8) necrotic damage. If the target is a creature  it makes a DC 17 Strength saving throw  falling prone on a failure."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target that is grappled, incapacitated, restrained, willing, or unaware of the vampires presence. Hit: 10 (1d10 + 5) piercing damage plus 21 (6d6) necrotic damage. The targets hit point maximum is reduced by an amount equal to the necrotic damage dealt, and the vampire regains this number of hit points. The reduction lasts until the target finishes a long rest. If the target is reduced to 0 hit points by this attack, it dies and rises the following night as a vampire spawn in the vampires thrall. Before the target first rises as a vampire spawn, a bless, gentle repose, or similar spell cast on the body prevents this transformation."
                }
            ],
            "reactions": [
                {
                    "name": "Hissing Scuttle (1/Day)",
                    "desc": "When the vampire takes radiant damage, it moves up to its Speed without provoking opportunity attacks."
                },
                {
                    "name": "Warding Charm (1/Day)",
                    "desc": "When a creature the vampire can see targets it with a melee attack but before the attack is made, the vampire uses Charm on that creature."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": [
                {
                    "name": "The vampire can take 1 legendary action",
                    "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": "Blood Charm",
                    "desc": "The vampire uses Charm. A creature makes its initial saving throw with disadvantage if the vampire has hit it with a bite attack within the last 24 hours."
                },
                {
                    "name": "Grab",
                    "desc": "The vampire makes a grab attack."
                },
                {
                    "name": "Mist Form",
                    "desc": "The vampire transforms into a mist or back into its true form. As mist, the vampire has a flying speed of 30, can't speak, can't take actions or manipulate objects, is immune to nonmagical damage from weapons, and has advantage on saving throws and Stealth checks. It can pass through a space as narrow as 1 inch without squeezing but can't pass through water. Anything its carrying transforms with it."
                },
                {
                    "name": "Shapechange",
                    "desc": "The vampire transforms into the shape of a Medium or smaller beast or back into its true form. While transformed, it has the beasts size and movement modes. It can't use reactions or legendary actions, and can't speak. Otherwise, it uses the vampires statistics. Anything its carrying transforms with it."
                }
            ],
            "special_abilities": [
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "When the vampire fails a saving throw, it can choose to succeed instead. When it does so, it visibly grows older. Its original appearance is restored when it finishes a long rest."
                },
                {
                    "name": "Misty Recovery",
                    "desc": "When the vampire drops to 0 hit points, instead of falling unconscious, it turns into mist as if it had used the Mist Form legendary action. It can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to vampire form and is paralyzed for 1 hour, at which time it regains 1 hit point. While paralyzed in this way, it can be destroyed by fire damage, radiant damage, damage from a magical weapon, or a wooden stake driven through the heart, but it is otherwise immune to damage."
                },
                {
                    "name": "Regeneration",
                    "desc": "The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and hasnt taken radiant damage since its last turn."
                },
                {
                    "name": "Spider Climb",
                    "desc": "The vampire can climb even on difficult surfaces and upside down on ceilings."
                },
                {
                    "name": "Vampire Weaknesses",
                    "desc": "Vampires most common weaknesses are sunlight and running water. When the vampire ends its turn in contact with one of its weaknesses (such as being bathed in sunlight or running water), it takes 20 radiant damage. While in contact with its weakness, it can't use its Regeneration trait or its Mist Form or Shapechange actions."
                },
                {
                    "name": "Resting Place",
                    "desc": "Every vampires lair contains a resting place, usually a coffin or sarcophagus, where the vampire must rest for at least an hour each day to recuperate its powers. This resting place is sprinkled with soil from its mortal homeland. If this soil is scattered or is subjected to a bless, hallow, or similar spell, the vampire is destroyed when reduced to 0 hit points."
                }
            ],
            "spell_list": [],
            "page_no": 421,
            "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_vampire-warrior/"
        },
        {
            "slug": "warlords-ghost-a5e",
            "desc": "",
            "name": "Warlords Ghost",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 58,
            "hit_dice": "13d8",
            "speed": {
                "walk": 30,
                "fly": 40
            },
            "strength": 8,
            "dexterity": 16,
            "constitution": 10,
            "intelligence": 12,
            "wisdom": 10,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 2,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, fire, lightning, thunder; damage from nonmagical weapons",
            "damage_immunities": "cold, necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "darkvision 60 ft., Passive Perception 10",
            "languages": "the languages it spoke in life",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Presage Death",
                    "desc": "The banshee targets a creature within 60 feet that can hear it  predicting its doom. The target makes a DC 14 Wisdom saving throw. On a failure  the target takes 11 (2d6 + 4) psychic damage and is magically cursed for 1 hour. While cursed in this way  the target has disadvantage on saving throws against the banshees Baleful Wail."
                },
                {
                    "name": "Baleful Wail",
                    "desc": "The banshee shrieks. All living creatures within 30 feet of it that can hear it make a DC 14 Constitution saving throw. On a failure  a creature takes 11 (2d6 + 4) psychic damage. If the creature is cursed by the banshee  it drops to 0 hit points instead."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Wounded Warning",
                    "desc": "When the banshee takes damage from a creature within 60 feet, it uses Presage Death on the attacker."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Death Howl",
                    "desc": "When reduced to 0 hit points, the banshee uses Baleful Wail."
                },
                {
                    "name": "Detect Life",
                    "desc": "The banshee magically senses the general direction of living creatures up to 5 miles away."
                },
                {
                    "name": "Incorporeal Movement",
                    "desc": "The banshee can move through creatures and objects. It takes 5 (1d10) force damage if it ends its turn inside an object."
                },
                {
                    "name": "Undead Nature",
                    "desc": "A banshee doesnt require air, sustenance, or sleep."
                },
                {
                    "name": "Unquiet Spirit",
                    "desc": "If defeated in combat, the banshee returns on the anniversary of its death. It can be permanently put to rest only by finding and casting remove curse on its grave or by righting whatever wrong was done to it."
                }
            ],
            "spell_list": [],
            "page_no": 30,
            "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_warlords-ghost/"
        },
        {
            "slug": "winter-hag-a5e",
            "desc": "",
            "name": "Winter 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": 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": "7",
            "cr": 7.0,
            "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."
                }
            ],
            "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"
                }
            ],
            "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_winter-hag/"
        },
        {
            "slug": "wraith-lord-a5e",
            "desc": "",
            "name": "Wraith Lord",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 171,
            "hit_dice": "18d8+90",
            "speed": {
                "walk": 40,
                "fly": 60
            },
            "strength": 14,
            "dexterity": 20,
            "constitution": 20,
            "intelligence": 16,
            "wisdom": 18,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, lightning, psychic, thunder; damage from nonmagical weapons",
            "damage_immunities": "cold, necrotic, poison",
            "condition_immunities": "charmed, fatigue, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious",
            "senses": "truesight 120 ft., passive Perception 14",
            "languages": "the languages it knew in life",
            "challenge_rating": "13",
            "cr": 13.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The wraith lord can use Paralyzing Terror. It then uses Life Drain twice. If in corporeal form  it then makes a greatsword attack."
                },
                {
                    "name": "Life Drain",
                    "desc": "The wraith targets a creature within 5 feet  forcing it to make a DC 18 Constitution saving throw. On a failure  the creature takes 17 (5d6) necrotic damage  or 24 (7d6) necrotic damage if it is frightened or surprised  and its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. It dies if its hit point maximum is reduced to 0."
                },
                {
                    "name": "Greatsword (Corporeal Form Only)",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 17 (5d6) poison damage  and the target makes a DC 18 Constitution saving throw. On a failure  the target is poisoned for 24 hours. While poisoned in this way  the target can't regain hit points. If a creature dies while poisoned in this way  its spirit rises as a wraith under the wraith lords control 1 minute after its death."
                },
                {
                    "name": "Paralyzing Terror",
                    "desc": "The wraith lord targets a frightened creature within 60 feet  forcing it to make a DC 18 Wisdom saving throw. On a failure  the target is paralyzed for 1 minute. It repeats the saving throw at the end of each of its turns  ending the effect on itself on a success."
                },
                {
                    "name": "Create Wraith",
                    "desc": "The wraith lord touches a humanoid corpse it killed up to 1 day ago. The creatures spirit rises as a wraith under the wraith lords control."
                },
                {
                    "name": "Corporeal Form (1/Day)",
                    "desc": "The wraith lord takes on a material form. In material form  it loses its incorporeal trait  its fly speed  and its immunity to the grappled  prone  and restrained conditions. The wraith instantly reverts to its incorporeal form if it is bloodied  and it can do so voluntarily at any time as an action."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Aura of Fear",
                    "desc": "A creature that starts its turn within 30 feet of a wraith lord makes a DC 17 Wisdom saving throw. On a failure, it is frightened until the start of its next turn. If a creatures saving throw is successful or the effect ends for it, it is immune to any wraith or wraith lords Aura of Fear for 24 hours."
                },
                {
                    "name": "Evil",
                    "desc": "The wraith lord radiates an Evil aura."
                },
                {
                    "name": "Incorporeal",
                    "desc": "The wraith lord can move through creatures and objects. It takes 5 (1d10) force damage if it ends its turn inside an object. If it takes radiant damage, it loses this trait until the end of its next turn."
                },
                {
                    "name": "Light Sensitivity",
                    "desc": "While in sunlight or bright light cast by a fire, the wraith lord has disadvantage on attack rolls, as well as on Perception checks that rely on sight."
                },
                {
                    "name": "Undead Nature",
                    "desc": "A wraith doesnt require air, food, drink, or sleep."
                }
            ],
            "spell_list": [],
            "page_no": 428,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_wraith-lord/"
        },
        {
            "slug": "young-bronze-dragon-a5e",
            "desc": "",
            "name": "Young Bronze Dragon",
            "size": "Large",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 17,
            "armor_desc": "",
            "hit_points": 152,
            "hit_dice": "16d10+64",
            "speed": {
                "walk": 40,
                "fly": 80,
                "swim": 60
            },
            "strength": 20,
            "dexterity": 10,
            "constitution": 18,
            "intelligence": 14,
            "wisdom": 12,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 4,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": 7,
            "perception": null,
            "skills": {
                "insight": 5,
                "perception": 5,
                "stealth": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "lightning",
            "condition_immunities": "",
            "senses": "blindsight 30 ft., darkvision 120 ft., passive Perception 18",
            "languages": "Common, Draconic",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon attacks with its bite and twice with its claws. In place of its bite  it can use Lightning Pulse."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) piercing damage plus 4 (1d8) lightning damage."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) slashing damage."
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage  and the dragon pushes the target 10 feet away."
                },
                {
                    "name": "Trident (Humanoid Form Only)",
                    "desc": "Melee or Ranged Weapon Attack: +13 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 10 (1d6 + 7) piercing damage."
                },
                {
                    "name": "Lightning Pulse",
                    "desc": "The dragon targets one creature within 60 feet  forcing it to make a DC 20 Dexterity saving throw. The creature takes 22 (4d10) lightning damage on a failure or half damage on a success. If the initial target is touching a body of water  all other creatures within 20 feet of it and touching the same body of water must also make the saving throw against this damage."
                },
                {
                    "name": "Breath Weapons (Recharge 5-6)",
                    "desc": "The dragon uses one of the following breath weapons:"
                },
                {
                    "name": "Lightning Breath",
                    "desc": "The dragon exhales lightning in a 90-foot-long  5-foot-wide line. Each creature in the area makes a DC 20 Dexterity saving throw  taking 69 (13d10) lightning damage on a failed save or half damage on a success. A creature that fails the saving throw can't take reactions until the end of its next turn."
                },
                {
                    "name": "Ocean Surge",
                    "desc": "The dragon exhales a torrent of seawater in a 30-foot cone. Each creature in the area makes a DC 20 Strength saving throw. A creature that fails is pushed 30 feet away from the dragon and knocked prone  while one that succeeds is pushed only 15 feet away."
                },
                {
                    "name": "Change Shape",
                    "desc": "The dragon magically takes the shape of a humanoid or beast  or changes back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (dragons choice). In the new form  the dragons stats are unchanged except for its size. It can't use Lightning Pulse  Breath Weapons  Tail Attack  or Wing Attack except in dragon form. In beast form  it can attack only with its bite and claws  if appropriate to its form. If the beast form is Large or smaller  the reach of these attacks is reduced to 5 feet. In humanoid form  it can attack only with its trident."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Tail Attack",
                    "desc": "When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": [
                {
                    "name": "The dragon can take 3 legendary actions",
                    "desc": "Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."
                },
                {
                    "name": "Roar",
                    "desc": "Each creature of the dragons choice within 120 feet that can hear it makes a DC 18 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours."
                },
                {
                    "name": "Wing Attack",
                    "desc": "The dragon beats its wings. Each creature within 15 feet makes a DC 21 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed."
                },
                {
                    "name": "Foresight (Costs 2 Actions)",
                    "desc": "The dragon focuses on the many sprawling futures before it and predicts what will come next. Attacks against it are made with disadvantage until the start of its next turn."
                }
            ],
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The dragon can breathe air and water."
                },
                {
                    "name": "Oracle of the Coast",
                    "desc": "The dragon can accurately predict the weather up to 7 days in advance and is never considered surprised while conscious."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The dragons spellcasting ability is Charisma (save DC 15). It can innately cast the following spells, requiring no material components. 3/day each:fog cloud, speak with animals"
                }
            ],
            "spell_list": [],
            "page_no": 162,
            "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_young-bronze-dragon/"
        },
        {
            "slug": "young-red-dragon-a5e",
            "desc": "",
            "name": "Young Red Dragon",
            "size": "Large",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 18,
            "armor_desc": "",
            "hit_points": 178,
            "hit_dice": "17d10+85",
            "speed": {
                "walk": 40,
                "climb": 40,
                "fly": 80
            },
            "strength": 22,
            "dexterity": 10,
            "constitution": 20,
            "intelligence": 14,
            "wisdom": 12,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 4,
            "constitution_save": 9,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": 8,
            "perception": null,
            "skills": {
                "intimidation": 8,
                "perception": 5,
                "stealth": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "fire",
            "condition_immunities": "",
            "senses": "blindsight 30 ft., darkvision 120 ft., passive Perception 18",
            "languages": "Common, Draconic",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon attacks once with its bite and twice with its claws."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage plus 4 (1d8) fire damage."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage."
                },
                {
                    "name": "Fire Breath (Recharge 5-6)",
                    "desc": "The dragon exhales a blast of fire that fills a 30-foot cone. Each creature in that area makes a DC 17 Dexterity saving throw  taking 52 (15d6) fire damage on a failed save or half damage on a success. A creature that fails the saving throw also takes 5 (1d10) ongoing fire damage. While affected by this ongoing damage  it is frightened of the dragon. A creature can use an action to end the ongoing damage."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Searing Heat",
                    "desc": "A creature that starts its turn touching the dragon, or touches it or hits it with a melee attack for the first time on a turn, takes 3 (1d6) fire damage."
                },
                {
                    "name": "Volcanic Tyrant",
                    "desc": "The dragon is immune to the effects of poisonous gases caused by volcanic environments. It also ignores difficult terrain caused by lava."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The dragons spellcasting ability is Charisma (save DC 16). It can innately cast the following spells, requiring no material components. 3/day each:command, hold person"
                }
            ],
            "spell_list": [],
            "page_no": 119,
            "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_young-red-dragon/"
        },
        {
            "slug": "young-shadow-dragon-a5e",
            "desc": "",
            "name": "Young Shadow Dragon",
            "size": "Large",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 17,
            "armor_desc": "",
            "hit_points": 114,
            "hit_dice": "12d10+48",
            "speed": {
                "walk": 40,
                "climb": 40,
                "fly": 80,
                "swim": 40
            },
            "strength": 18,
            "dexterity": 14,
            "constitution": 18,
            "intelligence": 12,
            "wisdom": 12,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": 8,
            "intelligence_save": 5,
            "wisdom_save": 5,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "deception": 8,
                "insight": 5,
                "nature": 5,
                "perception": 5,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold, fire, lightning, thunder; damage from nonmagical weapons",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "fatigue, frightened, grappled, paralyzed, poisoned, prone, restrained",
            "senses": "darkvision 240 ft., passive Perception 15",
            "languages": "Common, Draconic",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon attacks once with its bite and twice with its claws."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) piercing damage plus 4 (1d8) necrotic damage."
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) slashing damage."
                },
                {
                    "name": "Anguished Breath (Recharge 5-6)",
                    "desc": "The dragon exhales a shadowy maelstrom of anguish in a 30-foot cone. Each creature in that area makes a DC 16 Wisdom saving throw  taking 40 (9d8) necrotic damage on a failed save or half damage on a success."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Evil",
                    "desc": "The dragon radiates an Evil aura."
                },
                {
                    "name": "Incorporeal Movement",
                    "desc": "The dragon can move through other creatures and objects. It takes 11 (2d10) force damage if it ends its turn inside an object."
                },
                {
                    "name": "Essence Link",
                    "desc": "The essence dragon is spiritually linked to a specific area or landmark. The dragon gains no benefit from a long rest when more than 1 mile away from its linked area. If the dragon dies, the area it is linked to loses its vital essence until it forms a new essence dragon, which can take centuries. When a creature first enters an area that has lost its vital essence in this way, they gain a level of fatigue and a level of strife. This fatigue and strife can be removed only by completing a long rest outside the area."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The dragons spellcasting ability is Charisma (save DC 16). It can innately cast the following spells, requiring no material components. 3/day each:darkness, detect evil and good"
                }
            ],
            "spell_list": [],
            "page_no": 137,
            "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_young-shadow-dragon/"
        },
        {
            "slug": "young-silver-dragon-a5e",
            "desc": "",
            "name": "Young Silver Dragon",
            "size": "Large",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 18,
            "armor_desc": "",
            "hit_points": 157,
            "hit_dice": "15d10+75",
            "speed": {
                "walk": 40,
                "fly": 80
            },
            "strength": 22,
            "dexterity": 14,
            "constitution": 20,
            "intelligence": 14,
            "wisdom": 10,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": 9,
            "intelligence_save": null,
            "wisdom_save": 4,
            "charisma_save": 8,
            "perception": null,
            "skills": {
                "arcana": 6,
                "history": 6,
                "perception": 4,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "cold",
            "condition_immunities": "",
            "senses": "blindsight 30 ft., darkvision 120 ft., passive Perception 17",
            "languages": "Common, Draconic",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon attacks with its bite and twice with its claws."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage plus 4 (1d8) cold damage."
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage."
                },
                {
                    "name": "Breath Weapons (Recharge 5-6)",
                    "desc": "The dragon uses one of the following breath weapons:"
                },
                {
                    "name": "Frost Breath",
                    "desc": "The dragon exhales freezing wind in a 30-foot cone. Each creature in the area makes a DC 17 Constitution saving throw  taking 40 (9d8) cold damage on a failed save or half damage on a success."
                },
                {
                    "name": "Paralyzing Breath",
                    "desc": "The dragon exhales paralytic gas in a 30-foot cone. Each creature in the area must succeed on a DC 17 Constitution saving throw or be paralyzed until the end of its next turn."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Cloud Strider",
                    "desc": "The dragon suffers no harmful effects from high altitudes."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The dragons spellcasting ability is Charisma (save DC 17). It can innately cast the following spells, requiring no material components. 3/day each:charm person, faerie fire"
                }
            ],
            "spell_list": [],
            "page_no": 179,
            "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",
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        },
        {
            "slug": "arcamag",
            "desc": "",
            "name": "Arcamag",
            "size": "Tiny",
            "type": "Monstrosity",
            "subtype": "shapechanger",
            "group": null,
            "alignment": "neutral",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 22,
            "hit_dice": "5d4+10",
            "speed": {
                "fly": 30,
                "hover": true,
                "walk": 10
            },
            "strength": 7,
            "dexterity": 10,
            "constitution": 15,
            "intelligence": 5,
            "wisdom": 12,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "stealth": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "understands Common but can't speak",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "desc": "Melee Weapon Attack: +2 to hit, reach 5 ft., one creature that can cast spells. Hit: The arcamag attaches to the target. While attached, the arcamag doesn't attack. Instead, it causes a handful of changes in its spellcaster host (see Changes to the Host sidebar). The arcamag can detach itself by spending 5 feet of its movement. A creature other than the host can use its action to detach the arcamag by succeeding on a DC 15 Strength check. The host can use its action to detach the arcamag only after the host has expended all of its spell slots for the day, including the extra cantrips and spell slots gained from having the arcamag attached. Doing so doesn't require a Strength check. When the arcamag detaches itself or is detached from a host, the host takes 2 (1d4) psychic damage per spellcaster level.",
                    "name": "Attach"
                },
                {
                    "desc": "The arcamag magically teleports up to 60 feet to an unoccupied space. If it is attached to a host when it uses this action, it automatically detaches.",
                    "name": "Teleport (1/Day)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "While attached to a host, the arcamag has advantage on Dexterity (Stealth) checks.",
                    "name": "Camouflage"
                },
                {
                    "desc": "The arcamag can use its action to polymorph into a small object, such as a ring, wand, orb, rod, or scroll. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. False Appearance (Object Form Only). While motionless, the arcamag is indistinguishable from an ordinary object.",
                    "name": "Shapechanger"
                }
            ],
            "spell_list": [],
            "page_no": 41,
            "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_arcamag/"
        },
        {
            "slug": "azeban",
            "desc": "",
            "name": "Azeban",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 78,
            "hit_dice": "12d8+24",
            "speed": {
                "climb": 30,
                "walk": 40
            },
            "strength": 16,
            "dexterity": 16,
            "constitution": 14,
            "intelligence": 15,
            "wisdom": 8,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 5,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 1,
            "charisma_save": null,
            "perception": 1,
            "skills": {
                "deception": 6,
                "perception": 1,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with cold iron",
            "damage_immunities": "",
            "condition_immunities": "charmed, frightened",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Common, Elvish, Sylvan",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "desc": "The azeban makes two attacks: one with its bite and one with its claws.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 5,
                    "damage_dice": "2d6+3",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.",
                    "name": "Bite"
                },
                {
                    "attack_bonus": 5,
                    "damage_dice": "2d6+3",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.",
                    "name": "Claws"
                },
                {
                    "desc": "The azeban emits a piercing yell in a 15-foot cone. Each creature in the area must make a DC 14 Constitution saving throw. On a failure, a target takes 21 (6d6) thunder damage and is deafened for 1 minute. On a success, a creature takes half the damage but isn't deafened. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn't being worn or carried also takes the damage if it's in the area.",
                    "name": "Ear-Splitting Yawp (Recharge 5-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The azeban can take the Dash, Disengage, or Hide action as a bonus action on each of its turns.",
                    "name": "Elusive"
                },
                {
                    "desc": "The azeban has advantage on saving throws against spells and other magical effects.",
                    "name": "Magic Resistance"
                },
                {
                    "desc": "The azeban's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:\nAt will: dancing lights, disguise self, faerie fire, minor illusion\n3/day each: creation, major image, mislead, seeming\n1/day each: mirage arcane, programmed illusion",
                    "name": "Innate Spellcasting"
                }
            ],
            "spell_list": [],
            "page_no": 44,
            "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_azeban/"
        },
        {
            "slug": "crimson-mist",
            "desc": "",
            "name": "Crimson Mist",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 15,
            "armor_desc": null,
            "hit_points": 68,
            "hit_dice": "8d8+32",
            "speed": {
                "hover": true,
                "walk": 60
            },
            "strength": 17,
            "dexterity": 15,
            "constitution": 18,
            "intelligence": 3,
            "wisdom": 20,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 4,
            "charisma_save": 2,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "cold, necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "understands all languages it knew as a vampire, but can't speak",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "desc": "The mist moves up to its speed. While doing so, it can enter a Medium or smaller creature's space. When the mist enters a creature's space, the creature must make a DC 15 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the mist. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.\n\nOn a failed save, the mist enters the creature's space, and the creature takes 15 (4d6) necrotic damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 15 (4d6) necrotic damage at the start of each of the mist's turns. When the mist moves, the engulfed creature doesn't move with it, and is freed. An engulfed creature can try to escape by taking an action to make a DC 14 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the mist. A creature within 5 feet of the mist can take an action to pull a creature out of the mist. Doing so requires a DC 14 Strength check, and the creature making the attempt takes 14 (4d6) necrotic damage. The mist can only engulf one Medium or smaller creature at a time.",
                    "name": "Engulf"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The crimson mist is weightless and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing.",
                    "name": "Pseudocorporeal"
                },
                {
                    "desc": "Whenever the crimson mist deals necrotic damage to a living creature with blood in its body, the creature's hp maximum is reduced by the same amount and the mist regains hp equal to half the necrotic damage dealt. The reduction lasts until the creature finishes a long rest. The creature dies if this effect reduces its hp maximum to 0.",
                    "name": "Sanguine Feast"
                },
                {
                    "desc": "The crimson mist has the following flaws:\nForbiddance. The crimson mist can't enter a residence without an invitation from one of the occupants.\nHarmed by Running Water. The crimson mist takes 20 force damage if it ends its turn above or within running water.\nSunlight Hypersensitivity. The crimson mist takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.",
                    "name": "Vampire Weaknesses"
                }
            ],
            "spell_list": [],
            "page_no": 67,
            "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_crimson-mist/"
        },
        {
            "slug": "dark-voice",
            "desc": "",
            "name": "Dark Voice",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "dark folk",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 16,
            "armor_desc": "chain mail",
            "hit_points": 91,
            "hit_dice": "14d8+28",
            "speed": {
                "walk": 30
            },
            "strength": 14,
            "dexterity": 10,
            "constitution": 15,
            "intelligence": 11,
            "wisdom": 16,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "intimidation": 7,
                "persuasion": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "blindsight 60 ft., passive Perception 13",
            "languages": "Common, Umbral",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "desc": "The dark voice makes two attacks with its mace.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 5,
                    "damage_dice": "1d6+2",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 7 (2d6) cold damage.",
                    "name": "Mace"
                },
                {
                    "attack_bonus": 3,
                    "damage_dice": "1d10",
                    "desc": "Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage plus 7 (2d6) cold damage.",
                    "name": "Heavy Crossbow"
                },
                {
                    "desc": "The dark voice speaks in Umbral, whispering of what it sees beyond the dark. The area within 30 feet of the dark voice becomes dimly lit until the end of the dark voice's next turn. Only sunlight can illuminate the area brightly during this time. Each non-dark folk creature in the area must succeed on a DC 15 Charisma saving throw or take 13 (3d8) psychic damage and be frightened until the start of its next turn.",
                    "name": "Whispers of Shadow (Recharge 5-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The dark voice has advantage on saving throws against being charmed or frightened.",
                    "name": "Dark Devotion"
                },
                {
                    "desc": "The dark voice regains 5 hp at the start of its turn if it is in an area of dim light or darkness. The dark voice only dies if it starts its turn with 0 hp and doesn't regenerate.",
                    "name": "Regeneration"
                },
                {
                    "desc": "While in sunlight, the dark voice has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.",
                    "name": "Sunlight Sensitivity"
                }
            ],
            "spell_list": [],
            "page_no": 73,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_dark-voice/"
        },
        {
            "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": [],
            "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_fey-drake/"
        },
        {
            "slug": "gloomflower",
            "desc": "",
            "name": "Gloomflower",
            "size": "Tiny",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 12,
            "armor_desc": "natural armor",
            "hit_points": 44,
            "hit_dice": "8d4+24",
            "speed": {
                "walk": 10
            },
            "strength": 10,
            "dexterity": 6,
            "constitution": 16,
            "intelligence": 1,
            "wisdom": 6,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "blinded, deafened, frightened",
            "senses": "blindsight 120 ft. passive Perception 8",
            "languages": "understands all languages known by creatures within 120 feet, but can't speak, telepathy 120 ft.",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "desc": "The gloomflower makes two psychic strike attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 6,
                    "damage_dice": "3d6",
                    "desc": "Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 10 (3d6) psychic damage.",
                    "name": "Psychic Strike"
                },
                {
                    "desc": "Each creature of the gloomflower's choice that is within 60 feet of the gloomflower and aware of it must make a DC 14 Wisdom saving throw. On a failure, a creature is bombarded with visions of its fears and anxieties for 1 minute. While bombarded, it takes 7 (2d6) psychic damage at the start of each of its turns and must spend its action to make one melee attack against a creature within 5 feet of it, other than the gloomflower or itself. If the creature can't make a melee attack, it takes the Dodge action. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a success, a creature is incapacitated by hallucinations until the end of its next turn but isn't bombarded with visions of its fears and anxieties. \n\nA creature that is reduced to 0 hp by this psychic damage falls unconscious and is stable. When that creature regains consciousness, it suffers permanent hallucinations and has disadvantage on ability checks until cured by a remove curse spell or similar magic.",
                    "name": "Corrupting Visions (Recharge 5-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "Creatures have disadvantage on attack rolls against the gloomflower. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.",
                    "name": "Blur"
                },
                {
                    "desc": "Whenever the gloomflower takes damage, each creature within 10 feet of the gloomflower must succeed on a DC 14 Wisdom saving throw or take 7 (2d6) psychic damage.",
                    "name": "Psychic Scream"
                }
            ],
            "spell_list": [],
            "page_no": 188,
            "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_gloomflower/"
        },
        {
            "slug": "gugalanna",
            "desc": "",
            "name": "Gugalanna",
            "size": "Huge",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "chaotic good",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 253,
            "hit_dice": "22d12+110",
            "speed": {
                "fly": 80,
                "walk": 60
            },
            "strength": 24,
            "dexterity": 16,
            "constitution": 20,
            "intelligence": 10,
            "wisdom": 20,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 10,
            "constitution_save": 12,
            "intelligence_save": null,
            "wisdom_save": 12,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "athletics": 14,
                "insight": 12,
                "intimidation": 11
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic",
            "damage_immunities": "fire, radiant; bludgeoning, piercing, and slashing from nonmagical attacks",
            "condition_immunities": "charmed, exhaustion, frightened",
            "senses": "truesight 60 ft., passive Perception 15",
            "languages": "understands all but can't speak, telepathy 120 ft.",
            "challenge_rating": "21",
            "cr": 21.0,
            "actions": [
                {
                    "desc": "Gugalanna makes two attacks: one with its horns and one with its kick.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 14,
                    "damage_dice": "5d10+7",
                    "desc": "Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 34 (5d10 + 7) piercing damage and 14 (4d6) fire damage.",
                    "name": "Horns"
                },
                {
                    "attack_bonus": 14,
                    "damage_dice": "2d10+7",
                    "desc": "Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage.",
                    "name": "Kick"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "Gugalanna 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. Gugalanna regains spent legendary actions at the start of his turn.",
            "legendary_actions": [
                {
                    "desc": "Gugalanna makes a kick attack.",
                    "name": "Kick"
                },
                {
                    "desc": "Gugalanna spreads his wings and stomps his hooves, shaking the earth. Each creature within 10 feet of Gugalanna must make a DC 22 Strength saving throw. On a failure, a target takes 18 (2d10 + 7) bludgeoning damage and is pushed 20 feet away from Gugalanna. On a success, a target takes half the damage and isn't pushed. Gugalanna can then fly up to half his flying speed.",
                    "name": "Rearing Stomp (Costs 2 Actions)"
                },
                {
                    "desc": "The sun disc floating between Gugalanna's horns flares. Each creature within 30 feet of Gugalanna must make a DC 18 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.",
                    "name": "Blazing Sun Disc (Costs 2 Actions, Recharge 5-6)"
                }
            ],
            "special_abilities": [
                {
                    "desc": "Gugalanna doesn't provoke an opportunity attack when it flies out of an enemy's reach.",
                    "name": "Flyby"
                },
                {
                    "desc": "Gugalanna has advantage on saving throws against spells and other magical effects.",
                    "name": "Magic Resistance"
                },
                {
                    "desc": "Gugalanna's weapon attacks are magical.",
                    "name": "Magic Weapons"
                },
                {
                    "desc": "If Gugalanna moves at least 20 feet straight toward a creature and then hits it with a horns attack on the same turn, that target must succeed on a DC 22 Strength saving throw or be knocked prone. If the target is prone, Gugalanna can make one kick attack against it as a bonus action.",
                    "name": "Trampling Charge"
                }
            ],
            "spell_list": [],
            "page_no": 212,
            "environments": [],
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            "document__title": "Creature Codex",
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            "v2_converted_path": "/v2/creatures/ccdx_gugalanna/"
        },
        {
            "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__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_hound-of-tindalos/"
        },
        {
            "slug": "lady-in-white",
            "desc": "",
            "name": "Lady in White",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "any alignment",
            "armor_class": 12,
            "armor_desc": null,
            "hit_points": 49,
            "hit_dice": "11d8",
            "speed": {
                "fly": 30,
                "hover": true,
                "walk": 0
            },
            "strength": 6,
            "dexterity": 14,
            "constitution": 10,
            "intelligence": 10,
            "wisdom": 11,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "cold, necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "any languages it knew in life",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "attack_bonus": 4,
                    "damage_dice": "1d4+2",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) necrotic damage, and, if the target is a Large or smaller humanoid, the lady in white attaches to it. The lady in white attaches to the target's back, where it is unable to see the lady in white. The lady in white can detach itself by spending 5 feet of its movement. A creature, other than the target, can take its action to detach the lady in white by succeeding on a DC 14 Strength check.",
                    "name": "Grasp"
                },
                {
                    "desc": "The lady in white makes one grasp attack against the target to which it is attached. If the attack hits, the target's Charisma score is reduced by 1d4. The target dies if this reduces its Charisma to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a female humanoid dies from this attack, a new lady in white rises from the corpse 1d4 hours later.",
                    "name": "Inflict Sorrow"
                },
                {
                    "desc": "The lady in white turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell).",
                    "name": "Invisibility"
                },
                {
                    "desc": "The lady in white does away with her living disguise and reveals her undead state. Each non-undead creature within 50 feet of the lady that can see her must succeed on a DC 13 Wisdom saving throw or be 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 target's saving throw is successful or the effect ends for it, the target is immune to the lady's Corpse Revealed for the next 24 hours.",
                    "name": "Corpse Revealed"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The lady in white 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"
                }
            ],
            "spell_list": [],
            "page_no": 246,
            "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_lady-in-white/"
        },
        {
            "slug": "moonchild-naga",
            "desc": "",
            "name": "Moonchild Naga",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 75,
            "hit_dice": "10d10+20",
            "speed": {
                "walk": 40
            },
            "strength": 17,
            "dexterity": 18,
            "constitution": 14,
            "intelligence": 12,
            "wisdom": 16,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": 7,
            "perception": null,
            "skills": {
                "arcana": 4,
                "deception": 7,
                "insight": 6,
                "persuasion": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, poisoned",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Common",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "attack_bonus": 7,
                    "damage_dice": "2d8+4",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 18 (4d8) poison damage.",
                    "name": "Bite"
                },
                {
                    "attack_bonus": 7,
                    "damage_dice": "2d6+4",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the naga can't constrict another target.",
                    "name": "Constrict"
                },
                {
                    "desc": "The moonchild naga's bottomless gaze inexorably draws the eye of one target within 30 feet. If the target can see the naga, it must succeed on a DC 15 Wisdom saving throw or be stunned until the end of the naga's next turn. If the target's saving throw is successful, it is immune to the naga's gaze for the next 24 hours.",
                    "name": "Starry Gaze"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "If it dies, the moonchild naga returns to life in 1d6 days and regains all its hp. Only a wish spell can prevent this trait from functioning.",
                    "name": "Rejuvenation"
                },
                {
                    "desc": "The moonchild naga's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring only verbal components:\nAt will: charm person, friends, mage hand, message, minor illusion, poison spray, suggestion\n3/day each: color spray, dispel magic, fear, hold person\n1/day each: dominate beast, hypnotic pattern",
                    "name": "Innate Spellcasting"
                }
            ],
            "spell_list": [],
            "page_no": 273,
            "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_moonchild-naga/"
        },
        {
            "slug": "oth",
            "desc": "",
            "name": "Oth",
            "size": "Large",
            "type": "Aberration",
            "subtype": "shoth",
            "group": null,
            "alignment": "lawful neutral",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 119,
            "hit_dice": "14d10+42",
            "speed": {
                "climb": 10,
                "walk": 30
            },
            "strength": 16,
            "dexterity": 10,
            "constitution": 16,
            "intelligence": 11,
            "wisdom": 14,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "arcana": 3,
                "perception": 5,
                "persuasion": 7,
                "religion": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold, fire",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "blindsight 60 ft., passive Perception 15",
            "languages": "all, telepathy 100 ft.",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "desc": "The oth makes two oozing slam attacks or one oozing slam and one greatsword attack.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 6,
                    "damage_dice": "2d10+3",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) bludgeoning damage and 2 (1d4) acid damage.",
                    "name": "Oozing Slam"
                },
                {
                    "attack_bonus": 6,
                    "damage_dice": "4d6+3",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 17 (4d6 + 3) slashing damage.",
                    "name": "Greatsword (Paladin of Shoth Only)"
                },
                {
                    "desc": "A shoth who has less than half its maximum hp can merge with any other shoth creature within 10 feet, adding its remaining hp to that creature's. The hp gained this way can exceed the normal maximum of that creature. A shoth can accept one such merger every 24 hours.",
                    "name": "Merge"
                },
                {
                    "desc": "The oth sprays acid in a 30-foot cone. Each creature in the area must make a DC 15 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.",
                    "name": "Spray (Recharge 6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The oth, including its equipment, can move through a space as narrow as 1 inch wide without squeezing.",
                    "name": "Amorphous"
                },
                {
                    "desc": "Choose either the Dripping Arcanist or Paladin of Shoth trait. \n* Dripping Arcanist. The oth's innate spellcasting ability is Charisma (spell casting DC 15, +7 to hit with spell attacks). It may cast the following spells innately, requiring only verbal components: _\nCantrip (at will): fire bolt (2d10), light, thaumaturgy _\n3/day each: command, mage armor, magic missile _\n2/day each: augury, detect thoughts _\n1/day: fireball\n* Paladin of Shoth. The oth derives its power from Shoth itself, its zom shining with sacred light. Its Armor Class increases by 2. A non-shoth creature that starts its turn within 5 feet of the oth must succeed on a DC 15 Charisma saving throw or be blinded by the light of Shoth until the end of its turn.",
                    "name": "Multiple Roles"
                }
            ],
            "spell_list": [],
            "page_no": 292,
            "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_oth/"
        },
        {
            "slug": "ouroban",
            "desc": "",
            "name": "Ouroban",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "dragonborn",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 18,
            "armor_desc": "plate",
            "hit_points": 209,
            "hit_dice": "38d8+38",
            "speed": {
                "walk": 30
            },
            "strength": 18,
            "dexterity": 10,
            "constitution": 13,
            "intelligence": 12,
            "wisdom": 12,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": 8,
            "perception": null,
            "skills": {
                "athletics": 8,
                "intimidation": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "fire",
            "condition_immunities": "poisoned",
            "senses": "passive Perception 11",
            "languages": "Common, Draconic",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "desc": "The ouroban makes three attacks with its greatsword.",
                    "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) slashing damage plus 3 (1d6) fire damage.",
                    "name": "Greatsword"
                },
                {
                    "attack_bonus": 5,
                    "damage_dice": "1d10+4",
                    "desc": "Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 9 (1d10 + 4) piercing damage.",
                    "name": "Heavy Crossbow"
                },
                {
                    "desc": "The ouroban exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.",
                    "name": "Fire Breath (Recharge after a Short or Long Rest)"
                },
                {
                    "desc": "The ouroban summons green flames under up to five creatures within 30 feet of it. Each target must succeed on a DC 17 Dexterity saving throw or take 18 (4d8) fire damage and be poisoned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success.\n\nThe ouroban has advantage on attack rolls and ability checks against a creature poisoned by its Abyssal Fires.",
                    "name": "Abyssal Fires (Recharges after a Short or Long Rest)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "As a bonus action, the ouroban imbues its greatsword with dark power. All of its greatsword attacks do an additional 10 (3d6) necrotic damage per hit until the start of its next turn.",
                    "name": "Devastate (Recharge 5-6)"
                },
                {
                    "desc": "Whenever the ouroban is subjected to fire damage, it takes no damage and instead regains a number of hp equal to the fire damage dealt.",
                    "name": "Fire Absorption"
                },
                {
                    "desc": "The ouroban is a 14th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It has the following paladin spells prepared:\n1st level (4 slots): command, cure wounds, detect evil and good, detect magic, divine favor (fire damage instead of radiant)\n2nd level (3 slots): branding smite, lesser restoration, zone of truth\n3rd level (3 slots): dispel magic, elemental weapon\n4th level (1 slot): banishment",
                    "name": "Spellcasting"
                }
            ],
            "spell_list": [],
            "page_no": 293,
            "environments": [],
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            "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_ouroban/"
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        {
            "slug": "shadow-river-lord",
            "desc": "",
            "name": "Shadow River Lord",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 135,
            "hit_dice": "18d8+54",
            "speed": {
                "swim": 60,
                "walk": 30
            },
            "strength": 14,
            "dexterity": 18,
            "constitution": 16,
            "intelligence": 12,
            "wisdom": 16,
            "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, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Common",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "desc": "The shadow river lord makes two greenfire staff or two shadowfrost bolt attacks. If two attacks hit the same target, the target must make a DC 16 Constitution saving throw or be blinded until the end of its next turn.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "1d6+4",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 7 (2d6) fire damage.",
                    "name": "Greenfire Staff"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "2d8",
                    "desc": "Ranged Spell Attack: +8 to hit, range 150 ft., one target. Hit: 9 (2d8) necrotic damage plus 7 (2d6) cold damage.",
                    "name": "Shadowfrost Bolt"
                },
                {
                    "desc": "The shadow river lord expels a geyser of shadowy water from its staff in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 21 (6d6) necrotic damage and 21 (6d6) cold damage on a failed save, or half as much damage on a successful one.",
                    "name": "Shadow Geyser (Recharge 6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The shadow river lord can move through a space as narrow as one inch wide without squeezing.",
                    "name": "Amorphous"
                }
            ],
            "spell_list": [],
            "page_no": 327,
            "environments": [],
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            "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_shadow-river-lord/"
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    ]
}