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

GET /v1/monsters/?format=api&ordering=damage_immunities&page=8
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=damage_immunities&page=9",
    "previous": "https://api-beta.open5e.com/v1/monsters/?format=api&ordering=damage_immunities&page=7",
    "results": [
        {
            "slug": "treacle",
            "desc": "_A curious bunny, an abandoned infant, or a delicate songbird can spell slow and agonizing death for the unprepared. Beneath any of these facades may lurk a treacle waiting to feed on a gullible victim, mewling and cooing all the while. Whether by natural selection or arcane tampering, these compact oozes prey on kindness._  \n**Diet of Blood.** Treacles feed on blood but lack the natural weapons or acid of larger slimes. To survive, prey must welcome and embrace them, unaware of the threat. The treacles’ soft bodies absorb psychic impressions and take the shape of unthreatening creatures. In the wild, treacles assume the form of an animal’s offspring to lie close for several hours.  \n**Pet Polymorph.** Among humanoids, treacles transform into pets, infants, or injured animals. In the most horrific cases, these oozes resemble children’s toys. Treacles don’t choose their forms consciously, but instead rely on a primitive form of telepathy to sense which shapes a potential victim finds least threatening or most enticing. They can hold a new shape for several hours, even if the intended victim is no longer present.  \n**Slow Drain.** Once they have assumed a nonthreatening form, treacles mewl, sing, or make pitiful noises to attract attention. Once they’re in contact with a potential victim, treacles drain blood slowly, ideally while their prey sleeps or is paralyzed. If threatened or injured, treacles flee. A sated treacle detaches from its victim host and seeks a cool, dark place to rest and digest. With enough food and safety, a treacle divides into two fully-grown oozes. Rarely, a mutation prevents this division, so that the sterile treacle instead grows in size. The largest can mimic human children and the elderly.  \nTreacles are small, weighing less than six lb. Their natural forms are pale and iridescent, like oil on fresh milk, but they’re seldom seen this way.",
            "name": "Treacle",
            "size": "Tiny",
            "type": "Ooze",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 13,
            "armor_desc": "natural armor",
            "hit_points": 22,
            "hit_dice": "4d4+12",
            "speed": {
                "walk": 15,
                "climb": 10
            },
            "strength": 4,
            "dexterity": 6,
            "constitution": 17,
            "intelligence": 1,
            "wisdom": 1,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "deception": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "blindsight 60 ft., passive Perception 10",
            "languages": "-",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Reshape",
                    "desc": "The treacle assumes the shape of any tiny creature or object. A reshaped treacle gains the movement of its new form but no other special qualities."
                },
                {
                    "name": "Blood Drain (1/hour)",
                    "desc": "A treacle touching the skin of a warm-blooded creature inflicts 4 (1d8) necrotic damage per hour of contact, and the victim's maximum hit points are reduced by the same number. Blood is drained so slowly that the victim doesn't notice the damage unless he or she breaks contact with the treacle (sets it down or hands it to someone else, for example). When contact is broken, the victim notices blood on his or her skin or clothes with a successful DC 13 Wisdom (Perception) check."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amorphous",
                    "desc": "The treacle can move through a space as narrow as 1 inch wide without squeezing."
                },
                {
                    "name": "Charming Presence",
                    "desc": "The treacle has an uncanny ability to sense and to play off of another creature's emotions. It uses Charisma (Deception) to oppose Wisdom (Insight or Perception) skill checks made to see through its ruse, and it has advantage on its check."
                }
            ],
            "spell_list": [],
            "page_no": 387,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_treacle/"
        },
        {
            "slug": "trollkin-reaver",
            "desc": "_In the north the masses huddle in fear at night, dreading the horns and howls of reavers come to slaughter and pillage. The trollkin reaver’s skin is thick and knobby, and it sports wicked talons and tusks._  \n**Fearsome Savages.** Trollkin have a well-deserved reputation for savagery, and the reavers help reinforce that perception among their neighbors.  \n**War Leaders.** Raiding is a staple industry among the trollkin, and the reavers lead the most savage raiding parties in search of wealth, slaves, and supplies. They often recruit other creatures or mercenaries into their bands. It is not uncommon to see bloodthirsty humans, gnolls, or hobgoblins in a reaver’s band.  \n**Spirit Talkers.** Trollkin reavers are quite fearful of spirits and ghosts, and listen to their clan shaman and to the word of powerful fey or giants. They prefer to raid only in times of good omens.",
            "name": "Trollkin Reaver",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "trollkin",
            "group": null,
            "alignment": "neutral",
            "armor_class": 14,
            "armor_desc": "hide armor",
            "hit_points": 82,
            "hit_dice": "11d8+33",
            "speed": {
                "walk": 30
            },
            "strength": 19,
            "dexterity": 13,
            "constitution": 16,
            "intelligence": 11,
            "wisdom": 12,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 5,
            "intelligence_save": null,
            "wisdom_save": 3,
            "charisma_save": 3,
            "perception": null,
            "skills": {
                "intimidation": 5,
                "survival": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Common, Trollkin",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The trollkin raider makes three melee attacks: two with its claws and one with its bite, or two with its battleaxe and one with its handaxe, or it makes two ranged attacks with its handaxes."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d4"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d4"
                },
                {
                    "name": "Battleaxe",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage or 9 (1d10 + 4) slashing damage if used with two hands. Using the battleaxe two-handed prevents using the handaxe.",
                    "attack_bonus": 6,
                    "damage_dice": "1d8"
                },
                {
                    "name": "Handaxe",
                    "desc": "Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) slashing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Howl of Battle (Recharge 6)",
                    "desc": "Up to three allies who can hear the trollkin reaver and are within 30 feet of it can each make one melee attack as a reaction."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Regeneration",
                    "desc": "The trollkin reaver regains 10 hit points at the start of its turn. This trait doesn't function if the trollkin took acid or fire damage since the end of its previous turn. The trollkin dies if it starts its turn with 0 hit points and doesn't regenerate."
                },
                {
                    "name": "Thick Hide",
                    "desc": "The trollkin reaver's skin is thick and tough, granting it a +1 bonus to AC. This bonus is already factored into the trollkin's AC."
                }
            ],
            "spell_list": [],
            "page_no": 390,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_trollkin-reaver/"
        },
        {
            "slug": "vampire-warlock-variant",
            "desc": "",
            "name": "Vampire Warlock - Variant",
            "size": "Medium",
            "type": "Undead",
            "subtype": "shapechanger",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 144,
            "hit_dice": "17d8+68",
            "speed": {
                "walk": 30
            },
            "strength": 18,
            "dexterity": 18,
            "constitution": 18,
            "intelligence": 17,
            "wisdom": 15,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 9,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": 9,
            "perception": 7,
            "skills": {
                "perception": 7,
                "stealth": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic, bludgeoning, piercing, and slashing from nonmagical attacks",
            "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": "Bloody Arms",
                    "desc": "The vampire warlock saturates itself in its own blood, causing 20 poison damage to itself. For 1 minute, its armor class increases to 20 and its unarmed strike and bite attacks do an additional 7 (2d6) poison damage."
                },
                {
                    "name": "Call the Blood",
                    "desc": "The vampire warlock targets one humanoid it can see within 60 feet. The target must be injured (has fewer than its normal maximum hit points). The target's blood is drawn out of the body and streams through the air to the vampire warlock. The target takes 25 (6d6 + 4) necrotic damage and its hit point maximum is reduced by an equal amount until the target finishes a long rest; a successful DC 17 Constitution saving throw prevents both effects. The vampire warlock regains hit points equal to half the damage dealt. The target dies if this effect reduces its hit point maximum to 0."
                },
                {
                    "name": "Blood Puppet",
                    "desc": "The vampire warlock targets one humanoid it can see within 30 feet. The target must succeed on a DC 17 Wisdom saving throw or be dominated by the vampire warlock as if it were the target of a dominate person spell. The target repeats the saving throw each time the vampire warlock or the vampire's companions do anything harmful to it, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire warlock is destroyed, is on a different plane of existence than the target, or uses a bonus action to end the effect; the vampire warlock doesn't need to concentrate on maintaining the effect."
                },
                {
                    "name": "Children of Hell (1/Day)",
                    "desc": "The vampire warlock magically calls 2d4 imps or 1 shadow. The called creatures arrive in 1d4 rounds, acting as allies of the vampire warlock and obeying its spoken commands, and remain for 1 hour, until the vampire warlock dies, or until the vampire warlock dismisses them as a bonus action."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "Misty Step. The vampire warlock uses misty step.",
            "legendary_actions": [
                {
                    "name": "Unarmed Strike",
                    "desc": "The vampire warlock makes one unarmed strike."
                },
                {
                    "name": "Call the Blood (Costs 2 Actions).",
                    "desc": "The vampire warlock uses call the blood."
                }
            ],
            "special_abilities": [
                {
                    "name": "Innate Spellcasting",
                    "desc": "the vampire's spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components.\n\nat will: darkness, dominate person, invisibility, misty step\n\n1/day each: arms of hadar, disguise self, dissonant whispers, detect thoughts, hold monster"
                }
            ],
            "spell_list": [],
            "page_no": 425,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_vampire-warlock-variant/"
        },
        {
            "slug": "vapor-lynx",
            "desc": "_These great cats pad noiselessly, while tendrils of smoke drift off their sleek gray coats, leaving misty whorls in their wake. Their eyes shift from dull, pallid orbs to pitch black slits. Their lips curl up into a fang-revealing smile as their bodies fades into fog._  \n**Split the Herd.** Vapor lynxes are capricious hunters. Devious, manipulative, and mischievous, they toy with their prey before killing it. They rarely enjoy a stand-up fight, instead coalescing in and out of the fog to harass victims. Using their ability to solidify and poison the fog around them, they cut large groups into smaller, more manageable morsels.  \n**Dreary Marshlands.** Their tactics have earned vapor lynxes a nasty reputation and the occasional bounty on their heads. Additionally, their magical nature makes them valuable to practitioners of the magical arts, and their beautiful, thick coats tempt many a furrier into hunts they may not be prepared for. For these reasons, vapor lynxes avoid civilization, fearing organized reprisal. Instead they haunt marshes and swamps, where the natural fog makes hunting easier. If an intelligent humanoid passes their way, they are happy for a change in their diet.  \n**Chatty with Dinner.** Although reclusive, vapor lynxes are intelligent, speaking both Common and Sylvan. They are particularly prideful and take great joy in bantering with potential meals to belittle and frighten them. Survivors of vapor lynx encounters invariably mention their constant needling and self-aggrandizement.",
            "name": "Vapor Lynx",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 127,
            "hit_dice": "15d10+45",
            "speed": {
                "walk": 50,
                "climb": 30
            },
            "strength": 15,
            "dexterity": 18,
            "constitution": 16,
            "intelligence": 10,
            "wisdom": 13,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "perception": 4,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "Common, Sylvan",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The vapor lynx makes one bite attack and two claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) piercing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "3d8"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) slashing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d8"
                },
                {
                    "name": "Poison Breath (Recharge 5-6)",
                    "desc": "The vapor lynx exhales a 40- foot radius poison fog, which heavily obscures a spherical area around the lynx. Any breathing creature that ends its turn in the fog must make a DC 14 Constitution saving throw or become poisoned for 1d4 + 1 rounds."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Innate Spellcasting",
                    "desc": "the lynx's innate spellcasting ability is Charisma. It can cast the following spell, requiring no material components:\n\n3/day: gaseous form"
                },
                {
                    "name": "Smoky Constitution",
                    "desc": "The vapor lynx spends its time in both gaseous and solid form. Its unique constitution makes it immune to all fog- or gas-related spells and attacks, including its own. A vapor lynx sees clearly through light or heavy obscurement caused by fog, mist, or spells such as fog cloud."
                }
            ],
            "spell_list": [],
            "page_no": 398,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_vapor-lynx/"
        },
        {
            "slug": "vesiculosa",
            "desc": "_This glittering pool stands among lush and verdant fruiting plants._  \n**Underground Oasis.** A vesiculosa is a huge, burrowing pitcher plant that dwells in oases, spurring nearby growth and luring in prey with soporific scents and tainted water. A vesiculosa’s body is buried in the ground, with only its rootlets swarming in the open in ropy tangles. It catches meals with these rootlets and drags them to its mouth. Usually these morsels are unconscious, but the rootlets can put up a fight if they must.  \n**Rich Sapphire Heartvine.** A vesiculosa’s heartvine resembles a lump of sapphire and is highly prized by alchemists (worth 1,000 gp). It can be reached with an hour or two of hard digging.",
            "name": "Vesiculosa",
            "size": "Gargantuan",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 203,
            "hit_dice": "14d20+56",
            "speed": {
                "walk": 0,
                "burrow": 5
            },
            "strength": 20,
            "dexterity": 10,
            "constitution": 19,
            "intelligence": 2,
            "wisdom": 14,
            "charisma": 2,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "perception": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "fire, bludgeoning, piercing",
            "damage_immunities": "",
            "condition_immunities": "charmed, blinded, deafened, frightened, prone",
            "senses": "tremorsense 60 ft., passive Perception 16",
            "languages": "-",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The vesiculosa uses Entrap 4 times, and uses Reel and Engulf once each. It loses one Entrap attack for each rootlet swarm that's been destroyed."
                },
                {
                    "name": "Entrap",
                    "desc": "The vesiculosa targets a Large or smaller creature within 5 feet of one of its rootlet swarms. The target takes 10 (4d4) piercing damage and is grappled (escape DC 15), or takes half damage and isn't grappled if it makes a successful DC 17 Dexterity saving throw. Until the grapple ends, the target is restrained, it has disadvantage on Strength checks and Strength saving throws, and that rootlet swarm can't entrap another target."
                },
                {
                    "name": "Reel",
                    "desc": "Each rootlet swarm that has a creature grappled moves up to 20 feet toward the vesiculosa's main body. Rootlets wander up to 100 feet from the main body."
                },
                {
                    "name": "Engulf",
                    "desc": "The vesiculosa engulfs all restrained or unconscious creatures within 5 feet of its main body (up to 2 Large, 4 Medium or 8 Small creatures). An engulfed creature is restrained, has total cover against attacks and other effects outside the vesiculosa, and takes 21 (6d6) acid damage at the start of each of the vesiculosa's turns. When the vesiculosa moves, the engulfed creature moves with it. An engulfed creature can try to escape by using an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the vesiculosa's main body."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "False Appearance",
                    "desc": "While the vesiculosa remains motionless, it is indistinguishable from a normal pool of water."
                },
                {
                    "name": "Rich Sapphire Heartvine",
                    "desc": "A vesiculosa's heartvine resembles a lump of sapphire and is highly prized by alchemists (worth 1,000 gp). It can be reached with an hour or two of hard digging."
                },
                {
                    "name": "Rootlet Swarms",
                    "desc": "The vesiculosa is surrounded at all times by four Medium swarms of Tiny rootlets that move as the vesiculosa directs. Each swarm has a speed of 30 feet, can be targeted independently, has 25 hit points, and (unlike the parent plant) quite vulnerable to fire damage. Other than that, they have the same statistics as the vesiculosa's main body. For each swarm that drops to 0 hit points, the vesiculosa loses one of its Entrap attacks. A destroyed swarm regrows in 24 hours."
                },
                {
                    "name": "Sweet Water",
                    "desc": "The vesiculosa's pool emits a sweet fragrance that lures creatures to drink. Creatures that are neither undead nor constructs within 60 feet must succeed on a DC 16 Wisdom saving throw or be compelled to approach the vesiculosa and drink. The water is cool and refreshing but carries a sleeping poison: any creature (other than undead and constructs) that drinks from it regains 1d4 hp and recovers from 1 level of exhaustion, but must succeed on a DC 15 Constitution saving throw against poison or fall unconscious for 1 minute. If the saving throw fails by 5 or more, the creature is unconscious for 1 hour. An unconscious creature wakes up if it takes damage or if another creature uses an action to shake it awake."
                },
                {
                    "name": "Verdant",
                    "desc": "The vesiculosa's sap seeps into the soil, promoting lush vegetation. At any given time, 3d6 beneficial fruits (fruit, nuts, figs, dates) can be found within 30 feet of the vesiculosa. These have the same effect as berries from a goodberry spell, but they retain their potency for one week after being picked or after the vesiculosa is killed."
                }
            ],
            "spell_list": [],
            "page_no": 399,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_vesiculosa/"
        },
        {
            "slug": "vila",
            "desc": "_These beautiful, slim women ride on large deer, their hair the color of spring grass, skin like polished wood, and eyes as gray as a coming storm._  \n**Dryad Cousins.** The vila are kin to the dryads. Like their cousins, they serve as protectors of the deepest forests.  \n**Demand Oaths.** Where dryads beguile to accomplish their goals, the vila coerce and threaten. They demand oaths from interlopers and enforce them fiercely. Vila delight in testing the virtue of travelers and tormenting the uncharitable and cruel with bad weather and misfortune. Particularly obnoxious adventurers might suffer bad luck for months because a troop of vila quietly dances around their camp each night.  \n**Hunt with a Pack.** Vila rarely travel or fight alone; they are often seen in the company of alseid, wolves, wampus cats, or deer. In combat, they sometimes ride on fleet-footed deer, the better to escape if events turn against them.",
            "name": "Vila",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "lawful neutral",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 77,
            "hit_dice": "14d8+14",
            "speed": {
                "walk": 30
            },
            "strength": 12,
            "dexterity": 20,
            "constitution": 13,
            "intelligence": 11,
            "wisdom": 14,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": 4,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": 6,
            "perception": 8,
            "skills": {
                "insight": 5,
                "intimidation": 6,
                "perception": 8,
                "stealth": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 18",
            "languages": "Common, Sylvan, telepathy 60 ft. (beasts only)",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "A vila makes two shortsword attacks or two shortbow attacks."
                },
                {
                    "name": "+1 Shortsword",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) piercing damage.",
                    "attack_bonus": 9,
                    "damage_dice": "1d6"
                },
                {
                    "name": "+1 Shortbow",
                    "desc": "Ranged Weapon Attack: +9 to hit, range 80/320 ft., one target. Hit: 9 (1d6 + 6) piercing damage.",
                    "attack_bonus": 9,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Fascinate (1/Day)",
                    "desc": "When the vila sings, all those within 60 feet of her and who can hear her must make a successful DC 14 Charisma saving throw or be stunned for 1d4 rounds. Those who succeed on the saving throw are immune to that vila's singing for 24 hours."
                },
                {
                    "name": "Forest Song (1/Day)",
                    "desc": "The vila magically calls 2d6 wolves or 2 wampus cats. The called creatures arrive in 1d4 rounds, acting as allies of the vila and obeying its spoken commands. The beasts remain for 1 hour, until the vila dies, or until the vila dismisses them as a bonus action."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Dance of the Luckless (1/Day)",
                    "desc": "Vila who dance for one hour create a fairy ring of small gray mushrooms. The ring lasts seven days and has a 50-foot diameter per dancing vila. Non-vila who fall asleep (including magical sleep) inside the ring have disadvantage on skill checks for 24 hours from the time they awaken."
                },
                {
                    "name": "Forest Quickness",
                    "desc": "While in forest surroundings, a vila receives a +4 bonus on initiative checks."
                },
                {
                    "name": "Forest Meld",
                    "desc": "A vila can meld into any tree in her forest for as long as she wishes, similar to the meld into stone spell."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the vila's innate spellcasting ability is Charisma (spell save DC 14). She can innately cast the following spells, requiring no material components:\n\n3/day: sleep\n\n1/week: control weather"
                }
            ],
            "spell_list": [],
            "page_no": 400,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_vila/"
        },
        {
            "slug": "vile-barber",
            "desc": "_A pale, scrawny fellow clad in a black leather apron and slender ebon gloves grins from the shadows. A maw of needle-sharp teeth and the wicked straight razor at his side are a clear warning that his enemies should hasten their footsteps._  \nVile barbers are sadistic, unseelie fey who move through the shadows to execute their bloody, malevolent wills. Known as barbers for both the use of wicked blades and their proclivity for slashing the necks of their victims, these insidious fey can be found lurking in dark and harrowed places like back-alley streets or abandoned, deep-shaded cemeteries.  \n_**Fey Punishers.**_ Called the siabhra (pronounced she-uvh-ra) among the fey courts, vile barbers are fickle creatures. They are sent to punish those who have offended the fey lords and ladies, and their cruelty and cunning help them write messages in blood and skin. At the very least, they scar those who have spoken ill of the fey; those who have harmed or murdered the fey are more likely to be bled slowly. Some of these deaths are made quite public—though in a few cases, the victim is enchanted to remain invisible while the siabhra does its bloody work.  \n_**Slippery Fighters.**_ A vile barber often uses its ability to step through shadows to steal a victim’s weapon and use it against its former owner with devastating effect. Any creature grappled by a vile barber is at the mercy of the barber’s sinister and unclean weapons—they delight in close combat.  \n_**Assassins and Envoys.**_ Vile barbers frequently consort with hags and prowl the places these wicked crones cannot go as emissaries and assassins. Information on the siabhra is scant; most adventurers who meet them don’t live to share their findings or to see the vile barber lick its bloody blade clean.",
            "name": "Vile Barber",
            "size": "Small",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 15,
            "armor_desc": "leather armor",
            "hit_points": 28,
            "hit_dice": "8d6",
            "speed": {
                "walk": 30
            },
            "strength": 12,
            "dexterity": 18,
            "constitution": 10,
            "intelligence": 10,
            "wisdom": 8,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "athletics": 3,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered or cold iron weapons",
            "damage_immunities": "",
            "condition_immunities": "frightened",
            "senses": "blindsight 60 ft., passive Perception 9",
            "languages": "Common, Goblin, Sylvan, Umbral",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The vile barber makes two attacks with its straight razor."
                },
                {
                    "name": "Straight Razor",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d4"
                },
                {
                    "name": "Unclean Cut",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one creature that is grappled by the vile barber, incapacitated, or restrained. Hit: 6 (1d4 + 4) slashing damage plus 7 (2d6) necrotic damage. The creature and all its allies who see this attack must make successful DC 15 Wisdom saving throws or become frightened for 1d4 rounds.",
                    "attack_bonus": 6,
                    "damage_dice": "1d4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Close-in Slasher",
                    "desc": "The vile barber has advantage on attack rolls against any creature in the same space with it."
                },
                {
                    "name": "Inhumanly Quick",
                    "desc": "The vile barber can take two bonus actions on its turn, instead of one. Each bonus action must be different; it can't use the same bonus action twice in a single turn."
                },
                {
                    "name": "Invasive",
                    "desc": "The vile barber can enter, move through, or even remain in a hostile creature's space regardless of the creature's size, without penalty."
                },
                {
                    "name": "Nimble Escape",
                    "desc": "As a bonus action, the vile barber can take the Disengage or Hide action on each of its turns."
                },
                {
                    "name": "Pilfer",
                    "desc": "As a bonus action, the vile barber can take the Use an Object action or make a Dexterity (Sleight of Hand) check."
                },
                {
                    "name": "Shadow Step",
                    "desc": "As a bonus action, the vile barber magically teleports from an area of dim light or darkness it currently occupies, along with any equipment it is wearing or carrying, up to 80 feet to any other area of dim light or darkness it can see. The barber then has advantage on the first melee attack it makes before the end of the turn."
                }
            ],
            "spell_list": [],
            "page_no": 401,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_vile-barber/"
        },
        {
            "slug": "vine-lord",
            "desc": "_Covered with dark green bark and twining tendrils, this longlimbed humanoid exudes a palpable aura of horror._  \n**Melding of Flesh and Vine.** Vine lords are formed from the union of full-grown Open Game License",
            "name": "Vine Lord",
            "size": "Medium",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "lawful neutral",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 105,
            "hit_dice": "14d8+42",
            "speed": {
                "walk": 30
            },
            "strength": 12,
            "dexterity": 20,
            "constitution": 16,
            "intelligence": 14,
            "wisdom": 16,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": 7,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "fire",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "blinded, deafened",
            "senses": "blindsight 30 ft. (blind beyond this radius), passive Perception 13",
            "languages": "Common",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The vine lord makes two claw attacks and four tendril attacks. A single creature can't be the target of more than one tendril attack per turn."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Spore Sacs (1/week)",
                    "desc": "The vine lord can release seeds from specialized sacs on its tendrils. These seeds sprout into 1d4 green spore pods that reach maturity in 3 days. The pods contain noxious spores that are released when the pod is stepped on, picked, or otherwise tampered with. A humanoid or beast that inhales these spores must succeed on a DC 14 Constitution saving throw against disease or tendrils start growing inside the creature's body. If the disease is not cured within 3 months, the tendrils take over the creature's nervous system and the victim becomes a tendril puppet."
                },
                {
                    "name": "Tendril",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 7 (1d4 + 5) slashing damage plus 3 (1d6) poison damage.",
                    "attack_bonus": 8,
                    "damage_dice": "1d4"
                },
                {
                    "name": "Awaken the Green (1/Day)",
                    "desc": "The vine lord magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the vine lord. The tree remains animate for 1 day or until it dies; until the vine lord dies or is more than 120 feet from the tree; or until the vine lord takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Green Strider",
                    "desc": "The vine lord ignores movement restrictions and damage caused by natural undergrowth."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The vine lord has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Regeneration",
                    "desc": "The vine lord regains 10 hit points at the start of its turn if it has at least 1 hit point and is within its home forest or jungle."
                },
                {
                    "name": "Root Mind",
                    "desc": "Within its home forest or jungle, the vine lord's blindsight extends to 60 ft., it succeeds on all Wisdom (Perception) checks, and it can't be surprised."
                }
            ],
            "spell_list": [],
            "page_no": 402,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_vine-lord/"
        },
        {
            "slug": "vine-lords-tendril-puppet",
            "desc": "",
            "name": "Vine Lord's Tendril Puppet",
            "size": "Medium",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "lawful neutral",
            "armor_class": 13,
            "armor_desc": "studded leather armor",
            "hit_points": 34,
            "hit_dice": "4d8+16",
            "speed": {
                "walk": 30
            },
            "strength": 16,
            "dexterity": 12,
            "constitution": 18,
            "intelligence": 6,
            "wisdom": 6,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "fire",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "blinded, deafened",
            "senses": "blindsight 30 ft. (blind beyond this radius), passive Perception 8",
            "languages": "-",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Assegai",
                    "desc": "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Hurl Thorns",
                    "desc": "Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and the thorn explodes in a 10-foot-radius sphere centered on the target. Every creature in the affected area other than the original target takes 4 (1d8) piercing damage, or half damage with a successful DC 13 Dexterity saving throw.",
                    "attack_bonus": 5,
                    "damage_dice": "2d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Poor Vision",
                    "desc": "Tendril puppets see almost nothing beyond 30 feet away."
                },
                {
                    "name": "Regeneration",
                    "desc": "The tendril puppet regains 5 hit points at the start of its turn if it has at least 1 hit point and is in jungle terrain."
                },
                {
                    "name": "Root Mind",
                    "desc": "Within a vine lord's forest or jungle, the tendril puppet's blindsight extends to 60 feet, it succeeds on all Wisdom (Perception) checks, and it can't be surprised."
                },
                {
                    "name": "Green Strider",
                    "desc": "The tendril puppet ignores movement restrictions and damage caused by natural undergrowth."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The tendril puppet has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 403,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_vine-lords-tendril-puppet/"
        },
        {
            "slug": "wampus-cat",
            "desc": "_A raven-haired young woman rises to the surface of the water as she swims, singing softly to herself—and her lower body is that of a mountain lion. Her sweet song turns to a yowl of rage when she spots prey._  \nWampus cats are all born from an ancient shaman’s curse. Trollkin, orc, goblin, and human shamans alike all claim to be able to transform those who practice forbidden magic into wampus cats.  \n**Forest Streams.** The wampus cat stalks the shores of woodland waterways, using her magic to disguise her true form and lure unsuspecting victims to the water’s edge. She is particularly fond of attacking bathers or those pulling water from a stream.  \n**Hatred of the Holy.** While she prefers to feast on intelligent male humanoids, she holds a special animosity toward and hunger for holy men of any kind. Unless near starvation or if provoked, however, she will not kill women. Indeed, a wampus cat may strike up a temporary friendship with any woman who is having difficulties with men, though these friendships typically last only as long as their mutual enemies live. Some witches are said to command gain their trust and keep them as companions.  \n**Swamp Team Ups.** Will-o’-wisps and miremals enjoy working in tandem with wampus cats; the wisps alter their light to mimic the flicker of a torch or candle and illuminate the disguised cat, the better to lure in victims, then assist the cat in the ensuing battle. Miremals use a tall story to lure travelers into a swamp when the hour grows late, then abandon them.",
            "name": "Wampus Cat",
            "size": "Medium",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 14,
            "armor_desc": "",
            "hit_points": 58,
            "hit_dice": "9d8+18",
            "speed": {
                "walk": 40,
                "climb": 20,
                "swim": 20
            },
            "strength": 14,
            "dexterity": 18,
            "constitution": 15,
            "intelligence": 12,
            "wisdom": 14,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "deception": 5,
                "persuasion": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Common",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d6+4"
                },
                {
                    "name": "Yowl (Recharge 5-6)",
                    "desc": "Intelligent creatures within 60 feet of the cat who are able to hear its voice must make a DC 13 Charisma saving throw. Those who fail find the sound of the wampus cat's voice pleasant and alluring, so that the cat has advantage on Charisma checks against them for 1 minute. The affected characters cannot attack the wampus cat during this time unless they are wounded in that time."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Focused Animosity",
                    "desc": "The wampus cat has advantage on melee attacks against any male she has seen employ divine magic or wield a holy symbol."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the wampus cat's innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells, requiring no material components:\n\nat will: disguise self (appearance of a female human), mage hand\n\n2/day: hex"
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The wampus cat has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 405,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_wampus-cat/"
        },
        {
            "slug": "water-leaper",
            "desc": "_The water leaper is a frogheaded, legless creature with wide batlike wings and a gaping maw. Its shrieks resemble those of a hawk. Its long, sinuous tail tapers and ends in a venomous barb._  \n**Gliding Wings.** The creature has no legs or arms, but sports a pair of wide, membranous wings. It uses the wings to glide beneath the water, as well as to soar through the air.  \n**Scourge of Waterways.** Water leapers plague fresh lakes and rivers. The creatures prey on animals that come to the water’s edge to drink, as well as on fishermen that ply their trade in the water leaper’s territory. Stories circulate among fishermen of fishing grounds notorious for broken lines and missing bait, and fishermen give these areas a wide berth for fear of water leapers. Desperate or unwary fishermen who ignore the warnings are never seen again; drifting, empty boats are the only sign of their passing.",
            "name": "Water Leaper",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 97,
            "hit_dice": "13d10+26",
            "speed": {
                "walk": 5,
                "fly": 50,
                "swim": 40
            },
            "strength": 16,
            "dexterity": 14,
            "constitution": 15,
            "intelligence": 4,
            "wisdom": 12,
            "charisma": 5,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "-",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The water leaper uses its shriek and makes one bite attack and one stinger attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained and the water leaper can't bite another target.",
                    "attack_bonus": 5,
                    "damage_dice": "2d6+3"
                },
                {
                    "name": "Shriek",
                    "desc": "The water leaper lets out a blood-curdling shriek. Every creature within 40 feet that can hear the water leaper must make a successful DC 12 Constitution saving throw or be frightened until the start of the water leaper's next turn. A creature that successfully saves against the shriek is immune to the effect for 24 hours."
                },
                {
                    "name": "Stinger",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage and the target must make a successful DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the creature takes 7 (2d6) poison damage at the start of its turn. A poisoned creature repeats the saving throw at the end of its turn, ending the effect on a success.",
                    "attack_bonus": 5,
                    "damage_dice": "1d6"
                },
                {
                    "name": "Swallow",
                    "desc": "The water leaper makes a bite attack against a medium or smaller creature it is grappling. If the attack hits, the target is swallowed and the grapple ends. The swallowed target is blinded and restrained, and has total cover against attacks and other effects outside the water leaper. A swallowed target takes 10 (3d6) acid damage at the start of the water leaper's turn. The water leaper can have one creature swallowed at a time. If the water leaper dies, the swallowed creature is no longer restrained and can use 5 feet of movement to crawl, prone, out of the corpse."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The water leaper can breathe both air and water."
                },
                {
                    "name": "Camouflage",
                    "desc": "The water leaper has advantage on Dexterity (Stealth) checks when underwater."
                }
            ],
            "spell_list": [],
            "page_no": 406,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
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            "v2_converted_path": "/v2/creatures/tob_water-leaper/"
        },
        {
            "slug": "weeping-treant",
            "desc": "_This twisted tree’s face is made of cracked, black bark knotted into vaguely humanoid features, and thick tears of sap run down its face._  \nWeeping treants clearly are related to other treants, but they are smaller than the normal variety, little more than 30 feet tall with a trunk 3 feet in diameter, and weighing no more than 4,500 lb. Their gnarled trunks are often twisted, and their wood often groans when they move.  \n**Forest Wardens.** Weeping treants are protectors of dark, shadowy forests, and they are as long-lived as the trees themselves. They act as guardians for an entire forest or for something specific within the forest—they have no pity for those carrying axes or fire.  \n**Skeptical Mein.** Weeping treants are terrifying and relentless when fighting in defense of their charge. They are inherently distrustful, particularly of anything not of the natural or shadow world, and they’re notoriously difficult to fool or deceive.  \n**Enchanted Bitter Tears.** Sages and scholars debate why these creatures weep, but no one has come forward with a compelling reason beyond “it’s what trees do.” The weeping treants themselves refuse to speak on the matter. Their tears are occasionally components in druidic spells or items.",
            "name": "Weeping Treant",
            "size": "Huge",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 105,
            "hit_dice": "10d12+40",
            "speed": {
                "walk": 30
            },
            "strength": 21,
            "dexterity": 8,
            "constitution": 20,
            "intelligence": 12,
            "wisdom": 16,
            "charisma": 11,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "fire",
            "damage_resistances": "bludgeoning and piercing",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Common, Druidic, Elvish, Sylvan",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The treant makes three slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage.",
                    "attack_bonus": 8,
                    "damage_dice": "3d6"
                },
                {
                    "name": "Rock",
                    "desc": "Ranged Weapon Attack: +8 to hit, range 60/180 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.",
                    "attack_bonus": 8,
                    "damage_dice": "3d10"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Siege Monster",
                    "desc": "The treant deals double damage to objects and structures."
                },
                {
                    "name": "Treespeech",
                    "desc": "A weeping treant can converse with plants, and most plants greet them with a friendly or helpful attitude."
                },
                {
                    "name": "Acidic Tears",
                    "desc": "Thick tears of dark sap stream continuously down the treant's face and trunk. These tears are highly acidic - anyone who attacks the treant from a range of 5 feet or less must succeed on a DC 15 Dexterity saving throw or take 6 (1d12) acid damage from splashed tears. This acidic matter continues doing 6 (1d12) acid damage at the start of each of the creature's turns until it or an adjacent ally uses an action to wipe off the tears or three rounds elapse."
                }
            ],
            "spell_list": [],
            "page_no": 388,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_weeping-treant/"
        },
        {
            "slug": "wharfling",
            "desc": "_Hairless, ugly, and usually dripping water, the wharfling is a nocturnal raider and fond of stealing from fishmongers and jewelers alike._  \n**Waterborne Packs.** Wharflings have large, webbed hands and feet and oversized mouths. An adept fish catcher, wharflings establish dens near the shores of oceans, lakes, and rivers, and they often move in family groups of 3 or more.  \n**Thieving Gits.** Those who have been bitten by a wharfling rightly fear their needle-like teeth, but most coastal communities hate the animal more for its propensity for theft. Their lairs are invariably filled with stolen metal trinkets.",
            "name": "Wharfling",
            "size": "Tiny",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 6,
            "hit_dice": "4d4 - 4",
            "speed": {
                "walk": 30,
                "climb": 30,
                "swim": 20
            },
            "strength": 4,
            "dexterity": 16,
            "constitution": 8,
            "intelligence": 2,
            "wisdom": 12,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "-",
            "challenge_rating": "1/8",
            "cr": 0.125,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target is grappled (escape DC 10). Until this grapple ends, the wharfling can't use its bite on another target. While the target is grappled, the wharfling's bite attack hits it automatically.",
                    "attack_bonus": 5,
                    "damage_dice": "1d4+3"
                },
                {
                    "name": "Pilfer",
                    "desc": "A wharfling that has an opponent grappled at the start of its turn can make a Dexterity (Sleight of Hand) check as a bonus action. The DC for this check equals 10 plus the grappled target's Dexterity modifier. If the check is successful, the wharfling steals some small metallic object from the target, and the theft is unnoticed if the same result equals or exceeds the target's passive Perception. A wharfling flees with its treasure."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 407,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_wharfling/"
        },
        {
            "slug": "wharfling-swarm",
            "desc": "_An undulating mass of flesh and teeth, a wharfling swarm is a horrific sight by moonlight._  \n**Bloodthisty Mobs.** These masses of hairless bodies writhe along the coast in the moonlight, and often are mistaken for shoggoths or other much larger creatures. Squeals mingle with the screams of unfortunate fishermen caught in its path.  \n**Beach Swarms.** Periodically, wharflings congregate in huge numbers and tear along the shoreline for miles before finally returning to their dens. Why they gather this way is unknown, but most locals know to avoid the shore on these nights.",
            "name": "Wharfling Swarm",
            "size": "Large",
            "type": "Beast",
            "subtype": "Swarm",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 63,
            "hit_dice": "14d10 - 14",
            "speed": {
                "walk": 30,
                "climb": 30,
                "swim": 20
            },
            "strength": 10,
            "dexterity": 16,
            "constitution": 8,
            "intelligence": 2,
            "wisdom": 12,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, slashing",
            "damage_immunities": "",
            "condition_immunities": "charmed, frightened, paralyzed, petrified, prone, restrained, stunned",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "-",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Bites",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 21 (6d6) piercing damage, or 10 (3d6) piercing damage if the swarm has half of its hit points or fewer.",
                    "attack_bonus": 5,
                    "damage_dice": "6d6"
                },
                {
                    "name": "Locking Bite",
                    "desc": "When a creature leaves a wharfling swarm's space, 1d3 wharflings remain grappled to them (escape DC 10). Each wharfling inflicts 5 (1d4 + 3) piercing damage at the start of the creature's turns until it escapes from the grapples."
                },
                {
                    "name": "Pilfer",
                    "desc": "A wharfling swarm makes 1d6 Dexterity (Sleight of Hand) checks each round against every creature in the swarm's space. The DC for each check equals 10 plus the target creature's Dexterity modifier. For each successful check, the wharflings steal some small metallic object from the target, and the theft is unnoticed if the same result equals or exceeds the target's passive Perception."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Swarm",
                    "desc": "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a tiny wharfling. The swarm can't regain hit points or gain temporary hit points."
                }
            ],
            "spell_list": [],
            "page_no": 407,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_wharfling-swarm/"
        },
        {
            "slug": "white-ape",
            "desc": "_This hulking primate looms over others of its kind. Its filthy white fur is matted and yellowed, and a deranged look haunts its blood-red eyes._  \n**Awakened by Sorcery.** White apes were once docile, gentle giants that roamed forested hills and savannah lands. Two thousand years ago, a kingdom of mages awakened the apes, raising their intelligence to near-human level so the beasts could be employed as soldiers and servants, protecting and replacing the humans who were slowly dying off. When the sorcerers died out, the apes remained.  \n**Arcane Wasting.** The enchantment that imbued the apes with intelligence also bleached their fur white and made them carriers of the arcane wasting, a disease that hastened their creators’ demise. The apes are immune to the wasting’s effects, but they can pass it to other humanoids. Among spellcasters, the wasting spreads like a plague.  \n**Driven Away.** The awakening enchantment also gave the white apes a strong desire to serve humans, but because of the risk from the disease, they are viciously driven away from settled areas. They are acutely aware of the injustice that was done to them, and generations of exile have turned their loyalty to animosity, especially toward arcane spellcasters.",
            "name": "White Ape",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 114,
            "hit_dice": "12d10+48",
            "speed": {
                "walk": 40,
                "climb": 40
            },
            "strength": 18,
            "dexterity": 16,
            "constitution": 18,
            "intelligence": 8,
            "wisdom": 14,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 5,
            "skills": {
                "acrobatics": 6,
                "athletics": 7,
                "intimidation": 2,
                "perception": 5,
                "stealth": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 15",
            "languages": "Common",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The ape makes one bite attack and two claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or contract the arcane wasting disease (see sidebar).",
                    "attack_bonus": 7,
                    "damage_dice": "2d8"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage.",
                    "attack_bonus": 7,
                    "damage_dice": "2d10+4"
                },
                {
                    "name": "Frenzy (1/Day)",
                    "desc": "When two or more foes are adjacent to the ape, it can enter a deadly battle frenzy. Instead of using its normal multiattack, a frenzied white ape makes one bite attack and two claw attacks against each enemy within 5 feet of it. Melee attacks against the white ape are made with advantage from the end of that turn until the start of the white ape's next turn."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Hatred for Spellcasters",
                    "desc": "The white ape does one extra die of damage (d8 or d10, respectively) per attack against an enemy it has seen cast a spell."
                },
                {
                    "name": "Arcane Wasting (Disease)",
                    "desc": "When the bodily fluid of an infected creature touches a humanoid or when an infected creature casts a spell (direct or indirect) on a humanoid, that humanoid must succeed on a DC 15 Constitution saving throw or become infected with arcane wasting. Beginning 1d6 days after infection, the infected creature must make a DC 15 Constitution saving throw at the end of each long rest. If the saving throw fails, the victim loses 1d3 Intelligence and 1d3 Wisdom. Lost Intelligence and Wisdom can't be recovered while the disease persists. If the saving throw succeeds, nothing happens; the disease ends after the second consecutive successful saving throws. Once the disease ends, lost Intelligence and Wisdom can be restored by greater restoration or comparable magic. The disease is also cured by lesser restoration if the caster makes a successful DC 15 spellcasting check."
                }
            ],
            "spell_list": [],
            "page_no": 408,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_white-ape/"
        },
        {
            "slug": "wolf-reaver-dwarf",
            "desc": "",
            "name": "Wolf Reaver Dwarf",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "dwarf",
            "group": null,
            "alignment": "any chaotic",
            "armor_class": 16,
            "armor_desc": "chain shirt, shield",
            "hit_points": 76,
            "hit_dice": "9d8+36",
            "speed": {
                "walk": 35
            },
            "strength": 18,
            "dexterity": 12,
            "constitution": 19,
            "intelligence": 9,
            "wisdom": 11,
            "charisma": 9,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "athletics": 6,
                "intimidation": 1
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 10",
            "languages": "Common, Dwarvish",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The wolf reaver dwarf makes two melee or ranged attacks."
                },
                {
                    "name": "Battleaxe",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d8+4"
                },
                {
                    "name": "Dagger",
                    "desc": "Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "1d4+4"
                },
                {
                    "name": "Spear",
                    "desc": "Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack.",
                    "attack_bonus": 6,
                    "damage_dice": "1d6+4"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Danger Sense",
                    "desc": "The wolf reaver dwarf has advantage on Dexterity saving throws against attacks it can see when it is not blinded, deafened, or incapacitated."
                },
                {
                    "name": "Dwarven Resistance",
                    "desc": "The wolf reaver dwarf has advantage on saving throws against poison."
                },
                {
                    "name": "Pack Tactics",
                    "desc": "The wolf reaver dwarf has advantage on attacks if at least one of the dwarf's allies is within 5 feet of the target and the ally isn't incapacitated."
                },
                {
                    "name": "Reckless",
                    "desc": "At the start of its turn, the wolf reaver dwarf can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn."
                }
            ],
            "spell_list": [],
            "page_no": 426,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
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            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_wolf-reaver-dwarf/"
        },
        {
            "slug": "wormhearted-suffragan",
            "desc": "_This humanoid wears robes to hide its corpselike pallor and lifeless gray hair. Fine, arm-length worms wriggle through abscesses in its flesh and its empty eye-sockets. It moves stooped over, with a shuffling gait, belying its speed and agility._  \n**Dark Worm Hearts.** Formerly, the suffragans were priests or holy officers of other faiths, but their hearts were corrupted by their fear and loathing. Once pledged to the service of a demon lord, it replaced their hearts with a bulbous, writhing conglomeration of worms, which permits them to carry on with an undead mockery of life.  \n**Prey on the Wounded.** They frequent graveyards, casting detect evil or speak with dead to learn who was truly cruel and duplicitous in life. They also follow armies, visiting battlefields shortly after the fighting is over. In the guise of nurses or chirurgeons, they select their targets from among the dead and dying for as long as they remain undetected. In both cases, they cast animate dead to provide the worm goddess with viable skeletal or zombie servants.  \n**Fear Light and Radiance.** Wormhearted suffragans have a weakness; they are especially susceptible to the flesh-searing power of radiant magic, and for this reason avoid priests of the sun god or gods of light. At night, however, they are a walking contagion, infesting their enemies with parasitic worms that devour victims from within. Their favorite tactic is to cast hold person, attack with a helminth infestation, then animate their slain enemies into unlife.  \n**Undead Nature.** A wormhearted suffragan doesn’t require air, food, drink, or sleep.",
            "name": "Wormhearted Suffragan",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 12,
            "armor_desc": null,
            "hit_points": 97,
            "hit_dice": "13d8+39",
            "speed": {
                "walk": 30
            },
            "strength": 10,
            "dexterity": 14,
            "constitution": 16,
            "intelligence": 11,
            "wisdom": 16,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "medicine": 6,
                "religion": 3
            },
            "damage_vulnerabilities": "radiant",
            "damage_resistances": "necrotic; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "the languages it knew in life",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The wormhearted suffragan can make two helminth infestation attacks, or it can cast one spell and make one helminth infestation attack."
                },
                {
                    "name": "Helminth Infestation",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or be afflicted with a helminth infestation (parasitic worms). An afflicted creature can't regain hit points and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the affliction reduces the target's hit point maximum to 0, the victim dies. The affliction lasts until removed by any magic that cures disease.",
                    "attack_bonus": 5,
                    "damage_dice": "2d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Innate Spellcasting",
                    "desc": "the wormhearted suffragan's innate spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can cast the following spells, requiring no material components:\n\nat will: command, detect evil and good\n\n4/day: inflict wounds\n\n2/day each: blindness-deafness, hold person\n\n1/day each: animate dead, speak with dead"
                }
            ],
            "spell_list": [],
            "page_no": 410,
            "environments": [],
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            "document__title": "Tome of Beasts",
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            "v2_converted_path": "/v2/creatures/tob_wormhearted-suffragan/"
        },
        {
            "slug": "xanka",
            "desc": "_This small metallic globe skitters about on many-jointed legs._  \n**Cleaning Constructs.** Created by gnomish tinkerers, xanka are constructs whose purpose is cleaning up their masters’ messy workshops. Most xanka are built from copper, brass, or bronze, but gold, silver, and platinum varieties have been seen in the houses of nobles and rich merchants.  \nXanka are not built for fighting— their instinct tells them to skitter for cover when danger threatens— but they will defend themselves when cornered.  \n**Follow Commands.** These constructs only obey simple commands that relate to the removal of garbage. They communicate with each other, but how they do it is unknown.  \n**Absorb Matter.** When a xanka touches matter with its globular body, it absorbs that matter into itself and breaks it down into energy, so that it can seek out more matter to absorb. Gnomes use them to keep the halls and streets clear of refuse. Xanka can absorb matter equaling half their body size every 6 seconds, but all this absorbing and converting doesn’t alter the xanka’s size.  \n**Constructed Nature.** A xanka doesn’t require air, food, drink, or sleep.",
            "name": "Xanka",
            "size": "Small",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 15,
            "armor_desc": "natural armor",
            "hit_points": 18,
            "hit_dice": "4d6+4",
            "speed": {
                "walk": 25,
                "climb": 15
            },
            "strength": 10,
            "dexterity": 15,
            "constitution": 12,
            "intelligence": 4,
            "wisdom": 10,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "charmed, exhaustion, frightened,",
            "senses": "blindsight 120 ft., passive Perception 10",
            "languages": "Understands the languages of its creator but can't",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Absorb",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) force damage, and the xanka regains hit points equal to the damage caused by its attack. In addition, a living creature hit by this attack must make a successful DC 12 Dexterity saving throw or suffer a gaping wound that causes 2 (1d4) necrotic damage at the end of each of the creature's turns until the wound is treated with magical healing or with a successful DC 10 Intelligence (Medicine) check. If a creature who fails this saving throw is wearing armor or using a shield, the creature can choose to prevent the necrotic damage by permanently reducing the AC of its armor or shield by 1 instead.",
                    "attack_bonus": 4,
                    "damage_dice": "1d8+2"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Ingest Weapons",
                    "desc": "When the xanka is hit by a melee weapon and the final, adjusted attack roll is 19 or less, the weapon gains a permanent -1 penalty to damage rolls, after inflicting damage for this attack. If the penalty reaches -5, the weapon is destroyed. Even magic weapons are subject to this effect."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The xanka's weapon attacks are magical."
                },
                {
                    "name": "Constructed Nature",
                    "desc": "A xanka doesn't require air, food, drink, or sleep."
                }
            ],
            "spell_list": [],
            "page_no": 411,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_xanka/"
        },
        {
            "slug": "xhkarsh",
            "desc": "_Watching with many rows of eyes, this mantis creature strikes with slashing claws and recurved barbs dripping with venom._  \n**Dimensional Travelers.** The clandestine xhkarsh are beings from another cosmic cycle. Their devices and armor are incomprehensible to—possibly even incompatible with— creatures of this reality.  \n**Tamper with Fate.** The xhkarsh utilize their fate-altering powers to distort personal histories and manipulate mortal destinies like puppeteers. By doing this, they realign the universe toward their own, esoteric ends—but what those ends might be, only the xhkarsh know.  \n**Foes of Skein Witches.** Skein witches and valkyries are perpetual enemies of the xhkarsh, whom they accuse of perverting the proper run of destiny for both great heroes and ordinary folk.",
            "name": "Xhkarsh",
            "size": "Large",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 19,
            "armor_desc": "natural and mystic armor",
            "hit_points": 133,
            "hit_dice": "14d10+56",
            "speed": {
                "walk": 50,
                "climb": 30
            },
            "strength": 17,
            "dexterity": 21,
            "constitution": 18,
            "intelligence": 15,
            "wisdom": 16,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 5,
            "perception": 6,
            "skills": {
                "insight": 6,
                "perception": 6,
                "stealth": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., tremorsense 120 ft., passive Perception 16",
            "languages": "Common, Deep Speech, Undercommon",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The xhkarsh makes two claw attacks and two stinger attacks."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.",
                    "attack_bonus": 8,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Stinger",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing damage, and the target must succeed on a DC 15 Charisma saving throw or have its fate corrupted. A creature with corrupted fate has disadvantage on Charisma checks and Charisma saving throws, and it is immune to divination spells and to effects that sense emotions or read thoughts. The target's fate can be restored by a dispel evil and good spell or comparable magic.",
                    "attack_bonus": 8,
                    "damage_dice": "2d6"
                },
                {
                    "name": "Seize Strand",
                    "desc": "The xhkarsh targets one creature within 5 feet of it whose fate has been corrupted. The target creature must succeed on a DC 15 Charisma saving throw or a portion of the xhkarsh's consciousness inhabits its body. The target retains control of its body, but the xhkarsh can control its actions for 1 minute each day and can modify its memories as a bonus action (as if using the modify memory spell, DC 15). The target is unaware of the xhkarsh's presence, but can make a DC 18 Wisdom (Insight) check once every 24 hours to notice the presence of the xhkarsh. This effect lasts until the xhkarsh ends it or the target's fate is restored by a dispel evil and good spell or comparable magic. A creature becomes immune to this effect for 24 hours when it succeeds on the saving throw to resist the effect or after the effect ends on it for any reason. A single xhkarsh can seize up to four strands at the same time."
                },
                {
                    "name": "Invisibility",
                    "desc": "The xhkarsh turns invisible until it attacks or casts a spell, or until its concentration ends. Equipment the xhkarsh wears or carries becomes invisible with it."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 412,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_xhkarsh/"
        },
        {
            "slug": "ychen-bannog",
            "desc": "_Ychen bannogs are massive, ox-like beasts with thick, wooly coats and great horns like the gods’ battering rams. They stand over 40 feet tall at the shoulder and weigh hundreds of tons. Despite their awe-inspiring size, these towering creatures are peaceful wanderers in the wilderness, where their calls echo for miles._  \n**Strongest Beasts in the World.** Legends are built on their sturdy backs. Capable of pulling 670 tons (or carrying 134 tons on their backs), ychen bannogs are the strongest beasts of burden in the known world. Tamed ychen bannogs can haul entire communities, or even small castles, and a clever dwarf with a ychen bannog at her disposal can carve out enormous riverbeds, haul enormous stones, or reshape entire valleys with ease.  \n**Ychen Warships.** Giants have a particular affinity with the ychen bannogs. In times of war, giants sometimes build complex siege platforms atop these beasts, making effective transport for small armies of giants. Thankfully, ychen bannogs are rare enough that even seeing one in an army is a tale to be told for generations.  \n**Louder Than Thunder.** When riled, a ychen bannog can bellow loudly enough to shatter stones and knock down walls.",
            "name": "Ychen Bannog",
            "size": "Gargantuan",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 231,
            "hit_dice": "14d20+84",
            "speed": {
                "walk": 50
            },
            "strength": 28,
            "dexterity": 10,
            "constitution": 23,
            "intelligence": 3,
            "wisdom": 12,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning",
            "damage_immunities": "",
            "condition_immunities": "exhaustion",
            "senses": "passive Perception 11",
            "languages": "-",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The ychen bannog makes one gore attack and one stomp attack."
                },
                {
                    "name": "Gore",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) piercing damage.",
                    "attack_bonus": 13,
                    "damage_dice": "4d8"
                },
                {
                    "name": "Stomp",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 31 (4d10 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone.",
                    "attack_bonus": 13,
                    "damage_dice": "4d10"
                },
                {
                    "name": "Destroying Bellow (Recharge 5-6)",
                    "desc": "The ychen bannog delivers a fearsome bellow that can be heard up to ten miles away. Structures and unattended objects in a 60-foot cone take 55 (10d10) thunder damage. Creatures in the cone take 27 (5d10) thunder damage and are deafened for 1 hour, or take half damage and aren't deafened with a successful DC 18 Constitution saving throw."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Ever-Sharp Horns",
                    "desc": "The ychen bannog deals triple damage dice when it scores a critical hit with a gore attack."
                },
                {
                    "name": "Overrun",
                    "desc": "When the ychen bannog takes the Dash action, it can move through the space of a Large or smaller creature, treating the creature's space as difficult terrain. As it moves through the creature's space, the ychen bannog can make a stomp attack as a bonus action."
                },
                {
                    "name": "Peaceful Creature",
                    "desc": "The ychen bannog abhors combat and flees from it if possible. If unable to flee, the ychen bannog can attack a foe or obstacle to clear a path to safety. As an action, a driver or handler mounted on the ychen bannog or adjacent to it can make a DC 16 Wisdom (Animal Handling) check. On a success, the ychen bannog moves and attacks as directed by the driver. On a failure, the beast flees. The driver or handler must have proficiency in Animal Handling to attempt this check."
                }
            ],
            "spell_list": [],
            "page_no": 413,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_ychen-bannog/"
        },
        {
            "slug": "young-spinosaurus",
            "desc": "_A spinosaurus is a land and riverine predator capable of carrying a platoon of lizardfolk long distances on raids. Often called a river king or river dragon, they are worshipped by bullywugs and other primitive humanoids._  \n_**Friend to Lizardfolk.**_ The spinosaurus is a special saurian bred for size and loyalty by lizardfolk. Lizardfolk prize them like prime warhorses, and lavish them with food and care.  \n_**Enormous Size and Color.**_ This immense saurian has a long tooth-filled maw, powerful claws, and colorful spines running the length of its spine. An adult dire spinosaurus is 70 feet long and weighs 35,000 pounds or more, and a young spinosaurus is 20 feet long and weighs 6,000 pounds or more.  \n_**Swift Predator.**_ A spinosaurus is quick on both land and water.",
            "name": "Young Spinosaurus",
            "size": "Huge",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 105,
            "hit_dice": "10d12+40",
            "speed": {
                "walk": 50,
                "swim": 30
            },
            "strength": 23,
            "dexterity": 11,
            "constitution": 19,
            "intelligence": 2,
            "wisdom": 11,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 13",
            "languages": "-",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The spinosaurus makes one bite attack and two claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit: 25 (3d12 + 6) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained and the spinosaurus can't bite another target.",
                    "attack_bonus": 9,
                    "damage_dice": "3d12"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.",
                    "attack_bonus": 9,
                    "damage_dice": "2d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Tamed",
                    "desc": "The spinosaurus never willingly attacks any reptilian humanoid, and if forced or magically compelled to do so it suffers disadvantage on attack rolls. Up to three Medium or one Large creatures can ride the spinosaurus. This trait disappears if the spinosaurus spends a month away from any reptilian humanoid."
                }
            ],
            "spell_list": [],
            "page_no": 116,
            "environments": [],
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            "document__title": "Tome of Beasts",
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            "v2_converted_path": "/v2/creatures/tob_young-spinosaurus/"
        },
        {
            "slug": "zanskaran-viper",
            "desc": "Greenish liquid drips from the dagger-length fangs of this 20-foot-long monstrosity. They show little fear.  \n_**Human Hunters.**_ This giant venomous snake is known as one of the most lethal serpents, and one of the few that will attack an adult human. One bite from the Zanskaran viper can kill a healthy human in seconds, and its tough hide makes it difficult to dispatch quickly.  \n_**Jungle Bred.**_ A Zanskaran viper grows quickly in its jungle home, and some even venture into the savannah to terrorize antelopes and young giraffes. A full-grown Zanskaran viper is up to 30 feet long and weighs up to 400 pounds.  \n_**Famous but Rare Venom.**_ A dose of its viscous green venom is known to fetch as much as 2,500 gp on the black market, but it is rarely available.",
            "name": "Zanskaran Viper",
            "size": "Large",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 14,
            "armor_desc": "natural armor",
            "hit_points": 38,
            "hit_dice": "4d10+16",
            "speed": {
                "walk": 30,
                "climb": 10,
                "swim": 30
            },
            "strength": 12,
            "dexterity": 11,
            "constitution": 18,
            "intelligence": 2,
            "wisdom": 13,
            "charisma": 2,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "-",
            "challenge_rating": "1",
            "cr": 1.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) piercing damage, and the target must make a successful DC 14 Constitution saving throw or become poisoned. While poisoned this way, the target is blind and takes 7 (2d6) poison damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success.",
                    "attack_bonus": 3,
                    "damage_dice": "2d8"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 354,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
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            "v2_converted_path": "/v2/creatures/tob_zanskaran-viper/"
        },
        {
            "slug": "zimwi",
            "desc": "_This swift-moving, lanky humanoid has long arms ending in wicked claws and jaws that open impossibly wide._  \n**Swift as Horses.** Distantly related to the trolls, the swift and nimble zimwi are a plague upon southern lands. Constantly hungry and illtempered, with the speed to run down horses, lone zimwi have been known to attack large caravans.  \n**Always Starving.** Most of their attacks are driven by hunger. The stomach of a zimwi is larger than its body, extending extradimensionally and driving the zimwi nearly insane with the constant sensation of emptiness, as though it is starving to death. Because of their endless hunger and low intelligence, zimwi have little awareness of the course of a battle. Losing means only that they have not eaten. As long as they continue to feast, they fight on, feeling victorious until death comes to them or all of their prey.  \n**Stomachs of Holding.** The mage-crafters discovered the secret to turning zimwi stomachs into extradimensional containers similar to bags of holding. Using a zimwi stomach in the creation of such items reduces the cost of materials by half.",
            "name": "Zimwi",
            "size": "Medium",
            "type": "Giant",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 76,
            "hit_dice": "9d8+36",
            "speed": {
                "walk": 40
            },
            "strength": 13,
            "dexterity": 18,
            "constitution": 19,
            "intelligence": 6,
            "wisdom": 9,
            "charisma": 7,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 1,
            "skills": {
                "perception": 1
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "Giant",
            "challenge_rating": "4",
            "cr": 4.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The zimwi makes one claws attack and one bite attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. If the target is a Medium or smaller creature grappled by the zimwi, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the zimwi, and it takes 14 (4d6) acid damage at the start of each of the zimwi's turns. If the zimwi's stomach takes 20 damage or more on a single turn from a creature inside it, the zimwi must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 5 feet of the zimwi. Damage done to a zimwi's stomach does not harm the zimwi. The zimwi's stomach is larger on the inside than the outside. It can have two Medium creatures or four Small or smaller creatures swallowed at one time. If the zimwi dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.",
                    "attack_bonus": 6,
                    "damage_dice": "2d8"
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage, and if the target is a Medium or smaller creature and the zimwi isn't already grappling a creature, it is grappled (escape DC 11).",
                    "attack_bonus": 6,
                    "damage_dice": "2d6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 415,
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            "document__title": "Tome of Beasts",
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            "v2_converted_path": "/v2/creatures/tob_zimwi/"
        },
        {
            "slug": "zmey",
            "desc": "_Crashing through the forest, this three-headed dragon stands upright, its spiked tail thrashing from side to side as it walks. A vicious mouth lined with glistening teeth graces each head, and its green scales gleam in the fleeting sunlight._  \nHunting beneath the canopy of the forest, lurking below the surfaces of lakes, and guarding caves concealing great treasure and mystery, the zmey has two roles—vicious terror and nature’s protector.  \n**Claws of the Forest.** Single-mindedly destructive, the zmey keeps the heart of the forest free from interlopers. Rumors suggest the heart of an ancient forest itself can control the actions of these beasts, while others believe that they have a pact with certain forest druids. Certainly they are clever enough, often destroying bridges, dams, or logging camps infringing on their territory.  \n**Solitary Hunters.** Zmey avoid their own kind, seeking out isolated hunting grounds. They eat any organic matter, but they favor the fresh meat of large birds and mammals. The smarter the prey, the better, because zmey believe that intellect flavors the meat. They consider alseids, halflings, and gnomes especially succulent.  \n**Three-Headed Rage.** Dappled black and green scales cover this enormous beast and its three towering necks are long and powerful. Each neck is topped with an identical, menacing head, and each head is flanked by spiny, frilled membranes. A forked tongue flickers across long pale teeth, and six pairs of eyes burn red with rage.  \nWhen a zmey stands upright, it measures 25 feet from snout to tail. The beast weighs over 9,000 lb.",
            "name": "Zmey",
            "size": "Huge",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 189,
            "hit_dice": "18d12+72",
            "speed": {
                "walk": 30,
                "fly": 50,
                "swim": 30
            },
            "strength": 22,
            "dexterity": 13,
            "constitution": 19,
            "intelligence": 16,
            "wisdom": 16,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 9,
            "intelligence_save": null,
            "wisdom_save": 8,
            "charisma_save": 6,
            "perception": 8,
            "skills": {
                "perception": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, fire",
            "damage_immunities": "",
            "condition_immunities": "paralyzed, unconscious",
            "senses": "blindsight 60 ft., darkvision 90 ft., passive Perception 18",
            "languages": "Common, Draconic, Elvish, Sylvan",
            "challenge_rating": "14",
            "cr": 14.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The zmey makes one bite attack per head and one claws attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 19 (2d12 + 6) piercing damage.",
                    "attack_bonus": 11,
                    "damage_dice": "2d12"
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) slashing damage.",
                    "attack_bonus": 11,
                    "damage_dice": "2d12"
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.",
                    "attack_bonus": 11,
                    "damage_dice": "2d8"
                },
                {
                    "name": "Fire Breath (Recharge 5-6)",
                    "desc": "The zmey breathes up to three 60-foot cones of fire, one from each of its heads. Creatures in a cone take 16 (3d10) fire damage, or half damage with a successful DC 16 Dexterity saving throw. If cones overlap, their damage adds together but each target makes only one saving throw. A zmey can choose whether this attack harms plants or plant creatures."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "The zmey can take 1 legendary action per head, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The zmey regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "name": "Bite",
                    "desc": "The zmey makes a bite attack."
                },
                {
                    "name": "Tail Attack",
                    "desc": "The zmey makes a tail attack."
                },
                {
                    "name": "Trample",
                    "desc": "The zmey moves up to half its land speed. It can enter enemy-occupied spaces but can't end its move there. Creatures in spaces the zmey enters must make successful DC 14 Dexterity saving throws or take 10 (1d8 + 6) bludgeoning damage and fall prone."
                }
            ],
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The zmey can breathe air and water."
                },
                {
                    "name": "Lake Leap",
                    "desc": "A zmey spends much of its time lurking in lakes and ponds. When submerged in a natural pool of standing water, it can transport itself as a bonus action to a similar body of water within 5,000 feet. Rapidly flowing water doesn't serve for this ability, but the zmey can leap to or from a river or stream where the water is calm and slow-moving."
                },
                {
                    "name": "Legendary Resistance (1/Day)",
                    "desc": "If the zmey fails a saving throw, it can count it as a success instead."
                },
                {
                    "name": "Multiheaded",
                    "desc": "The zmey normally has three heads. While it has more than one head, the zmey has advantage on saving throws against being blinded, charmed, deafened, frightened, and stunned. If the zmey takes 40 or more damage in a single turn (and the damage isn't poison or psychic), one of its heads is severed. If all three of its heads are severed, the zmey dies."
                },
                {
                    "name": "Regeneration",
                    "desc": "The zmey regains 15 hit points at the start of its turn. If the zmey takes acid or fire damage, this trait doesn't function at the start of the zmey's next turn. Regeneration stops functioning when all heads are severed. It takes 24 hours for a zmey to regrow a functional head."
                },
                {
                    "name": "Spawn Headling",
                    "desc": "The severed head of a zmey grows into a zmey headling 2d6 rounds after being separated from the body. Smearing at least a pound of salt on the severed head's stump prevents this transformation."
                }
            ],
            "spell_list": [],
            "page_no": 416,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_zmey/"
        },
        {
            "slug": "zmey-headling",
            "desc": "A zmey’s head doesn’t die when severed from the body. Instead, the head rapidly (within 2d6 rounds) sprouts a stunted body and two vestigial claws with which it can fight and drag itself across the ground. Within days it develops into a complete, miniature zmey, and by the time two lunar cycles elapse, the head regenerates into a full-grown zmey with three heads.  \n**Constant Feeding Frenzy.** Such rapid growth is fueled by a voracious appetite. A zmey headling eats everything it can, including its previous body, to satisfy its intense, maddening hunger and sustain its regeneration. Many stories about the horrific violence of the zmey are reports of voracious headlings, not mature zmey.",
            "name": "Zmey Headling",
            "size": "Medium",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 105,
            "hit_dice": "14d8+42",
            "speed": {
                "walk": 30,
                "swim": 20
            },
            "strength": 16,
            "dexterity": 10,
            "constitution": 1,
            "intelligence": 8,
            "wisdom": 16,
            "charisma": 8,
            "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",
            "damage_immunities": "",
            "condition_immunities": "paralyzed, unconscious",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Common, Draconic, Sylvan",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The zmey headline makes one bite attack and one claws attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (2d12 + 3) piercing damage.",
                    "attack_bonus": 6,
                    "damage_dice": "2d12"
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.",
                    "attack_bonus": 11,
                    "damage_dice": "2d12"
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.",
                    "attack_bonus": 11,
                    "damage_dice": "2d8"
                },
                {
                    "name": "Fire Breath (Recharge 5-6)",
                    "desc": "The zmey headling exhales fire in a 30-foot cone. Each creature in that area takes 16 (3d10) fire damage, or half damage with a successful DC 16 Dexterity saving throw."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The zmey headling can breathe air and water."
                },
                {
                    "name": "Regeneration",
                    "desc": "The zmey headling reaver regains 10 hit points at the start of its turn. This trait doesn't function if the zmey headling took acid or fire damage since the end of its previous turn. It dies if it starts its turn with 0 hit points and doesn't regenerate."
                }
            ],
            "spell_list": [],
            "page_no": 417,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_zmey-headling/"
        },
        {
            "slug": "aboleth-a5e",
            "desc": "",
            "name": "Aboleth",
            "size": "Large",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 17,
            "armor_desc": "",
            "hit_points": 171,
            "hit_dice": "18d10+72",
            "speed": {
                "walk": 10,
                "swim": 40
            },
            "strength": 20,
            "dexterity": 12,
            "constitution": 18,
            "intelligence": 20,
            "wisdom": 20,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 5,
            "constitution_save": 8,
            "intelligence_save": 9,
            "wisdom_save": 9,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "deception": 8,
                "history": 9,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "blindsight 30 ft., darkvision 120 ft., passive Perception 15",
            "languages": "Deep Speech, telepathy 120 ft.",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The aboleth attacks three times with its tentacle."
                },
                {
                    "name": "Tentacle",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (4d6 + 5) bludgeoning damage. The aboleth can choose instead to deal 0 damage. If the target is a creature  it makes a DC 16 Constitution saving throw. On a failure  it contracts a disease called the Sea Change. On a success  it is immune to this disease for 24 hours. While affected by this disease  the target has disadvantage on Wisdom saving throws. After 1 hour  the target grows gills  it can breathe water  its skin becomes slimy  and it begins to suffocate if it goes 12 hours without being immersed in water for at least 1 hour. This disease can be removed with a disease-removing spell cast with at least a 4th-level spell slot  and it ends 24 hours after the aboleth dies."
                },
                {
                    "name": "Slimy Cloud (1/Day, While Bloodied)",
                    "desc": "While underwater  the aboleth exudes a cloud of inky slime in a 30-foot-radius sphere. Each non-aboleth creature in the area when the cloud appears makes a DC 16 Constitution saving throw. On a failure  it takes 44 (8d10) poison damage and is poisoned for 1 minute. The slime extends around corners  and the area is heavily obscured for 1 minute or until a strong current dissipates the cloud."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": [
                {
                    "name": "The aboleth can take 2 legendary actions",
                    "desc": "Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."
                },
                {
                    "name": "Move",
                    "desc": "The aboleth moves up to its swim speed without provoking opportunity attacks."
                },
                {
                    "name": "Telepathic Summon",
                    "desc": "One creature within 90 feet makes a DC 16 Wisdom saving throw. On a failure, it must use its reaction, if available, to move up to its speed toward the aboleth by the most direct route that avoids hazards, not avoiding opportunity attacks. This is a magical charm effect."
                },
                {
                    "name": "Baleful Charm (Costs 2 Actions)",
                    "desc": "The aboleth targets one creature within 60 feet that has contracted Sea Change. The target makes a DC 16 Wisdom saving throw. On a failure, it is magically charmed by the aboleth until the aboleth dies. The target can repeat this saving throw every 24 hours and when it takes damage from the aboleth or the aboleths allies. While charmed in this way, the target can communicate telepathically with the aboleth over any distance and it follows the aboleths orders."
                },
                {
                    "name": "Soul Drain (Costs 2 Actions)",
                    "desc": "One creature charmed by the aboleth takes 22 (4d10) psychic damage, and the aboleth regains hit points equal to the damage dealt."
                }
            ],
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The aboleth can breathe air and water."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The aboleths spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no components: 3/day each: detect thoughts (range 120 ft, desc: ), project image (range 1 mile), phantasmal force"
                }
            ],
            "spell_list": [],
            "page_no": 16,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_aboleth/"
        },
        {
            "slug": "aboleth-thrall-a5e",
            "desc": "",
            "name": "Aboleth Thrall",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 12,
            "armor_desc": "",
            "hit_points": 45,
            "hit_dice": "7d8+14",
            "speed": {
                "walk": 30,
                "swim": 30
            },
            "strength": 14,
            "dexterity": 14,
            "constitution": 14,
            "intelligence": 10,
            "wisdom": 10,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "any": 0
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 10",
            "languages": "Common, unlimited-range telepathy with aboleth",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Poison Ink Knife",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage plus 10 (3d6) poison damage."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Self-Sacrifice",
                    "desc": "When a creature within 5 feet of the thrall that the thrall can see hits an aboleth with an attack, the thrall can make itself the target of the attack instead."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Sea Changed",
                    "desc": "The aboleth thrall can breathe water and air, but must bathe in water for 1 hour for every 12 hours it spends dry or it begins to suffocate. It is magically charmed by the aboleth."
                }
            ],
            "spell_list": [],
            "page_no": 17,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_aboleth-thrall/"
        },
        {
            "slug": "acolyte-a5e",
            "desc": "",
            "name": "Acolyte",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 10,
            "armor_desc": "",
            "hit_points": 11,
            "hit_dice": "2d8+2",
            "speed": {
                "walk": 30
            },
            "strength": 10,
            "dexterity": 10,
            "constitution": 12,
            "intelligence": 10,
            "wisdom": 14,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "medicine": 4,
                "religion": 2
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 12",
            "languages": "any one",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Club",
                    "desc": "Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage."
                },
                {
                    "name": "Sacred Flame (Cantrip; V, S)",
                    "desc": "One creature the acolyte can see within 60 feet makes a DC 12 Dexterity saving throw  taking 4 (1d8) radiant damage on a failure. This spell ignores cover."
                },
                {
                    "name": "Bless (1st-Level; V, S, M, Concentration)",
                    "desc": "Up to three creatures within 30 feet add a d4 to attack rolls and saving throws for 1 minute."
                },
                {
                    "name": "Cure Wounds (1st-Level; V, S)",
                    "desc": "The acolyte touches a willing living creature  restoring 6 (1d8 + 2) hit points to it."
                },
                {
                    "name": "An acolyte is a priest in training or an assistant to a more senior member of the clergy",
                    "desc": "While acolytes may be found acting as servants or messengers in major temples  an acolyte may also be the only representative of their faith serving a village or roadside shrine."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Spellcasting",
                    "desc": "The acolyte is a 2nd level spellcaster. Their spellcasting ability is Wisdom (spell save DC 12\n +4 to hit with spell attacks). They have the following cleric spells prepared:\n Cantrips (at will): light\n sacred flame\n thaumaturgy\n 1st-level (3 slots): bless\n cure wounds\n sanctuary"
                }
            ],
            "spell_list": [],
            "page_no": 486,
            "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_acolyte/"
        },
        {
            "slug": "adult-amethyst-dragon-a5e",
            "desc": "",
            "name": "Adult Amethyst Dragon",
            "size": "Huge",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 18,
            "armor_desc": "",
            "hit_points": 220,
            "hit_dice": "21d12+84",
            "speed": {
                "walk": 40,
                "burrow": 30,
                "fly": 60
            },
            "strength": 18,
            "dexterity": 20,
            "constitution": 18,
            "intelligence": 22,
            "wisdom": 14,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 10,
            "intelligence_save": 12,
            "wisdom_save": 8,
            "charisma_save": 11,
            "perception": null,
            "skills": {
                "deception": 11,
                "insight": 8,
                "perception": 8,
                "persuasion": 11
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "force, psychic",
            "damage_immunities": "",
            "condition_immunities": "fatigue",
            "senses": "darkvision 120 ft., passive Perception 18",
            "languages": "Common, Deep Speech, Draconic, Undercommon, telepathy 120 ft.",
            "challenge_rating": "17",
            "cr": 17.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon attacks once with its bite and twice with its claws. In place of its bite  it can use Psionic Wave."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) piercing damage plus 4 (1d8) force damage."
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) slashing damage."
                },
                {
                    "name": "Psionic Wave",
                    "desc": "The dragon psionically emits a wave of crushing mental pressure. Each creature within 20 feet makes a DC 19 Wisdom saving throw  taking 16 (3d10) psychic damage on a failed save or half damage on a success. Creatures charmed by the dragon make this saving throw with disadvantage."
                },
                {
                    "name": "Concussive Breath (Recharge 5-6)",
                    "desc": "The dragon psionically unleashes telekinetic energy in a 60-foot cone. Each creature in that area makes a DC 18 Constitution saving throw  taking 60 (11d10) force damage on a failed save or half damage on a success."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Assume Control (While Bloodied)",
                    "desc": "When a creature charmed by the dragon begins its turn, the dragon telepathically commands the charmed creature until the end of the creatures turn. If the dragon commands the creature to take an action that would harm itself or an ally, the creature makes a DC 19 Wisdom saving throw. On a success, the creatures turn immediately ends."
                }
            ],
            "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": "Charm",
                    "desc": "The dragon targets a creature within 60 feet, forcing it to make a DC 16 Wisdom saving throw. On a failure, the creature is charmed by the dragon for 24 hours, regarding it as a trusted friend to be heeded and protected. Although it isnt under the dragons control, it takes the dragons requests or actions in the most favorable way it can. At the end of each of the targets turns and at the end of any turn during which the dragon or its companions harmed the target, it repeats the saving throw, ending the effect on a success."
                },
                {
                    "name": "Stupefy",
                    "desc": "The dragon targets a creature within 60 feet. If the target is concentrating on a spell, it must make a DC 19 Constitution saving throw or lose concentration."
                },
                {
                    "name": "Psionic Wave (Costs 2 Actions)",
                    "desc": "The dragon uses Psionic Wave."
                },
                {
                    "name": "Captivating Harmonics (1/Day)",
                    "desc": "Each creature of the dragons choice within 90 feet makes a DC 16 Wisdom saving throw. On a failure, it becomes psionically charmed by the dragon for 1 minute. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "special_abilities": [
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "When the dragon fails a saving throw, it can choose to succeed instead. When it does, its scales dull briefly, and it can't use telepathy or psionic abilities until the end of its next turn."
                },
                {
                    "name": "Psionic Powers",
                    "desc": "The dragons psionic abilities are considered both magical and psionic."
                },
                {
                    "name": "Far Thoughts",
                    "desc": "The dragon is aware of any creature that uses a psionic ability or communicates telepathically within 100 miles of it. As an action, the dragon can psionically observe a creature, object, or location it is familiar with within 100 miles. While observing a subject in this way, the dragon can see, hear, and communicate telepathically, but it is blind and deaf in regard to its physical senses and does not require food or water. The dragon can psionically observe a subject indefinitely and can end this effect and return to its own senses as an action."
                },
                {
                    "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:calm emotions, charm person, mass suggestion, modify memory"
                }
            ],
            "spell_list": [],
            "page_no": 141,
            "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_adult-amethyst-dragon/"
        },
        {
            "slug": "adult-earth-dragon-a5e",
            "desc": "",
            "name": "Adult Earth Dragon",
            "size": "Huge",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 19,
            "armor_desc": "",
            "hit_points": 287,
            "hit_dice": "23d12+138",
            "speed": {
                "walk": 40,
                "fly": 40,
                "burrow": 60
            },
            "strength": 22,
            "dexterity": 14,
            "constitution": 22,
            "intelligence": 22,
            "wisdom": 14,
            "charisma": 20,
            "strength_save": 12,
            "dexterity_save": null,
            "constitution_save": 12,
            "intelligence_save": 8,
            "wisdom_save": 8,
            "charisma_save": 7,
            "perception": null,
            "skills": {
                "athletics": 12,
                "insight": 8,
                "nature": 12,
                "perception": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "damage from nonmagical weapons",
            "damage_immunities": "",
            "condition_immunities": "petrified",
            "senses": "darkvision 120 ft., tremorsense 90 ft., passive Perception 21",
            "languages": "Common, Draconic, Terran",
            "challenge_rating": "18",
            "cr": 18.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon attacks once with its bite and twice with its slam. In place of its bite attack  it can use Rock Spire."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 28 (4d10 + 6) piercing damage. Instead of dealing piercing damage  the dragon can grapple the target (escape DC 20)  and a Large or smaller creature grappled in this way is restrained. While grappling a creature  the dragon can't bite another target."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage."
                },
                {
                    "name": "Scouring Breath (Recharge 5-6)",
                    "desc": "The dragon exhales scouring sand and stones in a 60-foot cone. Each creature in that area makes a DC 20 Dexterity saving throw  taking 56 (16d6) slashing 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": "Rock Spire",
                    "desc": "A permanent  25-foot-tall  5-foot-radius spire of rock magically rises from a point on the ground within 60 feet. A creature in the spires area when it appears makes a DC 19 Dexterity saving throw  taking 13 (3d8) piercing damage on a failure or half damage on a success. A creature that fails this saving throw by 10 or more is impaled at the top of the spire. A creature can use an action to make a DC 12 Strength check  freeing the implaced creature on a success. The impaled creature is also freed if the spire is destroyed. The spire is an object with AC 16  30 hit points and immunity to poison and psychic damage."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "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": "Shake the Foundation",
                    "desc": "The dragon causes the ground to roil, creating a permanent, 40-foot-radius area of difficult terrain centered on a point the dragon can see. If the dragon is bloodied, creatures in the area make a DC 20 Dexterity saving throw, falling prone on a failure."
                },
                {
                    "name": "Slam Attack (Costs 2 Actions)",
                    "desc": "The dragon makes a slam attack."
                },
                {
                    "name": "Entomb (While Bloodied",
                    "desc": "The dragon targets a creature on the ground within 60 feet, forcing it to make a DC 15 Dexterity saving throw. On a failure, the creature is magically entombed 5 feet under the earth. While entombed, the target is blinded, restrained, and can't breathe. A creature can use an action to make a DC 15 Strength check, freeing an entombed creature on a success."
                }
            ],
            "special_abilities": [
                {
                    "name": "Earth Glide",
                    "desc": "The dragon can burrow through nonmagical, unworked earth and stone without disturbing it."
                },
                {
                    "name": "False Appearance",
                    "desc": "While the dragon remains motionless within its linked area, it is indistinguishable from a natural rocky outcropping."
                },
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "When the dragon fails a saving throw, it can choose to succeed instead. When it does, it becomes more like rock. Its movement is halved until the end of its next turn."
                },
                {
                    "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 15). It can innately cast the following spells, requiring no material components. 3/day each:locate animals or plants, spike growth, stone shape, wall of stone"
                }
            ],
            "spell_list": [],
            "page_no": 127,
            "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_adult-earth-dragon/"
        },
        {
            "slug": "adult-emerald-dragon-a5e",
            "desc": "",
            "name": "Adult Emerald Dragon",
            "size": "Huge",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 18,
            "armor_desc": "",
            "hit_points": 241,
            "hit_dice": "23d12+92",
            "speed": {
                "walk": 40,
                "burrow": 30,
                "fly": 60
            },
            "strength": 22,
            "dexterity": 22,
            "constitution": 18,
            "intelligence": 22,
            "wisdom": 12,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 10,
            "intelligence_save": 12,
            "wisdom_save": 7,
            "charisma_save": 10,
            "perception": null,
            "skills": {
                "deception": 10,
                "history": 12,
                "perception": 7,
                "stealth": 12
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "psychic, thunder",
            "damage_immunities": "",
            "condition_immunities": "fatigue",
            "senses": "darkvision 120 ft., passive Perception 17",
            "languages": "Common, Deep Speech, Draconic, Undercommon, telepathy 120 ft.",
            "challenge_rating": "17",
            "cr": 17.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon attacks once with its bite and twice with its claws. In place of its bite  it can use Psionic Wave."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage plus 4 (1d8) thunder damage."
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) slashing damage."
                },
                {
                    "name": "Psionic Wave",
                    "desc": "The dragon psionically emits a wave of crushing mental pressure. Each creature within 20 feet makes a DC 18 Wisdom saving throw  taking 16 (3d10) psychic damage on a failed save or half damage on a success. Confused creatures make this saving throw with disadvantage."
                },
                {
                    "name": "Maddening Breath (Recharge 5-6)",
                    "desc": "The dragon screams  stripping flesh from bones and reason from minds in a 60-foot cone. Each creature in that area makes a DC 18 Constitution saving throw  taking 71 (13d10) thunder damage on a failed save or half damage on a success. Creatures that fail this saving throw by 10 or more are also psionically confused until the end of their next turn."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Spiteful Retort (While Bloodied)",
                    "desc": "When a creature the dragon can see damages the dragon, the dragon lashes out with a psionic screech. The attacker makes a DC 15 Wisdom saving throw, taking 18 (4d8) thunder damage on a failed save or half damage on a success. Confused creatures make this saving throw with disadvantage."
                }
            ],
            "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": "Paranoid Ranting",
                    "desc": "The dragon psionically rants nonsense at a creature that can hear it within 60 feet. The target makes a DC 15 Wisdom saving throw. On a failed save, the creature gains a randomly determined short-term mental stress effect or madness."
                },
                {
                    "name": "Pandorum (Costs 2 Actions)",
                    "desc": "The dragon psionically targets one creature within 60 feet. The target makes a DC 15 Wisdom saving throw, becoming confused on a failure. While confused in this way, the target regards their allies as traitorous enemies. When rolling to determine its actions, treat a roll of 1 to 4 as a result of 8. The target repeats the saving throw at the end of each of its turns, ending the effect on a success."
                },
                {
                    "name": "Psionic Wave (Costs 2 Actions)",
                    "desc": "The dragon makes a psionic wave attack."
                },
                {
                    "name": "Maddening Harmonics (1/Day)",
                    "desc": "Each creature of the dragons choice that can hear within 90 feet makes a DC 15 Wisdom saving throw. On a failure, a creature becomes psionically confused for 1 minute. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "special_abilities": [
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "When the dragon fails a saving throw, it can choose to succeed instead. When it does, its eyes flash red as it goes into a fit of rage. Until the end of its next turn, it makes melee attacks against the creature that triggered the saving throw with advantage and with disadvantage against all other creatures."
                },
                {
                    "name": "Psionic Powers",
                    "desc": "The dragons psionic abilities are considered both magical and psionic."
                },
                {
                    "name": "Far Thoughts",
                    "desc": "The dragon is aware of any creature that uses a psionic ability or communicates telepathically within 100 miles of it. As an action, the dragon can psionically observe a creature, object, or location it is familiar with within 100 miles. While observing a subject in this way, the dragon can see, hear, and communicate telepathically, but it is blind and deaf in regard to its physical senses and does not require food or water. The dragon can psionically observe a subject indefinitely and can end this effect and return to its own senses as an action."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The dragons spellcasting ability is Charisma (save DC 18). It can innately cast the following spells, requiring no material components. 3/day each:confusion, dominate person, hideous laughter, suggestion"
                }
            ],
            "spell_list": [],
            "page_no": 146,
            "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_adult-emerald-dragon/"
        },
        {
            "slug": "adult-river-dragon-a5e",
            "desc": "",
            "name": "Adult River Dragon",
            "size": "Huge",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 18,
            "armor_desc": "",
            "hit_points": 252,
            "hit_dice": "24d12+96",
            "speed": {
                "walk": 60,
                "fly": 80,
                "swim": 90
            },
            "strength": 18,
            "dexterity": 20,
            "constitution": 18,
            "intelligence": 14,
            "wisdom": 20,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": 9,
            "constitution_save": 8,
            "intelligence_save": 6,
            "wisdom_save": 9,
            "charisma_save": 7,
            "perception": null,
            "skills": {
                "acrobatics": 8,
                "deception": 7,
                "insight": 9,
                "nature": 6,
                "perception": 9,
                "stealth": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "damage from nonmagical weapons",
            "damage_immunities": "",
            "condition_immunities": "fatigue",
            "senses": "darkvision 120 ft., tremorsense 200 ft. (only detects vibrations in water), passive Perception 19",
            "languages": "Aquan, Common, Draconic",
            "challenge_rating": "17",
            "cr": 17.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon attacks once with its bite and twice with its claws."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage."
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) slashing damage."
                },
                {
                    "name": "Torrential Breath (Recharge 5-6)",
                    "desc": "The dragon exhales water in a 60-foot-long  5-foot-wide line. Each creature in the area makes a DC 18 Dexterity saving throw  taking 56 (16d6) bludgeoning damage on a failed save or half damage on a success. A creature that fails the save is also knocked prone and is pushed up to 30 feet away. A creature that impacts a solid object takes an extra 10 (3d6) bludgeoning damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Whirlpool",
                    "desc": "A cylindrical, 15-foot-tall, 10-foot-radius whirlpool or waterspout magically appears in the water or air, centered on a point within 60 feet. Creatures in the area make a DC 18 Strength saving throw. On a failure, a creature takes 17 (5d6) bludgeoning damage and is knocked prone and pushed up to 15 feet. On a failure, a creature takes half damage."
                }
            ],
            "reactions": [
                {
                    "name": "Snap Back (While Bloodied)",
                    "desc": "When a creature the dragon can see hits it with a melee weapon attack, the dragon makes a bite attack against the attacker."
                }
            ],
            "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": "Dart Away",
                    "desc": "The dragon swims up to half its speed."
                },
                {
                    "name": "Lurk",
                    "desc": "The dragon takes the Hide action."
                },
                {
                    "name": "River Surge (Costs 2 Actions)",
                    "desc": "The dragon generates a 20-foot-tall, 100-foot-wide wave on the surface of water within 90 feet. The wave travels up to 45 feet in any direction the dragon chooses and crashes down, carrying Huge or smaller creatures and vehicles with it. Vehicles moved in this way have a 25 percent chance of capsizing and creatures that impact a solid object take 21 (6d6) bludgeoning damage."
                },
                {
                    "name": "Sudden Maelstrom (While Bloodied",
                    "desc": "The dragon magically surrounds itself with a 60-foot-radius maelstrom of surging wind and rain for 1 minute. A creature other than the dragon that starts its turn in the maelstrom or enters it for the first time on a turn makes a DC 18 Strength saving throw. On a failed save, the creature is knocked prone and pushed 15 feet away from the dragon."
                }
            ],
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The dragon can breathe air and water."
                },
                {
                    "name": "Flowing Grace",
                    "desc": "The dragon doesnt provoke opportunity attacks when it flies or swims out of an enemys reach."
                },
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "When the dragon fails a saving throw, it can choose to succeed instead. When it does, it loses coordination as white-crested waves run up and down its body. It loses its Flowing Grace and Shimmering Scales traits until the beginning of its next turn."
                },
                {
                    "name": "Shimmering Scales",
                    "desc": "While in water, the dragon gains three-quarters cover from attacks made by creatures more than 30 feet away."
                },
                {
                    "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 15). It can innately cast the following spells, requiring no material components. 3/day each:create or destroy water, fog cloud, control water, freedom of movement"
                }
            ],
            "spell_list": [],
            "page_no": 132,
            "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_adult-river-dragon/"
        },
        {
            "slug": "alchemist-a5e",
            "desc": "",
            "name": "Alchemist",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 14,
            "armor_desc": "",
            "hit_points": 91,
            "hit_dice": "14d8+28",
            "speed": {
                "walk": 30
            },
            "strength": 11,
            "dexterity": 16,
            "constitution": 14,
            "intelligence": 19,
            "wisdom": 14,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": 6,
            "constitution_save": 5,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "arcana": 7,
                "investigation": 7,
                "nature": 7,
                "perception": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "fire, poison",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 15",
            "languages": "any four",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The alchemist attacks twice with their dagger."
                },
                {
                    "name": "Dagger",
                    "desc": "Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 10 (3d6) poison damage."
                },
                {
                    "name": "Bomb (3/Day)",
                    "desc": "The alchemist lobs a bomb at a point they can see within 80 feet. Upon impact  the bomb explodes in a 10-foot radius. Creatures in the area make a DC 15 Dexterity saving throw  taking 24 (7d6) fire damage on a failure or half damage on a success."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Alter Bomb",
                    "desc": "The alchemist quickly swaps reagents to change the damage dealt by their next bomb to acid, cold, lightning, poison, or thunder."
                },
                {
                    "name": "Potion",
                    "desc": "The alchemist drinks or administers a potion."
                }
            ],
            "reactions": [
                {
                    "name": "Desperate Drink (1/Day",
                    "desc": "When the alchemist is dealt damage, they drink a potion."
                },
                {
                    "name": "Alchemists brew concoctions with potent magical and chemical properties",
                    "desc": "Some alchemists perform dangerous experiments to perfect new alchemical recipes, while others fabricate guardians and other constructs in pursuit of the creation of life itself."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Alchemy Schooling",
                    "desc": "The alchemist gains their proficiency bonus and an expertise die (+1d6) on checks made with alchemists supplies."
                },
                {
                    "name": "Crafting",
                    "desc": "So long as the alchemist has the required components and equipment, they are able to craft potions of up to legendary rarity and other magic items of up to very rare rarity."
                },
                {
                    "name": "Potion Crafter",
                    "desc": "The alchemist has the following potions on hand:"
                },
                {
                    "name": "Potion of climbing",
                    "desc": "For 1 hour, the drinker gains a climb speed equal to its Speed and has advantage on Athletics checks made to climb"
                },
                {
                    "name": "Potion of greater healing (3)",
                    "desc": "Restores 14 (4d4 + 4) hit points"
                },
                {
                    "name": "Potion of superior healing",
                    "desc": " Restores 28 (8d4 + 8) hit points"
                },
                {
                    "name": "Potion of water breathing",
                    "desc": "For 1 hour, the drinker can breathe underwater"
                }
            ],
            "spell_list": [],
            "page_no": 466,
            "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_alchemist/"
        },
        {
            "slug": "allosaurus-a5e",
            "desc": "",
            "name": "Allosaurus",
            "size": "Huge",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 57,
            "hit_dice": "6d12+18",
            "speed": {
                "walk": 60
            },
            "strength": 18,
            "dexterity": 18,
            "constitution": 16,
            "intelligence": 2,
            "wisdom": 12,
            "charisma": 5,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 11",
            "languages": "",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) slashing damage. If the allosaurus moves at least 10 feet towards its target before making this attack  it gains advantage on the attack."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 89,
            "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_allosaurus/"
        },
        {
            "slug": "amethyst-dragon-wyrmling-a5e",
            "desc": "",
            "name": "Amethyst Dragon Wyrmling",
            "size": "Medium",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 16,
            "armor_desc": "",
            "hit_points": 45,
            "hit_dice": "7d8+14",
            "speed": {
                "walk": 30,
                "burrow": 15,
                "fly": 50
            },
            "strength": 14,
            "dexterity": 14,
            "constitution": 14,
            "intelligence": 16,
            "wisdom": 10,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "deception": 4,
                "insight": 2,
                "perception": 2,
                "persuasion": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "force, psychic",
            "damage_immunities": "",
            "condition_immunities": "fatigue",
            "senses": "darkvision 120 ft., passive Perception 12",
            "languages": "Deep Speech, Draconic, Undercommon, telepathy 120 ft.",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) piercing damage."
                },
                {
                    "name": "Concussive Breath (Recharge 5-6)",
                    "desc": "The dragon psionically unleashes telekinetic energy in a 15-foot cone. Each creature in that area makes a DC 12 Constitution saving throw  taking 16 (3d10) force damage on a failed save or half damage on a success."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Far Thoughts",
                    "desc": "The dragon is aware of any creature that uses a psionic ability or communicates telepathically within 100 miles of it. As an action, the dragon can psionically observe a creature, object, or location it is familiar with within 100 miles. While observing a subject in this way, the dragon can see, hear, and communicate telepathically, but it is blind and deaf in regard to its physical senses and does not require food or water. The dragon can psionically observe a subject indefinitely and can end this effect and return to its own senses as an action."
                }
            ],
            "spell_list": [],
            "page_no": 142,
            "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_amethyst-dragon-wyrmling/"
        },
        {
            "slug": "ancient-aboleth-a5e",
            "desc": "",
            "name": "Ancient Aboleth",
            "size": "Huge",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 17,
            "armor_desc": "",
            "hit_points": 342,
            "hit_dice": "36d10+144",
            "speed": {
                "walk": 10,
                "swim": 40
            },
            "strength": 20,
            "dexterity": 12,
            "constitution": 18,
            "intelligence": 20,
            "wisdom": 20,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 5,
            "constitution_save": 8,
            "intelligence_save": 9,
            "wisdom_save": 9,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "deception": 8,
                "history": 9,
                "stealth": 5
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "blindsight 30 ft., darkvision 120 ft., passive Perception 15",
            "languages": "Deep Speech, telepathy 120 ft.",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The aboleth attacks three times with its tentacle."
                },
                {
                    "name": "Tentacle",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (4d6 + 5) bludgeoning damage. The aboleth can choose instead to deal 0 damage. If the target is a creature  it makes a DC 16 Constitution saving throw. On a failure  it contracts a disease called the Sea Change. On a success  it is immune to this disease for 24 hours. While affected by this disease  the target has disadvantage on Wisdom saving throws. After 1 hour  the target grows gills  it can breathe water  its skin becomes slimy  and it begins to suffocate if it goes 12 hours without being immersed in water for at least 1 hour. This disease can be removed with a disease-removing spell cast with at least a 4th-level spell slot  and it ends 24 hours after the aboleth dies."
                },
                {
                    "name": "Slimy Cloud (1/Day, While Bloodied)",
                    "desc": "While underwater  the aboleth exudes a cloud of inky slime in a 30-foot-radius sphere. Each non-aboleth creature in the area when the cloud appears makes a DC 16 Constitution saving throw. On a failure  it takes 44 (8d10) poison damage and is poisoned for 1 minute. The slime extends around corners  and the area is heavily obscured for 1 minute or until a strong current dissipates the cloud."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": [
                {
                    "name": "The aboleth can take 2 legendary actions",
                    "desc": "Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."
                },
                {
                    "name": "Move",
                    "desc": "The aboleth moves up to its swim speed without provoking opportunity attacks."
                },
                {
                    "name": "Telepathic Summon",
                    "desc": "One creature within 90 feet makes a DC 16 Wisdom saving throw. On a failure, it must use its reaction, if available, to move up to its speed toward the aboleth by the most direct route that avoids hazards, not avoiding opportunity attacks. This is a magical charm effect."
                },
                {
                    "name": "Baleful Charm (Costs 2 Actions)",
                    "desc": "The aboleth targets one creature within 60 feet that has contracted Sea Change. The target makes a DC 16 Wisdom saving throw. On a failure, it is magically charmed by the aboleth until the aboleth dies. The target can repeat this saving throw every 24 hours and when it takes damage from the aboleth or the aboleths allies. While charmed in this way, the target can communicate telepathically with the aboleth over any distance and it follows the aboleths orders."
                },
                {
                    "name": "Soul Drain (Costs 2 Actions)",
                    "desc": "One creature charmed by the aboleth takes 22 (4d10) psychic damage, and the aboleth regains hit points equal to the damage dealt."
                },
                {
                    "name": "Elite Recovery",
                    "desc": "The aboleth ends one negative effect currently affecting it. It can use this action as long as it has at least 1 hit point, even while unconscious or incapacitated."
                },
                {
                    "name": "Look Upon My Works (1/Day)",
                    "desc": "Each creature within 90 feet makes a DC 16 Wisdom saving throw. On a failure, the creature sees a fragmentary vision of the aboleths memories, taking 33 (6d10) psychic damage. After taking the damage, the creature forgets the vision, but it may learn one piece of lore."
                },
                {
                    "name": "Lunging Attack",
                    "desc": "The aboleth moves up to its swim speed without provoking opportunity attacks and makes a tentacle attack."
                }
            ],
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The aboleth can breathe air and water."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The aboleths spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no components: 3/day each: detect thoughts (range 120 ft, desc: ), project image (range 1 mile), phantasmal force"
                }
            ],
            "spell_list": [],
            "page_no": 17,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_ancient-aboleth/"
        },
        {
            "slug": "ancient-amethyst-dragon-a5e",
            "desc": "",
            "name": "Ancient Amethyst Dragon",
            "size": "Gargantuan",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 20,
            "armor_desc": "",
            "hit_points": 313,
            "hit_dice": "19d20+114",
            "speed": {
                "walk": 40,
                "burrow": 40,
                "fly": 60
            },
            "strength": 22,
            "dexterity": 24,
            "constitution": 22,
            "intelligence": 26,
            "wisdom": 16,
            "charisma": 24,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 13,
            "intelligence_save": 15,
            "wisdom_save": 10,
            "charisma_save": 14,
            "perception": null,
            "skills": {
                "deception": 14,
                "insight": 10,
                "perception": 10,
                "persuasion": 14
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "force, psychic",
            "damage_immunities": "",
            "condition_immunities": "fatigue",
            "senses": "darkvision 120 ft., passive Perception 20",
            "languages": "Common, Deep Speech, Draconic, Undercommon, telepathy 120 ft.",
            "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  it can use Psionic Wave."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 28 (4d10 + 6) piercing damage plus 9 (2d8) force damage."
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) slashing damage."
                },
                {
                    "name": "Psionic Wave",
                    "desc": "The dragon psionically emits a wave of crushing mental pressure. Each creature within 20 feet makes a DC 22 Wisdom saving throw  taking 22 (4d10) psychic damage on a failed save or half damage on a success. Creatures charmed by the dragon make this saving throw with disadvantage."
                },
                {
                    "name": "Concussive Breath (Recharge 5-6)",
                    "desc": "The dragon psionically unleashes telekinetic energy in a 90-foot cone. Each creature in that area makes a DC 21 Constitution saving throw  taking 82 (15d10) force damage on a failed save or half damage on a success."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Assume Control (While Bloodied)",
                    "desc": "When a creature charmed by the dragon begins its turn, the dragon telepathically commands the charmed creature until the end of the creatures turn. If the dragon commands the creature to take an action that would harm itself or an ally, the creature makes a DC 22 Wisdom saving throw. On a success, the creatures turn immediately ends."
                }
            ],
            "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": "Charm",
                    "desc": "The dragon targets a creature within 60 feet, forcing it to make a DC 18 Wisdom saving throw. On a failure, the creature is charmed by the dragon for 24 hours, regarding it as a trusted friend to be heeded and protected. Although it isnt under the dragons control, it takes the dragons requests or actions in the most favorable way it can. At the end of each of the targets turns and at the end of any turn during which the dragon or its companions harmed the target, it repeats the saving throw, ending the effect on a success."
                },
                {
                    "name": "Stupefy",
                    "desc": "The dragon targets a creature within 60 feet. If the target is concentrating on a spell, it must make a DC 22 Constitution saving throw or lose concentration."
                },
                {
                    "name": "Psionic Wave (Costs 2 Actions)",
                    "desc": "The dragon uses Psionic Wave."
                },
                {
                    "name": "Captivating Harmonics (1/Day)",
                    "desc": "Each creature of the dragons choice within 120 feet makes a DC 18 Wisdom saving throw. On a failure, it becomes psionically charmed by the dragon for 1 minute. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "special_abilities": [
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "When the dragon fails a saving throw, it can choose to succeed instead. When it does, its scales dull briefly, and it can't use telepathy or psionic abilities until the end of its next turn."
                },
                {
                    "name": "Psionic Powers",
                    "desc": "The dragons psionic abilities are considered both magical and psionic."
                },
                {
                    "name": "Far Thoughts",
                    "desc": "The dragon is aware of any creature that uses a psionic ability or communicates telepathically within 100 miles of it. As an action, the dragon can psionically observe a creature, object, or location it is familiar with within 100 miles. While observing a subject in this way, the dragon can see, hear, and communicate telepathically, but it is blind and deaf in regard to its physical senses and does not require food or water. The dragon can psionically observe a subject indefinitely and can end this effect and return to its own senses as an action."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The dragons spellcasting ability is Charisma (save DC 22). It can innately cast the following spells, requiring no material components. 3/day each:calm emotions, charm person, mass suggestion, modify memory,  1/day:plane shift, project image"
                }
            ],
            "spell_list": [],
            "page_no": 140,
            "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-amethyst-dragon/"
        },
        {
            "slug": "ancient-earth-dragon-a5e",
            "desc": "",
            "name": "Ancient Earth Dragon",
            "size": "Gargantuan",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 22,
            "armor_desc": "",
            "hit_points": 425,
            "hit_dice": "23d20+184",
            "speed": {
                "walk": 40,
                "fly": 40,
                "burrow": 60
            },
            "strength": 26,
            "dexterity": 14,
            "constitution": 26,
            "intelligence": 16,
            "wisdom": 22,
            "charisma": 14,
            "strength_save": 15,
            "dexterity_save": null,
            "constitution_save": 15,
            "intelligence_save": 10,
            "wisdom_save": 13,
            "charisma_save": 9,
            "perception": null,
            "skills": {
                "athletics": 15,
                "insight": 13,
                "nature": 10,
                "perception": 13
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "damage from nonmagical weapons",
            "damage_immunities": "",
            "condition_immunities": "petrified",
            "senses": "darkvision 120 ft., tremorsense 120 ft., passive Perception 26",
            "languages": "Common, Draconic, Terran",
            "challenge_rating": "24",
            "cr": 24.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon attacks once with its bite and twice with its slam. In place of its bite attack  it can use Rock Spire."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 35 (5d10 + 8) piercing 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 another target."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage  and the target is pushed up to 10 feet away  falling prone if it impacts a wall or other solid object. This attack deals an extra 9 (2d8) bludgeoning damage if the target was already prone."
                },
                {
                    "name": "Scouring Breath (Recharge 5-6)",
                    "desc": "The dragon exhales scouring sand and stones in a 90-foot cone. Each creature in that area makes a DC 23 Dexterity saving throw  taking 70 (20d6) slashing 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": "Rock Spire",
                    "desc": "A permanent  25-foot-tall  5-foot-radius spire of rock magically rises from a point on the ground within 60 feet. A creature in the spires area when it appears makes a DC 21 Dexterity saving throw  taking 18 (4d8) piercing damage on a failure or half damage on a success. A creature that fails this saving throw by 10 or more is impaled and restrained at the top of the spire. A creature can use an action to make a DC 13 Strength check  freeing the impaled creature on a success. The impaled creature is also freed if the spire is destroyed. The spire is an object with AC 16  30 hit points  and immunity to poison and psychic damage."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "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": "Shake the Foundation",
                    "desc": "The dragon causes the ground to roil, creating a permanent, 40-foot-radius area of difficult terrain centered on a point the dragon can see. If the dragon is bloodied, creatures in the area make a DC 23 Dexterity saving throw. On a failure, the creature takes 21 (6d6) slashing damage and falls prone. On a success, the creature takes half damage."
                },
                {
                    "name": "Slam Attack (Costs 2 Actions)",
                    "desc": "The dragon makes a slam attack."
                },
                {
                    "name": "Entomb (While Bloodied",
                    "desc": "The dragon targets a creature on the ground within 60 feet, forcing it to make a DC 17 Dexterity saving throw. On a failure, the creature is magically entombed 5 feet under the earth. While entombed, the target is blinded, restrained, and can't breathe. A creature can use an action to make a DC 17 Strength check, freeing an entombed creature on a success."
                }
            ],
            "special_abilities": [
                {
                    "name": "Earth Glide",
                    "desc": "The dragon can burrow through nonmagical, unworked earth and stone without disturbing it."
                },
                {
                    "name": "False Appearance",
                    "desc": "While the dragon remains motionless within its linked area, it is indistinguishable from a natural rocky outcropping."
                },
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "When the dragon fails a saving throw, it can choose to succeed instead. When it does, it becomes more like rock. Its Speed, burrow speed, and flying speed are halved until the end of its next turn."
                },
                {
                    "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 17). It can innately cast the following spells, requiring no material components. 3/day each:locate animals or plants, spike growth, stone shape, wall of stone,  1/day:earthquake, move earth"
                }
            ],
            "spell_list": [],
            "page_no": 126,
            "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-earth-dragon/"
        },
        {
            "slug": "ancient-emerald-dragon-a5e",
            "desc": "",
            "name": "Ancient Emerald Dragon",
            "size": "Gargantuan",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 20,
            "armor_desc": "",
            "hit_points": 346,
            "hit_dice": "21d20+126",
            "speed": {
                "walk": 40,
                "burrow": 40,
                "fly": 60
            },
            "strength": 26,
            "dexterity": 26,
            "constitution": 22,
            "intelligence": 26,
            "wisdom": 14,
            "charisma": 22,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 13,
            "intelligence_save": 15,
            "wisdom_save": 9,
            "charisma_save": 13,
            "perception": null,
            "skills": {
                "deception": 13,
                "history": 15,
                "perception": 9,
                "stealth": 15
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "psychic, thunder",
            "damage_immunities": "",
            "condition_immunities": "fatigue",
            "senses": "darkvision 120 ft., passive Perception 19",
            "languages": "Common, Deep Speech, Draconic, Undercommon, telepathy 120 ft.",
            "challenge_rating": "24",
            "cr": 24.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon attacks once with its bite and twice with its claws. In place of its bite  it can use Psionic Wave."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 30 (4d10 + 8) piercing damage plus 9 (2d8) thunder damage."
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage."
                },
                {
                    "name": "Psionic Wave",
                    "desc": "The dragon psionically emits a wave of crushing mental pressure. Each creature within 20 feet makes a DC 21 Wisdom saving throw  taking 22 (4d10) psychic damage on a failed save or half damage on a success. Confused creatures make this saving throw with disadvantage."
                },
                {
                    "name": "Maddening Breath (Recharge 5-6)",
                    "desc": "The dragon screams  stripping flesh from bones and reason from minds in a 90-foot cone. Each creature in that area makes a DC 21 Constitution saving throw  taking 88 (16d10) thunder damage on a failed save or half damage on a success. Creatures that fail this saving throw by 10 or more are also psionically confused until the end of their next turn."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Spiteful Retort (While Bloodied)",
                    "desc": "When a creature the dragon can see damages the dragon, the dragon lashes out with a psionic screech. The attacker makes a DC 17 Wisdom saving throw, taking 27 (6d8) thunder damage on a failed save or half damage on a success. Confused creatures make this saving throw with disadvantage."
                }
            ],
            "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": "Paranoid Ranting",
                    "desc": "The dragon psionically rants nonsense at a creature that can hear it within 60 feet. The target makes a DC 18 Wisdom saving throw. On a failed save, the creature gains a randomly determined short-term mental stress effect or madness."
                },
                {
                    "name": "Pandorum (Costs 2 Actions)",
                    "desc": "The dragon psionically targets one creature within 60 feet. The target makes a DC 17 Wisdom saving throw, becoming confused on a failure. While confused in this way, the target regards their allies as traitorous enemies. When rolling to determine its actions, treat a roll of 1 to 4 as a result of 8. The target repeats the saving throw at the end of each of its turns, ending the effect on a success."
                },
                {
                    "name": "Psionic Wave (Costs 2 Actions)",
                    "desc": "The dragon uses Psionic Wave."
                },
                {
                    "name": "Maddening Harmonics (1/Day)",
                    "desc": "Each creature of the dragons choice that can hear it within 120 feet makes a DC 17 Wisdom saving throw. On a failure, a creature becomes psionically confused for 1 minute. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "special_abilities": [
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "When the dragon fails a saving throw, it can choose to succeed instead. When it does, its eyes flash red as it goes into a fit of rage. Until the end of its next turn, it makes melee attacks with advantage against the creature that triggered the saving throw and with disadvantage against all other creatures."
                },
                {
                    "name": "Psionic Powers",
                    "desc": "The dragons psionic abilities are considered both magical and psionic."
                },
                {
                    "name": "Far Thoughts",
                    "desc": "The dragon is aware of any creature that uses a psionic ability or communicates telepathically within 100 miles of it. As an action, the dragon can psionically observe a creature, object, or location it is familiar with within 100 miles. While observing a subject in this way, the dragon can see, hear, and communicate telepathically, but it is blind and deaf in regard to its physical senses and does not require food or water. The dragon can psionically observe a subject indefinitely and can end this effect and return to its own senses as an action."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The dragons spellcasting ability is Charisma (save DC 21). It can innately cast the following spells, requiring no material components. 3/day each:confusion, dominate person, hideous laughter, suggestion,  1/day:irresistible dance, symbol"
                }
            ],
            "spell_list": [],
            "page_no": 144,
            "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-emerald-dragon/"
        },
        {
            "slug": "ancient-river-dragon-a5e",
            "desc": "",
            "name": "Ancient River Dragon",
            "size": "Gargantuan",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 20,
            "armor_desc": "",
            "hit_points": 372,
            "hit_dice": "24d20+120",
            "speed": {
                "walk": 60,
                "fly": 80,
                "swim": 100
            },
            "strength": 20,
            "dexterity": 24,
            "constitution": 20,
            "intelligence": 16,
            "wisdom": 24,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": 14,
            "constitution_save": 12,
            "intelligence_save": 10,
            "wisdom_save": 14,
            "charisma_save": 12,
            "perception": null,
            "skills": {
                "acrobatics": 14,
                "deception": 12,
                "insight": 14,
                "nature": 10,
                "perception": 14,
                "stealth": 14
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "damage from nonmagical weapons",
            "damage_immunities": "",
            "condition_immunities": "fatigue",
            "senses": "darkvision 120 ft., tremorsense 300 ft. (only detects vibrations in water), passive Perception 24",
            "languages": "Aquan, Common, Draconic",
            "challenge_rating": "23",
            "cr": 23.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon attacks once with its bite and twice with its claws."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 29 (4d10 + 7) piercing damage."
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) slashing damage."
                },
                {
                    "name": "Torrential Breath (Recharge 5-6)",
                    "desc": "The dragon exhales water in a 90-foot-long  10-foot-wide line. Each creature in the area makes a DC 20 Dexterity saving throw  taking 66 (19d6) bludgeoning damage on a failed save or half damage on a success. A creature that fails the save is also knocked prone and is pushed up to 60 feet away. A creature that impacts a solid object takes an extra 21 (6d6) bludgeoning damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Whirlpool",
                    "desc": "A cylindrical, 15-foot-tall, 10-foot-radius whirlpool or waterspout magically appears in the water or air, centered on a point within 60 feet. Creatures in the area make a DC 20 Strength saving throw. On a failure, a creature takes 35 (10d6) bludgeoning damage and is knocked prone and pushed up to 15 feet. On a failure, a creature takes half damage."
                }
            ],
            "reactions": [
                {
                    "name": "Snap Back (While Bloodied)",
                    "desc": "When a creature the dragon can see hits it with a melee weapon attack, the dragon makes a bite attack against the attacker."
                }
            ],
            "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": "Dart Away",
                    "desc": "The dragon swims up to half its speed."
                },
                {
                    "name": "Lurk",
                    "desc": "The dragon takes the Hide action."
                },
                {
                    "name": "River Surge (Costs 2 Actions)",
                    "desc": "The dragon generates a 20-foot-tall, 100-foot-wide wave on the surface of water within 120 feet. The wave travels up to 60 feet in any direction the dragon chooses and crashes down, carrying Huge or smaller creatures and vehicles with it. Vehicles moved in this way have a 25 percent chance of capsizing. Creatures that impact a solid object take 35 (10d6) bludgeoning damage."
                },
                {
                    "name": "Sudden Maelstrom (While Bloodied",
                    "desc": "The dragon magically surrounds itself with a 60-foot-radius maelstrom of surging wind and rain for 1 minute. A creature other than the dragon that starts its turn in the maelstrom or enters it for the first time on a turn makes a DC 20 Strength saving throw. On a failed save, the creature takes 28 (8d6) bludgeoning damage and is knocked prone and pushed 15 feet away from the dragon."
                }
            ],
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The dragon can breathe air and water."
                },
                {
                    "name": "Flowing Grace",
                    "desc": "The dragon doesnt provoke opportunity attacks when it flies or swims out of an enemys reach."
                },
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "When the dragon fails a saving throw, it can choose to succeed instead. When it does, it loses coordination as white-crested waves run up and down its body. It loses its Flowing Grace and Shimmering Scales traits until the beginning of its next turn."
                },
                {
                    "name": "Shimmering Scales",
                    "desc": "While in water, the dragon gains three-quarters cover from attacks made by creatures more than 30 feet away."
                },
                {
                    "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 20). It can innately cast the following spells, requiring no material components. 3/day each:create or destroy water, fog cloud, control water, freedom of movement,  1/day each:control weather, wall of ice"
                }
            ],
            "spell_list": [],
            "page_no": 131,
            "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-river-dragon/"
        },
        {
            "slug": "ankheg-a5e",
            "desc": "",
            "name": "Ankheg",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 14,
            "armor_desc": "",
            "hit_points": 45,
            "hit_dice": "6d10+12",
            "speed": {
                "walk": 30,
                "burrow": 15
            },
            "strength": 16,
            "dexterity": 10,
            "constitution": 14,
            "intelligence": 2,
            "wisdom": 14,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "acid",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "tremorsense 30 ft., passive Perception 12",
            "languages": "",
            "challenge_rating": "2",
            "cr": 2.0,
            "actions": [
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage. If the target is a Medium or smaller creature  it is grappled (escape DC 13). Until this grapple ends  the target is restrained  and the ankheg can't use its claws on anyone else."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature grappled by the ankheg. Hit: 16 (3d8 + 3) slashing damage. If this damage kills the target  the ankheg severs its head."
                },
                {
                    "name": "Acid Spray (Recharge 6)",
                    "desc": "The ankheg spits a 30-foot-long  5-foot-wide stream of acid. Each creature in the area makes a DC 13 Dexterity saving throw  taking 14 (4d6) acid damage on a failure or half damage on a success. If the ankheg is grappling a target  it instead bathes the target in acid  dealing 14 (4d6) acid damage with no saving throw only to that target."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 26,
            "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_ankheg/"
        },
        {
            "slug": "ankheg-queen-a5e",
            "desc": "",
            "name": "Ankheg Queen",
            "size": "Huge",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 14,
            "armor_desc": "",
            "hit_points": 59,
            "hit_dice": "7d12+14",
            "speed": {
                "walk": 30,
                "burrow": 15
            },
            "strength": 16,
            "dexterity": 10,
            "constitution": 14,
            "intelligence": 2,
            "wisdom": 14,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "acid",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "tremorsense 30 ft., passive Perception 12",
            "languages": "",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage. If the target is a Medium or smaller creature  it is grappled (escape DC 13). Until this grapple ends  the target is restrained  and the ankheg can't use its claws on anyone else."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature grappled by the ankheg. Hit: 16 (3d8 + 3) slashing damage. If this damage kills the target  the ankheg severs its head."
                },
                {
                    "name": "Acid Spray (Recharge 6)",
                    "desc": "The ankheg spits a 30-foot-long  5-foot-wide stream of acid. Each creature in the area makes a DC 13 Dexterity saving throw  taking 14 (4d6) acid damage on a failure or half damage on a success. If the ankheg is grappling a target  it instead bathes the target in acid  dealing 14 (4d6) acid damage with no saving throw only to that target."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": [
                {
                    "name": "The ankhegqueenhas 1 legendary action it can take at the end of another creatures turn",
                    "desc": "The ankheg regains the spent legendary action at the start of its turn."
                },
                {
                    "name": "Acid Glob",
                    "desc": "Ranged Weapon Attack: +5 to hit, range 30/90 feet, one target. Hit: 7 (1d8 + 3) acid damage."
                },
                {
                    "name": "Burrowing Ambush (1/Day)",
                    "desc": "The ankheg burrows up to its burrowing speed without provoking opportunity attacks, and then resurfaces. If within melee range of an enemy, it makes a claw attack with advantage."
                }
            ],
            "special_abilities": null,
            "spell_list": [],
            "page_no": 26,
            "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_ankheg-queen/"
        },
        {
            "slug": "ankheg-spawn-a5e",
            "desc": "",
            "name": "Ankheg Spawn",
            "size": "Medium",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 13,
            "armor_desc": "",
            "hit_points": 11,
            "hit_dice": "2d8+2",
            "speed": {
                "walk": 30,
                "burrow": 10
            },
            "strength": 14,
            "dexterity": 12,
            "constitution": 12,
            "intelligence": 2,
            "wisdom": 14,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "acid",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "tremorsense 30 ft., passive Perception 12",
            "languages": "",
            "challenge_rating": "1/4",
            "cr": 0.25,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage."
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one Medium or smaller creature. Hit: 4 (1d4 + 2) slashing damage  and the target makes a DC 12 Strength check. On a failure  it is knocked prone. If the target is already prone  the ankheg can instead move up to half its Speed  dragging the target with it."
                },
                {
                    "name": "Acid Spit",
                    "desc": "Ranged Weapon Attack: +3 to hit, range 30 ft., one creature. Hit: 4 (1d8) acid damage."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 26,
            "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_ankheg-spawn/"
        },
        {
            "slug": "ankylosaurus-a5e",
            "desc": "",
            "name": "Ankylosaurus",
            "size": "Huge",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 16,
            "armor_desc": "",
            "hit_points": 63,
            "hit_dice": "6d12+24",
            "speed": {
                "walk": 30
            },
            "strength": 18,
            "dexterity": 10,
            "constitution": 18,
            "intelligence": 2,
            "wisdom": 12,
            "charisma": 5,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 11",
            "languages": "",
            "challenge_rating": "3",
            "cr": 3.0,
            "actions": [
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) bludgeoning damage. If the target is a Large or smaller creature  it makes a DC 14 Strength saving throw. On a failure  it is knocked prone."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 90,
            "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_ankylosaurus/"
        },
        {
            "slug": "ape-a5e",
            "desc": "",
            "name": "Ape",
            "size": "Medium",
            "type": "Beast",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 12,
            "armor_desc": "",
            "hit_points": 19,
            "hit_dice": "3d8+6",
            "speed": {
                "walk": 30,
                "climb": 30
            },
            "strength": 16,
            "dexterity": 14,
            "constitution": 14,
            "intelligence": 6,
            "wisdom": 12,
            "charisma": 6,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "athletics": 5,
                "perception": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 13",
            "languages": "",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The ape attacks twice with its fists."
                },
                {
                    "name": "Fists",
                    "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning damage."
                },
                {
                    "name": "Rock",
                    "desc": "Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6+3) bludgeoning damage."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": null,
            "spell_list": [],
            "page_no": 438,
            "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_ape/"
        },
        {
            "slug": "apprentice-mage-a5e",
            "desc": "",
            "name": "Apprentice Mage",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 10,
            "armor_desc": "",
            "hit_points": 11,
            "hit_dice": "2d8+2",
            "speed": {
                "walk": 30
            },
            "strength": 10,
            "dexterity": 10,
            "constitution": 12,
            "intelligence": 14,
            "wisdom": 10,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "arcana": 4,
                "history": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 10",
            "languages": "any one",
            "challenge_rating": "1/2",
            "cr": 0.5,
            "actions": [
                {
                    "name": "Dagger",
                    "desc": "Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) piercing damage."
                },
                {
                    "name": "Fire Bolt (Cantrip; V, S)",
                    "desc": "Ranged Spell Attack: +4 to hit, range 120 ft., one target. Hit: 5 (1d10) fire damage."
                },
                {
                    "name": "Magic Missile (1st-Level; V, S)",
                    "desc": "Three glowing arrows fly from the mage simultaneously  unerringly hitting up to 3 creatures within 120 feet. Each arrow deals 3 (1d4 + 1) force damage."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Shield (1st-Level; V",
                    "desc": "When the mage is hit by an attack or targeted by magic missile, they gain a +5 bonus to AC (including against the triggering attack) and immunity to magic missile. These benefits last until the start of their next turn."
                },
                {
                    "name": "Whether a student attending a wizard college or serving a crotchety master",
                    "desc": "Apprentice mage statistics can also be used to represent an older hedge wizard of limited accomplishments."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Spellcasting",
                    "desc": "The apprentice mage is a 2nd level spellcaster. Their spellcasting ability is Intelligence (spell save DC 12\n +4 to hit with spell attacks). They have the following wizard spells prepared:\n Cantrips (at will): fire bolt\n light\n prestidigitation\n 1st-level (3 slots): detect magic\n magic missile\n shield"
                }
            ],
            "spell_list": [],
            "page_no": 478,
            "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_apprentice-mage/"
        },
        {
            "slug": "arcane-blademaster-a5e",
            "desc": "",
            "name": "Arcane Blademaster",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 20,
            "armor_desc": "",
            "hit_points": 256,
            "hit_dice": "27d8+135",
            "speed": {
                "walk": 30
            },
            "strength": 20,
            "dexterity": 12,
            "constitution": 20,
            "intelligence": 20,
            "wisdom": 14,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 11,
            "intelligence_save": 11,
            "wisdom_save": 8,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "arcana": 11,
                "athletics": 11
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 12",
            "languages": "any six",
            "challenge_rating": "19",
            "cr": 19.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The arcane blademaster attacks four times and casts a cantrip."
                },
                {
                    "name": "Longsword",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) slashing damage."
                },
                {
                    "name": "Composite Longbow",
                    "desc": "Ranged Weapon Attack: +11 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage."
                },
                {
                    "name": "Shocking Grasp (Cantrip; V, S)",
                    "desc": "Melee Spell Attack: +11 to hit, reach 5 ft., one creature. Hit: 18 (4d8) lightning damage  and the target can't take reactions until the start of its next turn."
                },
                {
                    "name": "Fire Bolt (Cantrip; V, S)",
                    "desc": "Ranged Spell Attack: +11 to hit, range 120 ft., one target. Hit: 22 (4d10) fire damage."
                },
                {
                    "name": "Globe of Invulnerability (6th-Level; V, S, M, Concentration)",
                    "desc": "A glimmering 10-foot-radius sphere appears around the blademaster. It remains for 1 minute and doesnt move with the blademaster. Any 5th-level or lower spell cast from outside the sphere can't affect anything inside the sphere  even if cast with a higher level spell slot. Targeting something inside the sphere or including the spheres space in an area has no effect on anything inside."
                },
                {
                    "name": "Teleport (7th-Level; V)",
                    "desc": "The blademaster teleports to a location they are familiar with on the same plane of existence."
                },
                {
                    "name": "Unholy Star (7th-Level; V, S)",
                    "desc": "A meteor explodes at a point the blademaster can see 100 feet directly above them. Each creature within 120 feet that can see the meteor (other than the blademaster) makes a DC 19 Dexterity saving throw. On a failure  it is blinded until the end of the blademasters next turn. Four fiery chunks of the meteor then plummet to the ground at different points chosen by the blademaster that are within range  to explode in 5-foot-radius areas. Each creature in an area makes a DC 19 Dexterity saving throw  taking 21 (6d6) fire damage and 21 (6d6) necrotic damage on a failed save or half damage on a successful one. A creature in more than one area is affected only once. Flammable unattended objects catch fire."
                },
                {
                    "name": "Power Word Stun (8th-Level; V)",
                    "desc": "The blademaster utters a powerful word that stuns one creature that has 150 hit points or less and is within 60 feet (if it has more hit points  it is instead rattled until the end of its next turn). The creature repeats the saving throw at the end of each of its turns  ending the effect on a success."
                },
                {
                    "name": "Meteor Swarm (9th-Level; V, S)",
                    "desc": "Scorching 40-foot-radius spheres of flame strike the ground at 4 different points chosen by the blademaster within 1 mile. The effects of a sphere reach around corners. Creatures and objects in the area make a DC 19 Dexterity saving throw  taking 49 (14d6) fire damage and 49 (14d6) bludgeoning damage on a failure or half damage on a success. A creature in more than one area is affected only once. Flammable unattended objects catch fire."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Improved War Magic",
                    "desc": "When the blademaster uses an action to cast a spell, they can make one weapon attack."
                },
                {
                    "name": "Misty Step (2nd-Level; V)",
                    "desc": "The blademaster teleports to an unoccupied space they can see within 30 feet. The blademaster 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": "Duelist",
                    "desc": "When the blademaster is wielding a single melee weapon, their weapon attacks deal an extra 2 damage (included below)."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The blademaster has advantage on saving throws against spells and magical effects."
                },
                {
                    "name": "Steel Focus",
                    "desc": "The blademaster has advantage on Constitution saving throws made to maintain concentration on spells."
                },
                {
                    "name": "Superior Heavy Armor Master",
                    "desc": "While wearing heavy armor, the blademaster reduces any bludgeoning, piercing, or slashing damage they take from nonmagical weapons by 5."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The arcane blademaster is a 20th level spellcaster. Their spellcasting ability is Intelligence (spell save DC 19\n +11 to hit with spell attacks). The arcane blademaster has the following wizard spells prepared:\n Cantrips (at will): acid splash\n fire bolt\n shocking grasp\n true strike\n 1st-level (4 slots): burning hands\n charm person\n magic missile\n sleep\n 2nd-level (3 slots): magic weapon\n misty step\n see invisibility\n 3rd-level (3 slots): dispel magic\n fireball\n fly\n lightning bolt\n tongues\n 4th-level (3 slots): fire shield\n stoneskin\n wall of fire\n 5th-level (3 slots): cone of cold\n conjure elemental\n hold monster\n telekinesis\n 6th-level (2 slots): globe of invulnerability\n sunbeam\n 7th-level (2 slots): teleport\n unholy star\n 8th-level (1 slot): power word stun\n 9th-level (1 slot): meteor swarm"
                }
            ],
            "spell_list": [],
            "page_no": 479,
            "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_arcane-blademaster/"
        },
        {
            "slug": "archfey-a5e",
            "desc": "",
            "name": "Archfey",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 16,
            "armor_desc": "",
            "hit_points": 330,
            "hit_dice": "44d8+132",
            "speed": {
                "walk": 35,
                "fly": 60
            },
            "strength": 16,
            "dexterity": 20,
            "constitution": 16,
            "intelligence": 16,
            "wisdom": 20,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": 9,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 9,
            "charisma_save": 9,
            "perception": null,
            "skills": {
                "arcana": 7,
                "history": 7,
                "insight": 9,
                "nature": 7,
                "perception": 9,
                "persuasion": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "charmed, paralyzed, poisoned, unconscious",
            "senses": "truesight 60 ft., passive Perception 19",
            "languages": "Common, Elvish, Sylvan, two more",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The archfey makes two glittering scimitar attacks."
                },
                {
                    "name": "Glittering Scimitar",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 10 (3d6) cold  fire  lightning  or psychic damage (its choice)."
                },
                {
                    "name": "Gleaming Longbow",
                    "desc": "Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. This attack ignores half or three-quarters cover. Hit: 9 (1d8 + 5) piercing damage plus 14 (4d6) cold  fire  lightning  or psychic damage (its choice)."
                },
                {
                    "name": "Evil Eye (Gaze)",
                    "desc": "The archfey targets one creature not under the effect of a faeries Evil Eye within 60 feet. The target makes a DC 17 Wisdom saving throw. On a failed saving throw  the archfey chooses one of the following effects to magically impose on the target. Each effect lasts for 1 minute."
                },
                {
                    "name": "The target falls asleep",
                    "desc": "This effect ends if the target takes damage or another creature uses an action to rouse it."
                },
                {
                    "name": "The target is frightened",
                    "desc": "This effect ends if the target is ever 60 feet or more from the archfey."
                },
                {
                    "name": "The target is poisoned",
                    "desc": "It can repeat the saving throw at the end of each of its turns  ending the effect on itself on a success."
                },
                {
                    "name": "Summon Midnight (1/Day)",
                    "desc": "Night magically falls over a 5-mile-diameter area  lasting for 1 hour. As an action  the archfey can end this effect."
                },
                {
                    "name": "Weird (9th-Level; V, S, Concentration)",
                    "desc": "The archfey terrifies creatures with their own worst nightmares. Each creature within 30 feet of a point within 120 feet makes a DC 17 Wisdom saving throw. On a failure  the creature is frightened for 1 minute. At the end of each of the creatures turns  the creature takes 22 (4d10) psychic damage and then repeats the saving throw  ending the effect on itself on a success."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Faerie Step (Recharge 5-6)",
                    "desc": "The archfey magically teleports up to 60 feet to a space it can see."
                }
            ],
            "reactions": [
                {
                    "name": "Riposte",
                    "desc": "When the archfey is hit by a melee attack made by a creature it can see, it makes a glittering scimitar attack against the attacker."
                },
                {
                    "name": "Vengeful Eye",
                    "desc": "When the archfey is hit by a ranged attack or targeted with a spell by a creature within 60 feet, it uses Evil Eye on the attacker if they can see each other."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Faerie Form",
                    "desc": "The archfey can magically change its size between Large, Medium, and Tiny as an action. While Tiny, the bludgeoning, piercing, and slashing damage dealt by the archfeys attacks is halved. Additionally, it has disadvantage on Strength checks and advantage on Dexterity checks. While Large, the archfey has advantage on Strength checks. Its statistics are otherwise unchanged."
                },
                {
                    "name": "Faerie Light",
                    "desc": "As a bonus action, the archfey can cast dim light for 30 feet, or extinguish its glow."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The archfeys spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: At will: animal messenger, detect evil and good, detect magic, disguise self, 3/day each: charm person, scrying, zone of truth, 1/day each: dream, geas, heroes feast, magic circle, polymorph (self only)"
                }
            ],
            "spell_list": [],
            "page_no": 200,
            "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_archfey/"
        },
        {
            "slug": "archpriest-a5e",
            "desc": "",
            "name": "Archpriest",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 20,
            "armor_desc": "",
            "hit_points": 150,
            "hit_dice": "20d8+60",
            "speed": {
                "walk": 30
            },
            "strength": 18,
            "dexterity": 10,
            "constitution": 16,
            "intelligence": 14,
            "wisdom": 20,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": 7,
            "wisdom_save": 10,
            "charisma_save": 8,
            "perception": null,
            "skills": {
                "insight": 10,
                "medicine": 10,
                "persuasion": 8,
                "religion": 10
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "radiant",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "passive Perception 15",
            "languages": "any three",
            "challenge_rating": "16",
            "cr": 16.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The archpriest attacks twice."
                },
                {
                    "name": "Mace",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage plus 10 (3d6) radiant damage."
                },
                {
                    "name": "Flame Strike (5th-Level; V, S, M)",
                    "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 18 Dexterity saving throw  taking 14 (4d6) fire damage and 14 (4d6) radiant damage on a failure or half damage on a success."
                },
                {
                    "name": "Fire Storm (7th-Level; V, S)",
                    "desc": "Flames roar from areas within 120 feet in a contiguous group of ten 10-foot cubes in an arrangement the archpriest chooses. Creatures in the area make a DC 18 Dexterity saving throw  taking 38 (7d10) fire damage on a failure or half damage on a success. The spell damages objects in the area and ignites flammable objects that arent being worn or carried."
                },
                {
                    "name": "Holy Aura (8th-Level; V, S, M, Concentration)",
                    "desc": "Holy radiance emanates from the archpriest and fills a 30-foot radius around them  targeting creatures in the area of the archpriests choice. Targets shed dim light in a 5-foot radius and have advantage on saving throws. Attacks made against a target have disadvantage. When a fiend or undead hits a target  the aura erupts into blinding light  forcing the attacker to succeed on a DC 18 Constitution saving throw or be blinded until the spell ends (up to 1 minute)."
                },
                {
                    "name": "Mass Heal (9th-Level; V, S)",
                    "desc": "Healing energy erupts from the archpriest and restores up to 700 hit points amongst any number of creatures within 60 feet that are not constructs or undead. Creatures healed in this way are also cured of any diseases  and any effect causing them to be blinded or deafened. In addition  on subsequent turns within the next minute the archpriest can use a bonus action to distribute any unused hit points."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Divine Word (7th-Level; V)",
                    "desc": "The archpriest utters a primordial imprecation that targets other creatures within 30 feet. A target suffers an effect based on its current hit points.\n - Fewer than 50 hit points: Deafened for 1 minute.\n - Fewer than 40 hit points: Blinded and Deafened for 10 minutes.\n - Fewer than 30 hit points: Stunned, Blinded, and Deafened for 1 hour.\n - Fewer than 20 hit points: instantly killed outright.\n Additionally, any celestial, elemental, fey, or fiend affected by this spell is immediately forced back to its home plane, and for 24 hours it is unable to return to the archpriest's current plane by any means less powerful than a *wish* spell. Such a creature does not suffer this effect if it is already on its plane of origin. The archpriest 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": "Anointed Healing",
                    "desc": "Whenever the archpriest casts a spell that restores hit points, that spell restores an extra 11 (2d10) hit points."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The archpriest has advantage on saving throws against spells and magical effects."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The archpriest is a 20th level spellcaster. Their spellcasting ability is Wisdom (spell save DC 18\n +10 to hit with spell attacks). The archpriest has the following cleric spells prepared.\n Cantrips (at will): light\n mending\n sacred flame\n spare the dying\n thaumaturgy\n 1st-level (4 slots): bane\n bless\n cure wounds\n inflict wounds\n 2nd-level (3 slots): hold person\n lesser restoration\n spiritual weapon\n 3rd-level (3 slots): bestow curse\n dispel magic\n revivify\n 4th-level (3 slots): banishment\n guardian of faith\n stone shape\n 5th-level (3 slots): contagion\n flame strike\n greater restoration\n mass cure wounds\n 6th-level (2 slots): blade barrier\n planar ally\n true seeing\n 7th-level (2 slots): conjure celestial\n divine word\n fire storm\n 8th-level (1 slot): antimagic field\n 9th-level (1 slot): mass heal"
                }
            ],
            "spell_list": [],
            "page_no": 487,
            "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_archpriest/"
        },
        {
            "slug": "ascetic-grandmaster-a5e",
            "desc": "",
            "name": "Ascetic Grandmaster",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 20,
            "armor_desc": "",
            "hit_points": 172,
            "hit_dice": "23d8+69",
            "speed": {
                "walk": 60,
                "climb": 60
            },
            "strength": 16,
            "dexterity": 20,
            "constitution": 16,
            "intelligence": 10,
            "wisdom": 20,
            "charisma": 10,
            "strength_save": 8,
            "dexterity_save": 10,
            "constitution_save": 8,
            "intelligence_save": 5,
            "wisdom_save": 10,
            "charisma_save": 5,
            "perception": null,
            "skills": {
                "acrobatics": 10,
                "athletics": 8,
                "perception": 10,
                "stealth": 10
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "damage from nonmagical weapons",
            "damage_immunities": "",
            "condition_immunities": "charmed, frightened, poisoned",
            "senses": "passive Perception 22",
            "languages": "any one",
            "challenge_rating": "14",
            "cr": 14.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The grandmaster attacks six times."
                },
                {
                    "name": "Unarmed Strike",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Trained Dash",
                    "desc": "The grandmaster takes the Dash action."
                }
            ],
            "reactions": [
                {
                    "name": "Deft Dodge (1/Round)",
                    "desc": "When an attacker that the grandmaster can see hits them with an attack, the grandmaster halves the attacks damage against them."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Athlete",
                    "desc": "The grandmaster only uses 5 feet of movement when standing from prone and can make a running jump after moving only 5 feet rather than 10."
                },
                {
                    "name": "Evasion",
                    "desc": "When the grandmaster makes a Dexterity saving throw against an effect that deals half damage on a success, they take no damage on a success and half damage on a failure."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The grandmaster has advantage on saving throws against spells and magical effects."
                },
                {
                    "name": "Mobile",
                    "desc": "After the grandmaster makes a melee attack against a creature on their turn, until the end of their turn they do not provoke opportunity attacks from that creature."
                },
                {
                    "name": "Reactive",
                    "desc": "The grandmaster can take a reaction on each creatures turn."
                },
                {
                    "name": "Stunning Strike (1/Turn)",
                    "desc": "When the grandmaster hits a creature with a melee attack, they can force it to make a DC 18 Constitution saving throw. On a failure, it is stunned until the end of the grandmasters next turn."
                },
                {
                    "name": "Unarmored Defense",
                    "desc": "The grandmasters AC equals 10 + their Dexterity modifier + their Wisdom modifier."
                }
            ],
            "spell_list": [],
            "page_no": 465,
            "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_ascetic-grandmaster/"
        }
    ]
}