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

GET /v1/monsters/?format=api&ordering=dexterity_save&page=62
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=dexterity_save&page=63",
    "previous": "https://api-beta.open5e.com/v1/monsters/?format=api&ordering=dexterity_save&page=61",
    "results": [
        {
            "slug": "ancient-red-dragon-a5e",
            "desc": "",
            "name": "Ancient Red Dragon",
            "size": "Gargantuan",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 22,
            "armor_desc": "",
            "hit_points": 448,
            "hit_dice": "23d20+207",
            "speed": {
                "walk": 40,
                "climb": 40,
                "fly": 80
            },
            "strength": 30,
            "dexterity": 10,
            "constitution": 28,
            "intelligence": 18,
            "wisdom": 16,
            "charisma": 22,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": 17,
            "intelligence_save": null,
            "wisdom_save": 11,
            "charisma_save": 14,
            "perception": null,
            "skills": {
                "intimidation": 14,
                "perception": 11,
                "stealth": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "fire",
            "condition_immunities": "",
            "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 24",
            "languages": "Common, Draconic, two more",
            "challenge_rating": "26",
            "cr": 26.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon attacks once with its bite and twice with its claws. In place of its bite attack  it can Spit Fire."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 32 (4d10 + 10) piercing damage plus 9 (2d8) fire damage."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 28 (4d8 + 10) slashing damage."
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 23 (3d8 + 10) bludgeoning damage  and the dragon pushes the target 10 feet away."
                },
                {
                    "name": "Cruel Tyranny",
                    "desc": "The dragon snarls and threatens its minions  driving them to immediate action. The dragon chooses one creature it can see and that can hear the dragon. The creature uses its reaction to make one weapon attack with advantage. If the dragon is bloodied  it can use this ability on three minions at once."
                },
                {
                    "name": "Spit Fire",
                    "desc": "The dragon targets a creature within 60 feet  forcing it to make a DC 22 Dexterity saving throw. The creature takes 22 (4d10) fire damage on a failure or half damage on a success. A creature that fails the save also takes 11 (2d10) ongoing fire damage. A creature can use an action to end the ongoing damage."
                },
                {
                    "name": "Fire Breath (Recharge 5-6)",
                    "desc": "The dragon exhales a blast of fire in a 90-foot cone. Each creature in that area makes a DC 25 Dexterity saving throw  taking 98 (28d6) fire damage on a failed save or half damage on a success. A creature that fails the saving throw also takes 11 (2d10) ongoing fire damage. While affected by this ongoing damage  it is frightened of the dragon. A creature can use an action to end the ongoing damage."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Tail Attack",
                    "desc": "When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it."
                },
                {
                    "name": "Taskmaster",
                    "desc": "When a creature within 60 feet fails an ability check or saving throw, the dragon roars a command to it. The creature can roll a d10 and add it to the result of the roll, possibly turning the failure into a success."
                }
            ],
            "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": "Cruel Tyranny",
                    "desc": "The dragon uses its Cruel Tyranny action."
                },
                {
                    "name": "Roar",
                    "desc": "Each creature of the dragons choice within 120 feet that can hear it makes a DC 22 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours."
                },
                {
                    "name": "Wing Attack",
                    "desc": "The dragon beats its wings. Each creature within 15 feet makes a DC 25 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed."
                }
            ],
            "special_abilities": [
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "When the dragon fails a saving throw, it can choose to succeed instead. When it does, it sheds some of its scales, which turn to charcoal. If it has no more uses of this ability, its Armor Class is reduced to 20 until it finishes a long rest."
                },
                {
                    "name": "Searing Heat",
                    "desc": "A creature that touches the dragon or hits it with a melee attack for the first time on a turn takes 14 (4d6) fire damage."
                },
                {
                    "name": "Volcanic Tyrant",
                    "desc": "The dragon is immune to the effects of poisonous gases caused by volcanic environments. It also ignores difficult terrain caused by lava."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The dragons spellcasting ability is Charisma (save DC 22). It can innately cast the following spells, requiring no material components. 3/day each:command, hold person, glyph of warding, wall of fire,  1/day each:antimagic field, dominate monster"
                }
            ],
            "spell_list": [],
            "page_no": 116,
            "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-red-dragon/"
        },
        {
            "slug": "ancient-white-dragon-a5e",
            "desc": "",
            "name": "Ancient White Dragon",
            "size": "Gargantuan",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 20,
            "armor_desc": "",
            "hit_points": 370,
            "hit_dice": "20d20+160",
            "speed": {
                "walk": 40,
                "burrow": 40,
                "fly": 80,
                "swim": 40
            },
            "strength": 26,
            "dexterity": 12,
            "constitution": 26,
            "intelligence": 10,
            "wisdom": 16,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": 15,
            "intelligence_save": null,
            "wisdom_save": 10,
            "charisma_save": 10,
            "perception": null,
            "skills": {
                "intimidation": 10,
                "perception": 10,
                "stealth": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "cold",
            "condition_immunities": "",
            "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 23",
            "languages": "Common, Draconic",
            "challenge_rating": "22",
            "cr": 22.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon attacks once with its bite and twice with its claws. In place of its bite attack  it can Spit Ice."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 30 (4d10 + 8) piercing damage plus 9 (2d8) cold damage."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage."
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage  and the dragon pushes the target 10 feet away."
                },
                {
                    "name": "Spit Ice",
                    "desc": "The dragon targets a creature within 60 feet  forcing it to make a DC 23 Dexterity saving throw. On a failure  the target takes 22 (4d10) cold damage  and its speed is reduced to 0 until the end of its next turn. On a success  it takes half damage."
                },
                {
                    "name": "Cold Breath (Recharge 5-6)",
                    "desc": "The dragon exhales a 90-foot cone of frost. Each creature in the area makes a DC 23 Constitution saving throw. On a failure  it takes 66 (19d6) cold damage  and its speed is reduced to 0 until the end of its next turn. On a success  it takes half damage."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Tail Attack",
                    "desc": "When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": [
                {
                    "name": "The dragon can take 3 legendary actions",
                    "desc": "Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."
                },
                {
                    "name": "Roar",
                    "desc": "Each creature of the dragons choice within 120 feet that can hear it makes a DC 18 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turn, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours."
                },
                {
                    "name": "Wing Attack",
                    "desc": "The dragon beats its wings. Each creature within 15 feet makes a DC 23 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed."
                },
                {
                    "name": "Raging Storm (1/Day",
                    "desc": "For 1 minute, gusts of sleet emanate from the dragon in a 40-foot-radius sphere, spreading around corners. The area is lightly obscured, the ground is difficult terrain, and nonmagical flames are extinguished. The first time a creature other than the dragon moves on its turn while in the area, it must succeed on a DC 18 Dexterity saving throw or take 11 (2d10) cold damage and fall prone (or fall if it is flying)."
                }
            ],
            "special_abilities": [
                {
                    "name": "Cold Mastery",
                    "desc": "The dragons movement and vision is not hindered by cold, icy surfaces, snow, wind, or storms. Additionally, the dragon can choose to burrow through snow and ice without leaving a trace."
                },
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "When the dragon fails a saving throw, it can choose to succeed instead. When it does, it sheds some of its scales, which turn to ice. If it has no more uses of this ability, its Armor Class is reduced to 18 until it finishes a long rest."
                },
                {
                    "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:dominate beast, fire shield, animal friendship, sleet storm,  1/day each:control weather, wall of ice"
                }
            ],
            "spell_list": [],
            "page_no": 121,
            "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-white-dragon/"
        },
        {
            "slug": "efreeti-a5e",
            "desc": "",
            "name": "Efreeti",
            "size": "Large",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 17,
            "armor_desc": "",
            "hit_points": 172,
            "hit_dice": "15d10+90",
            "speed": {
                "walk": 40,
                "fly": 60
            },
            "strength": 22,
            "dexterity": 18,
            "constitution": 22,
            "intelligence": 14,
            "wisdom": 16,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": 6,
            "wisdom_save": 7,
            "charisma_save": 7,
            "perception": null,
            "skills": {
                "athletics": 10,
                "intimidation": 7,
                "perception": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "fire",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., passive Perception 17",
            "languages": "Ignan",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The efreeti makes two brass sword attacks or hurls flame twice. The efreeti can replace one attack with a kick."
                },
                {
                    "name": "Brass Sword",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage plus 7 (2d6) fire damage."
                },
                {
                    "name": "Kick",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (2d4 + 6) bludgeoning damage  and the target is pushed 10 feet away from the efreet."
                },
                {
                    "name": "Hurl Flame",
                    "desc": "Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 21 (6d6) fire damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Fiery Wall (1/Day)",
                    "desc": "An opaque wall of magical flame rises from the ground within 60 feet. The wall is 6 inches thick and can be up to 20 feet high and 30 feet long. Each creature within the wall when it appears makes a DC 15 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save or half damage on a success. A creature also takes 18 (4d8) fire damage when it enters the wall for the first time on a turn or ends its turn there. The wall disappears when the efreet is killed or incapacitated, or when it uses an action to dismiss it."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Innate Spellcasting",
                    "desc": "The efreetis innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components: At will: alter self (can assume Medium or Large form), detect magic, 3/day each: creation, gaseous form, major image, tongues, 1/day each: conjure elemental (fire elemental only), plane shift (to Elemental Plane of Fire only)"
                }
            ],
            "spell_list": [],
            "page_no": 221,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_efreeti/"
        },
        {
            "slug": "efreeti-noble-a5e",
            "desc": "",
            "name": "Efreeti Noble",
            "size": "Large",
            "type": "Elemental",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 17,
            "armor_desc": "",
            "hit_points": 344,
            "hit_dice": "30d10+180",
            "speed": {
                "walk": 40,
                "fly": 60
            },
            "strength": 22,
            "dexterity": 18,
            "constitution": 22,
            "intelligence": 14,
            "wisdom": 16,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": 6,
            "wisdom_save": 7,
            "charisma_save": 7,
            "perception": null,
            "skills": {
                "athletics": 10,
                "intimidation": 7,
                "perception": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "fire",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., passive Perception 17",
            "languages": "Ignan",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The efreeti makes two brass sword attacks or hurls flame twice. The efreeti can replace one attack with a kick."
                },
                {
                    "name": "Brass Sword",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage plus 7 (2d6) fire damage."
                },
                {
                    "name": "Kick",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (2d4 + 6) bludgeoning damage  and the target is pushed 10 feet away from the efreet."
                },
                {
                    "name": "Hurl Flame",
                    "desc": "Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 21 (6d6) fire damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Fiery Wall (1/Day)",
                    "desc": "An opaque wall of magical flame rises from the ground within 60 feet. The wall is 6 inches thick and can be up to 20 feet high and 30 feet long. Each creature within the wall when it appears makes a DC 15 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save or half damage on a success. A creature also takes 18 (4d8) fire damage when it enters the wall for the first time on a turn or ends its turn there. The wall disappears when the efreet is killed or incapacitated, or when it uses an action to dismiss it."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Innate Spellcasting",
                    "desc": "The efreetis innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components: At will: alter self (can assume Medium or Large form), detect magic, 3/day each: creation, gaseous form, major image, tongues, 1/day each: conjure elemental (fire elemental only), plane shift (to Elemental Plane of Fire only)"
                }
            ],
            "spell_list": [],
            "page_no": 221,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_efreeti-noble/"
        },
        {
            "slug": "elder-vampire-a5e",
            "desc": "",
            "name": "Elder Vampire",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 16,
            "armor_desc": "",
            "hit_points": 285,
            "hit_dice": "30d8+150",
            "speed": {
                "walk": 40,
                "climb": 30
            },
            "strength": 20,
            "dexterity": 18,
            "constitution": 20,
            "intelligence": 16,
            "wisdom": 16,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": 8,
            "perception": null,
            "skills": {
                "perception": 7,
                "persuasion": 8,
                "stealth": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic; damage from nonmagical, non-silvered weapons",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., truesight 120 ft., passive Perception 17",
            "languages": "the languages it knew in life",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Grab (Vampire Form Only)",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 4 (1d8) necrotic damage. The target is grappled (escape DC 17) and restrained while grappled in this way."
                },
                {
                    "name": "Charm",
                    "desc": "The vampire targets a creature within 30 feet  forcing it to make a DC 16 Wisdom saving throw. On a failure  the target is charmed by the vampire for 24 hours. While charmed it regards the vampire as a trusted friend and is a willing target for the vampires bite. The target repeats the saving throw each time it takes damage  ending the effect on itself on a success. If the targets saving throw is successful or the effect ends for it  it is immune to this vampires Charm for 24 hours."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target that is grappled, incapacitated, restrained, willing, or unaware of the vampires presence. Hit: 10 (1d10 + 5) piercing damage plus 21 (6d6) necrotic damage. The targets hit point maximum is reduced by an amount equal to the necrotic damage dealt, and the vampire regains this number of hit points. The reduction lasts until the target finishes a long rest. If the target is reduced to 0 hit points by this attack, it dies and rises the following night as a vampire spawn in the vampires thrall. Before the target first rises as a vampire spawn, a bless, gentle repose, or similar spell cast on the body prevents this transformation."
                }
            ],
            "reactions": [
                {
                    "name": "Hissing Scuttle (1/Day)",
                    "desc": "When the vampire takes radiant damage, it moves up to its Speed without provoking opportunity attacks."
                },
                {
                    "name": "Warding Charm (1/Day)",
                    "desc": "When a creature the vampire can see targets it with a melee attack but before the attack is made, the vampire uses Charm on that creature."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": [
                {
                    "name": "The vampire can take 1 legendary action",
                    "desc": "Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."
                },
                {
                    "name": "Blood Charm",
                    "desc": "The vampire uses Charm. A creature makes its initial saving throw with disadvantage if the vampire has hit it with a bite attack within the last 24 hours."
                },
                {
                    "name": "Grab",
                    "desc": "The vampire makes a grab attack."
                },
                {
                    "name": "Mist Form",
                    "desc": "The vampire transforms into a mist or back into its true form. As mist, the vampire has a flying speed of 30, can't speak, can't take actions or manipulate objects, is immune to nonmagical damage from weapons, and has advantage on saving throws and Stealth checks. It can pass through a space as narrow as 1 inch without squeezing but can't pass through water. Anything its carrying transforms with it."
                },
                {
                    "name": "Shapechange",
                    "desc": "The vampire transforms into the shape of a Medium or smaller beast or back into its true form. While transformed, it has the beasts size and movement modes. It can't use reactions or legendary actions, and can't speak. Otherwise, it uses the vampires statistics. Anything its carrying transforms with it."
                }
            ],
            "special_abilities": [
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "When the vampire fails a saving throw, it can choose to succeed instead. When it does so, it visibly grows older. Its original appearance is restored when it finishes a long rest."
                },
                {
                    "name": "Misty Recovery",
                    "desc": "When the vampire drops to 0 hit points, instead of falling unconscious, it turns into mist as if it had used the Mist Form legendary action. It can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to vampire form and is paralyzed for 1 hour, at which time it regains 1 hit point. While paralyzed in this way, it can be destroyed by fire damage, radiant damage, damage from a magical weapon, or a wooden stake driven through the heart, but it is otherwise immune to damage."
                },
                {
                    "name": "Regeneration",
                    "desc": "The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and hasnt taken radiant damage since its last turn."
                },
                {
                    "name": "Spider Climb",
                    "desc": "The vampire can climb even on difficult surfaces and upside down on ceilings."
                },
                {
                    "name": "Vampire Weaknesses",
                    "desc": "Vampires most common weaknesses are sunlight and running water. When the vampire ends its turn in contact with one of its weaknesses (such as being bathed in sunlight or running water), it takes 20 radiant damage. While in contact with its weakness, it can't use its Regeneration trait or its Mist Form or Shapechange actions."
                },
                {
                    "name": "Resting Place",
                    "desc": "Every vampires lair contains a resting place, usually a coffin or sarcophagus, where the vampire must rest for at least an hour each day to recuperate its powers. This resting place is sprinkled with soil from its mortal homeland. If this soil is scattered or is subjected to a bless, hallow, or similar spell, the vampire is destroyed when reduced to 0 hit points."
                },
                {
                    "name": "Blood Frenzy",
                    "desc": "While bloodied, the vampire can take 3 legendary actions instead of 1."
                }
            ],
            "spell_list": [],
            "page_no": 420,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_elder-vampire/"
        },
        {
            "slug": "erinyes-a5e",
            "desc": "",
            "name": "Erinyes",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 18,
            "armor_desc": "",
            "hit_points": 161,
            "hit_dice": "19d8+76",
            "speed": {
                "walk": 30,
                "fly": 60
            },
            "strength": 18,
            "dexterity": 18,
            "constitution": 18,
            "intelligence": 14,
            "wisdom": 16,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": 8,
            "perception": null,
            "skills": {
                "athletics": 8,
                "insight": 7,
                "perception": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold; damage from nonmagical, non-silvered weapons",
            "damage_immunities": "fire, poison",
            "condition_immunities": "poisoned",
            "senses": "truesight 120 ft., passive Perception 17",
            "languages": "Infernal, telepathy 120 ft.",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The erinyes makes three attacks."
                },
                {
                    "name": "Longsword",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 14 (4d6) poison damage."
                },
                {
                    "name": "Longbow",
                    "desc": "Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 14 (4d6) poison damage  and the target makes a DC 14 Constitution saving throw. On a failure  it is poisoned for 24 hours or until the poison is removed by lesser restoration or similar magic."
                },
                {
                    "name": "Lasso",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: The target is entangled by the lasso. While entangled  it can't move more than 15 feet away from the erinyes. The entanglement ends if the erinyes releases the lasso or becomes incapacitated  or if the lasso is destroyed. The lasso is an object with AC 12 and 20 HP and is immune to piercing  poison  psychic  and thunder damage. The entanglement also ends if the target or a creature within 5 feet of it uses an action to succeed on a DC 16 Athletics or Acrobatics check to remove the lasso. The erinyes can't make a lasso attack while a creature is entangled."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Parry",
                    "desc": "If the erinyes is wielding a longsword and can see its attacker, it adds 4 to its AC against one melee attack that would hit it."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Lawful Evil",
                    "desc": "The erinyes radiates a Lawful and Evil aura."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The erinyes has advantage on saving throws against spells and magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 82,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_erinyes/"
        },
        {
            "slug": "great-wyrm-blue-dragon-a5e",
            "desc": "",
            "name": "Great Wyrm Blue Dragon",
            "size": "Gargantuan",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 22,
            "armor_desc": "",
            "hit_points": 814,
            "hit_dice": "44d20+352",
            "speed": {
                "walk": 40,
                "burrow": 40,
                "fly": 80,
                "swim": 40
            },
            "strength": 28,
            "dexterity": 10,
            "constitution": 26,
            "intelligence": 18,
            "wisdom": 16,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": 16,
            "intelligence_save": null,
            "wisdom_save": 11,
            "charisma_save": 13,
            "perception": null,
            "skills": {
                "perception": 11,
                "stealth": 8,
                "survival": 11
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "lightning",
            "condition_immunities": "",
            "senses": "blindsight 60 ft., tremorsense 60 ft., darkvision 120 ft., passive Perception 24",
            "languages": "Common, Draconic, two more",
            "challenge_rating": "25",
            "cr": 25.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon attacks once with its bite and twice with its claws. In place of its bite attack  it can use Arc Lightning."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 31 (4d10 + 9) piercing damage plus 9 (2d8) lightning damage."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) slashing damage."
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 22 (3d8 + 9) bludgeoning damage  and the dragon pushes the target 10 feet away."
                },
                {
                    "name": "Arc Lightning",
                    "desc": "The dragon targets a creature within 60 feet  forcing it to make a DC 24 Dexterity saving throw. The creature takes 22 (4d10) lightning damage on a failure or half damage on a success. Also on a failure  the lightning jumps. Choose a creature within 30 feet of the target that hasnt been hit by this ability on this turn  and repeat the effect against it  possibly causing the lightning to jump again."
                },
                {
                    "name": "Lightning Breath (Recharge 5-6)",
                    "desc": "The dragon exhales a 120-foot-long  10-foot-wide line of lightning. Each creature in that area makes a DC 24 Dexterity saving throw  taking 94 (17d10) lightning damage on a failed save or half damage on a success. A creature that fails the save can't take reactions until the end of its next turn."
                },
                {
                    "name": "Quake",
                    "desc": "While touching natural ground  the dragon sends pulses of thunder rippling through it. Creatures within 30 feet make a DC 24 Strength saving throw  taking 22 (4d10) bludgeoning damage and falling prone on a failure. If a Large or smaller creature that fails the save is standing on sand  it also sinks partially  becoming restrained as well. A creature restrained in this way can spend half its movement to escape."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Tail Attack",
                    "desc": "When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": [
                {
                    "name": "The dragon can take 3 legendary actions",
                    "desc": "Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."
                },
                {
                    "name": "Roar",
                    "desc": "Each creature of the dragons choice within 120 feet that can hear it makes a DC 21 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours."
                },
                {
                    "name": "Wing Attack",
                    "desc": "The dragon beats its wings. Each creature within 15 feet makes a DC 24 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed."
                },
                {
                    "name": "Quake (Costs 2 Actions)",
                    "desc": "The dragon uses its Quake action."
                }
            ],
            "special_abilities": [
                {
                    "name": "Desert Farer",
                    "desc": "The dragon ignores difficult terrain or obscurement caused by sand or gravel, even while flying. Additionally, it ignores the effects of extreme heat."
                },
                {
                    "name": "Dune Splitter",
                    "desc": "The dragon can remain submerged in sand and gravel for up to 4 hours. It has advantage on Stealth checks made to hide in this way, and Large or smaller creatures within 20 feet of its hiding place when it emerges must succeed on a DC 24 Dexterity saving throw or be blinded until the end of its next turn."
                },
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "When the dragon fails a saving throw, it can choose to succeed instead. When it does, it sheds some of its scales, which turn to sand. If it has no more uses of this ability, its Armor Class is reduced to 20 until it finishes a long rest."
                },
                {
                    "name": "High Voltage (1/Day)",
                    "desc": "When the dragon is first bloodied, it immediately recharges its breath weapon, if its not already available. After doing so, the air around it becomes electrically charged. A creature that starts its turn within 15 feet of the dragon or moves within 15 feet of it for the first time on a turn makes a DC 24 Dexterity saving throw. On a failure, it takes 11 (2d10) lightning damage and can't take reactions until the start of its next turn. Creatures in metal armor or wielding metal weapons have disadvantage on this saving throw."
                },
                {
                    "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:blur, silent image, blight, hypnotic pattern,  1/day each:control water, mirage arcane,antipathy/sympathy"
                }
            ],
            "spell_list": [],
            "page_no": 107,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_great-wyrm-blue-dragon/"
        },
        {
            "slug": "great-wyrm-green-dragon-a5e",
            "desc": "",
            "name": "Great Wyrm Green Dragon",
            "size": "Gargantuan",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 21,
            "armor_desc": "",
            "hit_points": 840,
            "hit_dice": "48d20+336",
            "speed": {
                "walk": 40,
                "fly": 80,
                "swim": 40
            },
            "strength": 26,
            "dexterity": 12,
            "constitution": 24,
            "intelligence": 20,
            "wisdom": 16,
            "charisma": 28,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": 14,
            "intelligence_save": null,
            "wisdom_save": 10,
            "charisma_save": 11,
            "perception": null,
            "skills": {
                "deception": 11,
                "insight": 10,
                "perception": 10,
                "persuasion": 11,
                "stealth": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 23",
            "languages": "Common, Draconic, three more",
            "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 attack  it can Spit Poison."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 30 (4d10 + 8) piercing damage plus 9 (2d8) poison damage."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage."
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage  and the dragon pushes the target 10 feet away."
                },
                {
                    "name": "Spit Poison",
                    "desc": "The dragon targets a creature within 60 feet  forcing it to make a DC 22 Dexterity saving throw. The creature takes 22 (4d10) poison damage on a failure or half damage on a success. A creature that fails the save is also poisoned for 1 minute. The creature repeats the saving throw at the end of each of its turns  taking 11 (2d10) poison damage on a failure and ending the effect on a success."
                },
                {
                    "name": "Poison Breath (Recharge 5-6)",
                    "desc": "The dragon exhales poisonous gas in a 90-foot cone. Each creature in that area makes a DC 22 Constitution saving throw  taking 80 (23d6) poison damage on a failed save or half damage on a success. A creature with immunity to poison damage that fails the save takes no damage  but its poison immunity is reduced to resistance for the next hour."
                },
                {
                    "name": "Honeyed Words",
                    "desc": "The dragons words sow doubt in the minds of those who hear them. One creature within 60 feet who can hear and understand the dragon makes a DC 19 Wisdom saving throw. On a failure  the creature must use its reaction  if available  to make one attack against a creature of the dragons choice with whatever weapon it has to do so  moving up to its speed as part of the reaction if necessary. It need not use any special class features (such as Sneak Attack or Divine Smite) when making this attack. If it can't get in a position to attack the creature  it moves as far as it can toward the target before regaining its senses. A creature immune to being charmed is immune to this ability."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Tail Attack",
                    "desc": "When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": [
                {
                    "name": "The dragon can take 3 legendary actions",
                    "desc": "Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."
                },
                {
                    "name": "Honeyed Words",
                    "desc": "The dragon uses Honeyed Words."
                },
                {
                    "name": "Roar",
                    "desc": "Each creature of the dragons choice within 120 feet that can hear it makes a DC 19 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours."
                },
                {
                    "name": "Wing Attack",
                    "desc": "The dragon beats its wings. Each creature within 15 feet makes a DC 22 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed."
                }
            ],
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The dragon can breathe air and water."
                },
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "When the dragon fails a saving throw, it can choose to succeed instead. When it does, it sheds some of its scales, which turn into dry leaves and blow away. If it has no more uses of this ability, its Armor Class is reduced to 19 until it finishes a long rest."
                },
                {
                    "name": "Woodland Stalker",
                    "desc": "When in a forested area, the dragon has advantage on Stealth checks. Additionally, when it speaks in such a place, it can project its voice such that it seems to come from all around, allowing it to remain hidden while speaking."
                },
                {
                    "name": "Blood Toxicity (While Bloodied)",
                    "desc": "The first time each turn a creature hits the dragon with a melee attack while within 10 feet of it, that creature makes a DC 22 Dexterity saving throw, taking 10 (3d6) poison damage on a failure."
                },
                {
                    "name": "Venomous Resurgence (1/Day)",
                    "desc": "When the dragon is first bloodied, it immediately recharges its breath weapon, if its not already available. After doing so, it emanates a green gas that extends in a 15-foot radius around it. When a creature enters this area for the first time on a turn or starts its turn there, it makes a DC 22 Constitution saving throw. On a failure, a creature with resistance to poison damage loses it, and a creature without resistance or immunity to poison damage becomes vulnerable to poison damage instead. Either effect lasts until the start of the creatures next turn."
                },
                {
                    "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:animal messenger, tongues, modify memory, scrying,  1/day:mass suggestion, telepathic bond,glibness"
                }
            ],
            "spell_list": [],
            "page_no": 112,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_great-wyrm-green-dragon/"
        },
        {
            "slug": "great-wyrm-red-dragon-a5e",
            "desc": "",
            "name": "Great Wyrm Red Dragon",
            "size": "Gargantuan",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 22,
            "armor_desc": "",
            "hit_points": 897,
            "hit_dice": "46d20+414",
            "speed": {
                "walk": 40,
                "climb": 40,
                "fly": 80
            },
            "strength": 30,
            "dexterity": 10,
            "constitution": 28,
            "intelligence": 18,
            "wisdom": 16,
            "charisma": 22,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": 17,
            "intelligence_save": null,
            "wisdom_save": 11,
            "charisma_save": 14,
            "perception": null,
            "skills": {
                "intimidation": 14,
                "perception": 11,
                "stealth": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "fire",
            "condition_immunities": "",
            "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 24",
            "languages": "Common, Draconic, two more",
            "challenge_rating": "26",
            "cr": 26.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon attacks once with its bite and twice with its claws. In place of its bite attack  it can Spit Fire."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 32 (4d10 + 10) piercing damage plus 9 (2d8) fire damage."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 28 (4d8 + 10) slashing damage."
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 23 (3d8 + 10) bludgeoning damage  and the dragon pushes the target 10 feet away."
                },
                {
                    "name": "Cruel Tyranny",
                    "desc": "The dragon snarls and threatens its minions  driving them to immediate action. The dragon chooses one creature it can see and that can hear the dragon. The creature uses its reaction to make one weapon attack with advantage. If the dragon is bloodied  it can use this ability on three minions at once."
                },
                {
                    "name": "Spit Fire",
                    "desc": "The dragon targets a creature within 60 feet  forcing it to make a DC 22 Dexterity saving throw. The creature takes 22 (4d10) fire damage on a failure or half damage on a success. A creature that fails the save also takes 11 (2d10) ongoing fire damage. A creature can use an action to end the ongoing damage."
                },
                {
                    "name": "Fire Breath (Recharge 5-6)",
                    "desc": "The dragon exhales a blast of fire in a 90-foot cone. Each creature in that area makes a DC 25 Dexterity saving throw  taking 98 (28d6) fire damage on a failed save or half damage on a success. A creature that fails the saving throw also takes 11 (2d10) ongoing fire damage. While affected by this ongoing damage  it is frightened of the dragon. A creature can use an action to end the ongoing damage."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Tail Attack",
                    "desc": "When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it."
                },
                {
                    "name": "Taskmaster",
                    "desc": "When a creature within 60 feet fails an ability check or saving throw, the dragon roars a command to it. The creature can roll a d10 and add it to the result of the roll, possibly turning the failure into a success."
                }
            ],
            "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": "Cruel Tyranny",
                    "desc": "The dragon uses its Cruel Tyranny action."
                },
                {
                    "name": "Roar",
                    "desc": "Each creature of the dragons choice within 120 feet that can hear it makes a DC 22 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours."
                },
                {
                    "name": "Wing Attack",
                    "desc": "The dragon beats its wings. Each creature within 15 feet makes a DC 25 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed."
                }
            ],
            "special_abilities": [
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "When the dragon fails a saving throw, it can choose to succeed instead. When it does, it sheds some of its scales, which turn to charcoal. If it has no more uses of this ability, its Armor Class is reduced to 20 until it finishes a long rest."
                },
                {
                    "name": "Searing Heat",
                    "desc": "A creature that touches the dragon or hits it with a melee attack for the first time on a turn takes 14 (4d6) fire damage."
                },
                {
                    "name": "Volcanic Tyrant",
                    "desc": "The dragon is immune to the effects of poisonous gases caused by volcanic environments. It also ignores difficult terrain caused by lava."
                },
                {
                    "name": "Seething Rage",
                    "desc": "When the dragon is first bloodied, it immediately recharges its breath weapon, if its not already available. Its inner flame erupts, burning brightly in its eyes and mouth. After taking damage from its Searing Heat ability, a creature with resistance to fire damage loses it, and a creature with immunity to fire damage reduces it to resistance. Either effect lasts until the start of the creatures next turn."
                },
                {
                    "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:command, hold person, glyph of warding, wall of fire,  1/day each:antimagic field, dominate monster, storm of vengeance"
                }
            ],
            "spell_list": [],
            "page_no": 117,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_great-wyrm-red-dragon/"
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        {
            "slug": "great-wyrm-white-dragon-a5e",
            "desc": "",
            "name": "Great Wyrm White Dragon",
            "size": "Gargantuan",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 20,
            "armor_desc": "",
            "hit_points": 740,
            "hit_dice": "40d20+320",
            "speed": {
                "walk": 40,
                "burrow": 40,
                "fly": 80,
                "swim": 40
            },
            "strength": 26,
            "dexterity": 12,
            "constitution": 26,
            "intelligence": 10,
            "wisdom": 16,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": 15,
            "intelligence_save": null,
            "wisdom_save": 10,
            "charisma_save": 10,
            "perception": null,
            "skills": {
                "intimidation": 10,
                "perception": 10,
                "stealth": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "cold",
            "condition_immunities": "",
            "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 23",
            "languages": "Common, Draconic",
            "challenge_rating": "22",
            "cr": 22.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon attacks once with its bite and twice with its claws. In place of its bite attack  it can Spit Ice."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 30 (4d10 + 8) piercing damage plus 9 (2d8) cold damage."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage."
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage  and the dragon pushes the target 10 feet away."
                },
                {
                    "name": "Spit Ice",
                    "desc": "The dragon targets a creature within 60 feet  forcing it to make a DC 23 Dexterity saving throw. On a failure  the target takes 22 (4d10) cold damage  and its speed is reduced to 0 until the end of its next turn. On a success  it takes half damage."
                },
                {
                    "name": "Cold Breath (Recharge 5-6)",
                    "desc": "The dragon exhales a 90-foot cone of frost. Each creature in the area makes a DC 23 Constitution saving throw. On a failure  it takes 66 (19d6) cold damage  and its speed is reduced to 0 until the end of its next turn. On a success  it takes half damage."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Tail Attack",
                    "desc": "When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": [
                {
                    "name": "The dragon can take 3 legendary actions",
                    "desc": "Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."
                },
                {
                    "name": "Roar",
                    "desc": "Each creature of the dragons choice within 120 feet that can hear it makes a DC 18 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turn, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours."
                },
                {
                    "name": "Wing Attack",
                    "desc": "The dragon beats its wings. Each creature within 15 feet makes a DC 23 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed."
                },
                {
                    "name": "Raging Storm (1/Day",
                    "desc": "For 1 minute, gusts of sleet emanate from the dragon in a 40-foot-radius sphere, spreading around corners. The area is lightly obscured, the ground is difficult terrain, and nonmagical flames are extinguished. The first time a creature other than the dragon moves on its turn while in the area, it must succeed on a DC 18 Dexterity saving throw or take 11 (2d10) cold damage and fall prone (or fall if it is flying)."
                }
            ],
            "special_abilities": [
                {
                    "name": "Cold Mastery",
                    "desc": "The dragons movement and vision is not hindered by cold, icy surfaces, snow, wind, or storms. Additionally, the dragon can choose to burrow through snow and ice without leaving a trace."
                },
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "When the dragon fails a saving throw, it can choose to succeed instead. When it does, it sheds some of its scales, which turn to ice. If it has no more uses of this ability, its Armor Class is reduced to 18 until it finishes a long rest."
                },
                {
                    "name": "Heart of Winter",
                    "desc": "When the dragon is first bloodied, it immediately recharges its breath weapon, if its not already available. Additionally, the damage from the dragons Raging Storm is doubled."
                },
                {
                    "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:dominate beast, fire shield, animal friendship, sleet storm,  1/day each:control weather, wall of ice, reverse gravity"
                }
            ],
            "spell_list": [],
            "page_no": 121,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_great-wyrm-white-dragon/"
        },
        {
            "slug": "guardian-naga-a5e",
            "desc": "",
            "name": "Guardian Naga",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 18,
            "armor_desc": "",
            "hit_points": 136,
            "hit_dice": "16d10+48",
            "speed": {
                "walk": 40,
                "swim": 40
            },
            "strength": 16,
            "dexterity": 18,
            "constitution": 16,
            "intelligence": 16,
            "wisdom": 18,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": 7,
            "intelligence_save": 7,
            "wisdom_save": 8,
            "charisma_save": 8,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, poisoned",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "Abyssal, Celestial, Common",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. The target makes a DC 15 Constitution saving throw  taking 35 (10d6) poison damage on a failure or half damage on a success."
                },
                {
                    "name": "Spit Poison",
                    "desc": "Melee Weapon Attack: +8 to hit, range 20/60 ft., one creature. Hit: The target makes a DC 15 Constitution saving throw  taking 35 (10d6) poison damage on a failure or half damage on a success."
                },
                {
                    "name": "Command (1st-Level; V)",
                    "desc": "One living creature within 60 feet that the naga can see and that can hear and understand it makes a DC 16 Wisdom saving throw. On a failure  the target uses its next turn to move as far from the naga as possible  avoiding hazardous terrain."
                },
                {
                    "name": "Hold Person (2nd-Level; V, Concentration)",
                    "desc": "One humanoid the naga can see within 60 feet makes a DC 16 Wisdom saving throw. On a failure  the target is paralyzed for 1 minute. It repeats the saving throw at the end of each of its turns  ending the effect on a success."
                },
                {
                    "name": "Flame Strike (5th-Level; V)",
                    "desc": "A column of divine flame fills a 10-foot-radius  40-foot-high cylinder within 60 feet. Creatures in the area make a DC 16 Dexterity saving throw  taking 14 (4d6) fire damage and 14 (4d6) radiant damage on a failure or half damage on a success."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Shapeshift",
                    "desc": "The naga changes its form to that of a specific Medium humanoid, a Medium snake-human hybrid with the lower body of a snake, or its true form, which is a Large snake. While shapeshifted, its statistics are unchanged except for its size. It reverts to its true form if it dies."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The naga can breathe air and water."
                },
                {
                    "name": "Forbiddance",
                    "desc": "The nagas lair is under the forbiddance spell. Until it is dispelled, creatures in the lair can't teleport or use planar travel. Fiends and undead that are not the nagas allies take 27 (5d10) radiant damage when they enter or start their turn in the lair."
                },
                {
                    "name": "Rejuvenation",
                    "desc": "If it dies, the naga gains a new body in 1d6 days, regaining all its hit points. This trait can be removed with a wish spell."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The naga is an 11th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16). The naga has the following cleric spells prepared\n which it can cast with only vocalized components:\n Cantrips (at will): mending\n thaumaturgy\n 1st-level (4 slots): command\n cure wounds\n 2nd-level (3 slots): calm emotions\n hold person\n 3rd-level (3 slots) clairvoyance\n create food and water\n 4th-level (3 slots): divination\n freedom of movement\n 5th-level (2 slots): flame strike\n geas\n 6th-level (1 slot): forbiddance"
                }
            ],
            "spell_list": [],
            "page_no": 342,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_guardian-naga/"
        },
        {
            "slug": "kraken-a5e",
            "desc": "",
            "name": "Kraken",
            "size": "Gargantuan",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 20,
            "armor_desc": "",
            "hit_points": 444,
            "hit_dice": "24d20+192",
            "speed": {
                "walk": 20,
                "swim": 60
            },
            "strength": 30,
            "dexterity": 10,
            "constitution": 26,
            "intelligence": 22,
            "wisdom": 18,
            "charisma": 18,
            "strength_save": 18,
            "dexterity_save": 8,
            "constitution_save": 16,
            "intelligence_save": 14,
            "wisdom_save": 12,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, fire, thunder",
            "damage_immunities": "lightning; damage from nonmagical weapons",
            "condition_immunities": "",
            "senses": "truesight 120 ft., passive Perception 14",
            "languages": "understands Primordial but can't speak, telepathy 120 ft.",
            "challenge_rating": "25",
            "cr": 25.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 36 (4d12 + 10) piercing damage. If the target is a Huge or smaller creature grappled by the kraken  the target is swallowed. A swallowed creature is blinded and restrained  its Speed is 0  it has total cover from attacks from outside the kraken  and it takes 42 (12d6) acid damage at the start of each of the krakens turns."
                },
                {
                    "name": "If a swallowed creature deals 50 or more damage to the kraken in a single turn, or if the kraken dies, the kraken vomits up the creature",
                    "desc": ""
                },
                {
                    "name": "Ink Cloud",
                    "desc": "While underwater  the kraken exudes a cloud of ink in a 90-foot-radius sphere. The ink extends around corners  and the area is heavily obscured until the end of the krakens next turn or until a strong current dissipates the cloud. Each non-kraken creature in the area when the cloud appears makes a DC 24 Constitution saving throw. On a failure  it takes 27 (5d10) poison damage and is poisoned for 1 minute. On a success  it takes half damage. A poisoned creature can repeat the saving throw at the end of each of its turns. ending the effect on a success."
                },
                {
                    "name": "Summon Storm (1/Day)",
                    "desc": "Over the next 10 minutes  storm clouds magically gather. At the end of 10 minutes  a storm rages for 1 hour in a 5-mile radius."
                },
                {
                    "name": "Lightning (Recharge 5-6)",
                    "desc": "If the kraken is outside and the weather is stormy  three lightning bolts crack down from the sky  each of which strikes a different target within 120 feet of the kraken. A target makes a DC 24 Dexterity saving throw  taking 28 (8d6) lightning damage or half damage on a save."
                },
                {
                    "name": "Tentacle",
                    "desc": "Melee Weapon Attack: +18 to hit, reach 30 ft., one target. Hit: 28 (4d8 + 10) bludgeoning damage  and the target is grappled (escape DC 26). Until this grapple ends  the target is restrained. A tentacle can be targeted individually by an attack. It shares the krakens hit points  but if 30 damage is dealt to the tentacle  it releases a creature it is grappling. The kraken can grapple up to 10 creatures."
                },
                {
                    "name": "Fling",
                    "desc": "One Large or smaller object or creature grappled by the kraken is thrown up to 60 feet in a straight line. The target lands prone and takes 21 (6d6) bludgeoning damage. If the kraken throws the target at another creature  that creature makes a DC 26 saving throw  taking the same damage on a failure."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": [
                {
                    "name": "The kraken can take 3 legendary actions",
                    "desc": "Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."
                },
                {
                    "name": "Tentacle",
                    "desc": "The kraken makes one tentacle attack."
                },
                {
                    "name": "Fling",
                    "desc": "The kraken uses Fling."
                },
                {
                    "name": "Squeeze (Costs 2 Actions)",
                    "desc": "The kraken ends any magical effect that is restraining it or reducing its movement and then swims up to half its swim speed without provoking opportunity attacks. During this movement, it can fit through gaps as narrow as 10 feet wide without squeezing."
                }
            ],
            "special_abilities": [
                {
                    "name": "Immortal Nature",
                    "desc": "The kraken doesnt require air, sustenance, or sleep."
                },
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "If the kraken fails a saving throw, it can choose to succeed instead. When it does so, it can use its reaction, if available, to attack with its tentacle."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The kraken has advantage on saving throws against spells and magical effects."
                },
                {
                    "name": "Siege Monster",
                    "desc": "The kraken deals double damage to objects and structures."
                }
            ],
            "spell_list": [],
            "page_no": 300,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_kraken/"
        },
        {
            "slug": "titanic-kraken-a5e",
            "desc": "",
            "name": "Titanic Kraken",
            "size": "Titanic",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 20,
            "armor_desc": "",
            "hit_points": 888,
            "hit_dice": "48d20+384",
            "speed": {
                "walk": 20,
                "swim": 60
            },
            "strength": 30,
            "dexterity": 10,
            "constitution": 26,
            "intelligence": 22,
            "wisdom": 18,
            "charisma": 18,
            "strength_save": 18,
            "dexterity_save": 8,
            "constitution_save": 16,
            "intelligence_save": 14,
            "wisdom_save": 12,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, fire, thunder",
            "damage_immunities": "lightning; damage from nonmagical weapons",
            "condition_immunities": "",
            "senses": "truesight 120 ft., passive Perception 14",
            "languages": "understands Primordial but can't speak, telepathy 120 ft.",
            "challenge_rating": "25",
            "cr": 25.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 36 (4d12 + 10) piercing damage. If the target is a Huge or smaller creature grappled by the kraken  the target is swallowed. A swallowed creature is blinded and restrained  its Speed is 0  it has total cover from attacks from outside the kraken  and it takes 42 (12d6) acid damage at the start of each of the krakens turns."
                },
                {
                    "name": "If a swallowed creature deals 50 or more damage to the kraken in a single turn, or if the kraken dies, the kraken vomits up the creature",
                    "desc": ""
                },
                {
                    "name": "Ink Cloud",
                    "desc": "While underwater  the kraken exudes a cloud of ink in a 90-foot-radius sphere. The ink extends around corners  and the area is heavily obscured until the end of the krakens next turn or until a strong current dissipates the cloud. Each non-kraken creature in the area when the cloud appears makes a DC 24 Constitution saving throw. On a failure  it takes 27 (5d10) poison damage and is poisoned for 1 minute. On a success  it takes half damage. A poisoned creature can repeat the saving throw at the end of each of its turns. ending the effect on a success."
                },
                {
                    "name": "Summon Storm (1/Day)",
                    "desc": "Over the next 10 minutes  storm clouds magically gather. At the end of 10 minutes  a storm rages for 1 hour in a 5-mile radius."
                },
                {
                    "name": "Lightning (Recharge 5-6)",
                    "desc": "If the kraken is outside and the weather is stormy  three lightning bolts crack down from the sky  each of which strikes a different target within 120 feet of the kraken. A target makes a DC 24 Dexterity saving throw  taking 28 (8d6) lightning damage or half damage on a save."
                },
                {
                    "name": "Tentacle",
                    "desc": "Melee Weapon Attack: +18 to hit, reach 30 ft., one target. Hit: 28 (4d8 + 10) bludgeoning damage  and the target is grappled (escape DC 26). Until this grapple ends  the target is restrained. A tentacle can be targeted individually by an attack. It shares the krakens hit points  but if 30 damage is dealt to the tentacle  it releases a creature it is grappling. The kraken can grapple up to 10 creatures."
                },
                {
                    "name": "Fling",
                    "desc": "One Large or smaller object or creature grappled by the kraken is thrown up to 60 feet in a straight line. The target lands prone and takes 21 (6d6) bludgeoning damage. If the kraken throws the target at another creature  that creature makes a DC 26 saving throw  taking the same damage on a failure."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": [
                {
                    "name": "The kraken can take 3 legendary actions",
                    "desc": "Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."
                },
                {
                    "name": "Tentacle",
                    "desc": "The kraken makes one tentacle attack."
                },
                {
                    "name": "Fling",
                    "desc": "The kraken uses Fling."
                },
                {
                    "name": "Squeeze (Costs 2 Actions)",
                    "desc": "The kraken ends any magical effect that is restraining it or reducing its movement and then swims up to half its swim speed without provoking opportunity attacks. During this movement, it can fit through gaps as narrow as 10 feet wide without squeezing."
                }
            ],
            "special_abilities": [
                {
                    "name": "Immortal Nature",
                    "desc": "The kraken doesnt require air, sustenance, or sleep."
                },
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "If the kraken fails a saving throw, it can choose to succeed instead. When it does so, it can use its reaction, if available, to attack with its tentacle."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The kraken has advantage on saving throws against spells and magical effects."
                },
                {
                    "name": "Siege Monster",
                    "desc": "The kraken deals double damage to objects and structures."
                },
                {
                    "name": "Bloodied Ichor",
                    "desc": "While the Kraken is bloodied and in the water, black ichor leaks from it in a 60-foot radius, spreading around corners but not leaving the water. The area is lightly obscured to all creatures except the Kraken. A creature that starts its turn in the area takes 10 (3d6) acid damage."
                }
            ],
            "spell_list": [],
            "page_no": 301,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_titanic-kraken/"
        },
        {
            "slug": "vampire-a5e",
            "desc": "",
            "name": "Vampire",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 16,
            "armor_desc": "",
            "hit_points": 142,
            "hit_dice": "15d8+75",
            "speed": {
                "walk": 40,
                "climb": 30
            },
            "strength": 20,
            "dexterity": 18,
            "constitution": 20,
            "intelligence": 16,
            "wisdom": 16,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": 8,
            "perception": null,
            "skills": {
                "perception": 7,
                "persuasion": 8,
                "stealth": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic; damage from nonmagical, non-silvered weapons",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., passive Perception 17",
            "languages": "the languages it knew in life",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Grab (Vampire Form Only)",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 4 (1d8) necrotic damage. The target is grappled (escape DC 17) and restrained while grappled in this way."
                },
                {
                    "name": "Charm",
                    "desc": "The vampire targets a creature within 30 feet  forcing it to make a DC 16 Wisdom saving throw. On a failure  the target is charmed by the vampire for 24 hours. While charmed it regards the vampire as a trusted friend and is a willing target for the vampires bite. The target repeats the saving throw each time it takes damage  ending the effect on itself on a success. If the targets saving throw is successful or the effect ends for it  it is immune to this vampires Charm for 24 hours."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target that is grappled, incapacitated, restrained, willing, or unaware of the vampires presence. Hit: 10 (1d10 + 5) piercing damage plus 21 (6d6) necrotic damage. The targets hit point maximum is reduced by an amount equal to the necrotic damage dealt, and the vampire regains this number of hit points. The reduction lasts until the target finishes a long rest. If the target is reduced to 0 hit points by this attack, it dies and rises the following night as a vampire spawn in the vampires thrall. Before the target first rises as a vampire spawn, a bless, gentle repose, or similar spell cast on the body prevents this transformation."
                }
            ],
            "reactions": [
                {
                    "name": "Hissing Scuttle (1/Day)",
                    "desc": "When the vampire takes radiant damage, it moves up to its Speed without provoking opportunity attacks."
                },
                {
                    "name": "Warding Charm (1/Day)",
                    "desc": "When a creature the vampire can see targets it with a melee attack but before the attack is made, the vampire uses Charm on that creature."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": [
                {
                    "name": "The vampire can take 1 legendary action",
                    "desc": "Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."
                },
                {
                    "name": "Blood Charm",
                    "desc": "The vampire uses Charm. A creature makes its initial saving throw with disadvantage if the vampire has hit it with a bite attack within the last 24 hours."
                },
                {
                    "name": "Grab",
                    "desc": "The vampire makes a grab attack."
                },
                {
                    "name": "Mist Form",
                    "desc": "The vampire transforms into a mist or back into its true form. As mist, the vampire has a flying speed of 30, can't speak, can't take actions or manipulate objects, is immune to nonmagical damage from weapons, and has advantage on saving throws and Stealth checks. It can pass through a space as narrow as 1 inch without squeezing but can't pass through water. Anything its carrying transforms with it."
                },
                {
                    "name": "Shapechange",
                    "desc": "The vampire transforms into the shape of a Medium or smaller beast or back into its true form. While transformed, it has the beasts size and movement modes. It can't use reactions or legendary actions, and can't speak. Otherwise, it uses the vampires statistics. Anything its carrying transforms with it."
                }
            ],
            "special_abilities": [
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "When the vampire fails a saving throw, it can choose to succeed instead. When it does so, it visibly grows older. Its original appearance is restored when it finishes a long rest."
                },
                {
                    "name": "Misty Recovery",
                    "desc": "When the vampire drops to 0 hit points, instead of falling unconscious, it turns into mist as if it had used the Mist Form legendary action. It can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to vampire form and is paralyzed for 1 hour, at which time it regains 1 hit point. While paralyzed in this way, it can be destroyed by fire damage, radiant damage, damage from a magical weapon, or a wooden stake driven through the heart, but it is otherwise immune to damage."
                },
                {
                    "name": "Regeneration",
                    "desc": "The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and hasnt taken radiant damage since its last turn."
                },
                {
                    "name": "Spider Climb",
                    "desc": "The vampire can climb even on difficult surfaces and upside down on ceilings."
                },
                {
                    "name": "Vampire Weaknesses",
                    "desc": "Vampires most common weaknesses are sunlight and running water. When the vampire ends its turn in contact with one of its weaknesses (such as being bathed in sunlight or running water), it takes 20 radiant damage. While in contact with its weakness, it can't use its Regeneration trait or its Mist Form or Shapechange actions."
                },
                {
                    "name": "Resting Place",
                    "desc": "Every vampires lair contains a resting place, usually a coffin or sarcophagus, where the vampire must rest for at least an hour each day to recuperate its powers. This resting place is sprinkled with soil from its mortal homeland. If this soil is scattered or is subjected to a bless, hallow, or similar spell, the vampire is destroyed when reduced to 0 hit points."
                }
            ],
            "spell_list": [],
            "page_no": 418,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_vampire/"
        },
        {
            "slug": "vampire-assassin-a5e",
            "desc": "",
            "name": "Vampire Assassin",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 16,
            "armor_desc": "",
            "hit_points": 142,
            "hit_dice": "15d8+75",
            "speed": {
                "walk": 40,
                "climb": 30
            },
            "strength": 20,
            "dexterity": 18,
            "constitution": 20,
            "intelligence": 16,
            "wisdom": 16,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": 8,
            "perception": null,
            "skills": {
                "perception": 7,
                "persuasion": 8,
                "stealth": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic; damage from nonmagical, non-silvered weapons",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., passive Perception 17",
            "languages": "the languages it knew in life",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Grab (Vampire Form Only)",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 4 (1d8) necrotic damage. The target is grappled (escape DC 17) and restrained while grappled in this way."
                },
                {
                    "name": "Charm",
                    "desc": "The vampire targets a creature within 30 feet  forcing it to make a DC 16 Wisdom saving throw. On a failure  the target is charmed by the vampire for 24 hours. While charmed it regards the vampire as a trusted friend and is a willing target for the vampires bite. The target repeats the saving throw each time it takes damage  ending the effect on itself on a success. If the targets saving throw is successful or the effect ends for it  it is immune to this vampires Charm for 24 hours."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target that is grappled, incapacitated, restrained, willing, or unaware of the vampires presence. Hit: 10 (1d10 + 5) piercing damage plus 21 (6d6) necrotic damage. The targets hit point maximum is reduced by an amount equal to the necrotic damage dealt, and the vampire regains this number of hit points. The reduction lasts until the target finishes a long rest. If the target is reduced to 0 hit points by this attack, it dies and rises the following night as a vampire spawn in the vampires thrall. Before the target first rises as a vampire spawn, a bless, gentle repose, or similar spell cast on the body prevents this transformation."
                }
            ],
            "reactions": [
                {
                    "name": "Hissing Scuttle (1/Day)",
                    "desc": "When the vampire takes radiant damage, it moves up to its Speed without provoking opportunity attacks."
                },
                {
                    "name": "Warding Charm (1/Day)",
                    "desc": "When a creature the vampire can see targets it with a melee attack but before the attack is made, the vampire uses Charm on that creature."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": [
                {
                    "name": "The vampire can take 1 legendary action",
                    "desc": "Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."
                },
                {
                    "name": "Blood Charm",
                    "desc": "The vampire uses Charm. A creature makes its initial saving throw with disadvantage if the vampire has hit it with a bite attack within the last 24 hours."
                },
                {
                    "name": "Grab",
                    "desc": "The vampire makes a grab attack."
                },
                {
                    "name": "Mist Form",
                    "desc": "The vampire transforms into a mist or back into its true form. As mist, the vampire has a flying speed of 30, can't speak, can't take actions or manipulate objects, is immune to nonmagical damage from weapons, and has advantage on saving throws and Stealth checks. It can pass through a space as narrow as 1 inch without squeezing but can't pass through water. Anything its carrying transforms with it."
                },
                {
                    "name": "Shapechange",
                    "desc": "The vampire transforms into the shape of a Medium or smaller beast or back into its true form. While transformed, it has the beasts size and movement modes. It can't use reactions or legendary actions, and can't speak. Otherwise, it uses the vampires statistics. Anything its carrying transforms with it."
                }
            ],
            "special_abilities": [
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "When the vampire fails a saving throw, it can choose to succeed instead. When it does so, it visibly grows older. Its original appearance is restored when it finishes a long rest."
                },
                {
                    "name": "Misty Recovery",
                    "desc": "When the vampire drops to 0 hit points, instead of falling unconscious, it turns into mist as if it had used the Mist Form legendary action. It can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to vampire form and is paralyzed for 1 hour, at which time it regains 1 hit point. While paralyzed in this way, it can be destroyed by fire damage, radiant damage, damage from a magical weapon, or a wooden stake driven through the heart, but it is otherwise immune to damage."
                },
                {
                    "name": "Regeneration",
                    "desc": "The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and hasnt taken radiant damage since its last turn."
                },
                {
                    "name": "Spider Climb",
                    "desc": "The vampire can climb even on difficult surfaces and upside down on ceilings."
                },
                {
                    "name": "Vampire Weaknesses",
                    "desc": "Vampires most common weaknesses are sunlight and running water. When the vampire ends its turn in contact with one of its weaknesses (such as being bathed in sunlight or running water), it takes 20 radiant damage. While in contact with its weakness, it can't use its Regeneration trait or its Mist Form or Shapechange actions."
                },
                {
                    "name": "Resting Place",
                    "desc": "Every vampires lair contains a resting place, usually a coffin or sarcophagus, where the vampire must rest for at least an hour each day to recuperate its powers. This resting place is sprinkled with soil from its mortal homeland. If this soil is scattered or is subjected to a bless, hallow, or similar spell, the vampire is destroyed when reduced to 0 hit points."
                },
                {
                    "name": "Misty Stealth",
                    "desc": "While in Mist Form in dim light or darkness, the vampire is invisible."
                },
                {
                    "name": "Sneak Attack (1/Turn)",
                    "desc": "The vampire deals an extra 10 (3d6) damage when it hits with a weapon attack while it has advantage on the attack, or when its target is within 5 feet of an ally of the vampire while the vampire doesnt have disadvantage on the attack."
                }
            ],
            "spell_list": [],
            "page_no": 420,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_vampire-assassin/"
        },
        {
            "slug": "vampire-mage-a5e",
            "desc": "",
            "name": "Vampire Mage",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 16,
            "armor_desc": "",
            "hit_points": 142,
            "hit_dice": "15d8+75",
            "speed": {
                "walk": 40,
                "climb": 30
            },
            "strength": 20,
            "dexterity": 18,
            "constitution": 20,
            "intelligence": 16,
            "wisdom": 16,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": 8,
            "perception": null,
            "skills": {
                "perception": 7,
                "persuasion": 8,
                "stealth": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic; damage from nonmagical, non-silvered weapons",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., passive Perception 17",
            "languages": "the languages it knew in life",
            "challenge_rating": "13",
            "cr": 13.0,
            "actions": [
                {
                    "name": "Grab (Vampire Form Only)",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 4 (1d8) necrotic damage. The target is grappled (escape DC 17) and restrained while grappled in this way."
                },
                {
                    "name": "Charm",
                    "desc": "The vampire targets a creature within 30 feet  forcing it to make a DC 16 Wisdom saving throw. On a failure  the target is charmed by the vampire for 24 hours. While charmed it regards the vampire as a trusted friend and is a willing target for the vampires bite. The target repeats the saving throw each time it takes damage  ending the effect on itself on a success. If the targets saving throw is successful or the effect ends for it  it is immune to this vampires Charm for 24 hours."
                },
                {
                    "name": "Fireball (3rd-Level; V, S, M)",
                    "desc": "Fire streaks from the vampire to a point within 120 feet and explodes in a 20-foot radius  spreading around corners. Each creature in the area makes a DC 15 Dexterity saving throw  taking 21 (6d6) fire damage on a failed save or half damage on a success."
                },
                {
                    "name": "Blight (4th-Level; V, S)",
                    "desc": "The vampire targets a living creature or plant within 30 feet  draining moisture and vitality from it. The target makes a DC 15 Constitution saving throw  taking 36 (8d8) necrotic damage on a failure or half damage on a success. Plant creatures have disadvantage on their saving throw and take maximum damage. A nonmagical plant dies."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target that is grappled, incapacitated, restrained, willing, or unaware of the vampires presence. Hit: 10 (1d10 + 5) piercing damage plus 21 (6d6) necrotic damage. The targets hit point maximum is reduced by an amount equal to the necrotic damage dealt, and the vampire regains this number of hit points. The reduction lasts until the target finishes a long rest. If the target is reduced to 0 hit points by this attack, it dies and rises the following night as a vampire spawn in the vampires thrall. Before the target first rises as a vampire spawn, a bless, gentle repose, or similar spell cast on the body prevents this transformation."
                }
            ],
            "reactions": [
                {
                    "name": "Hissing Scuttle (1/Day)",
                    "desc": "When the vampire takes radiant damage, it moves up to its Speed without provoking opportunity attacks."
                },
                {
                    "name": "Warding Charm (1/Day)",
                    "desc": "When a creature the vampire can see targets it with a melee attack but before the attack is made, the vampire uses Charm on that creature."
                },
                {
                    "name": "Shield (1st-Level; V",
                    "desc": "When the vampire is hit by an attack or targeted by magic missile, it gains a +5 bonus to AC (including against the triggering attack) and immunity to magic missile. These benefits last until the start of its next turn."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": [
                {
                    "name": "The vampire can take 1 legendary action",
                    "desc": "Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."
                },
                {
                    "name": "Blood Charm",
                    "desc": "The vampire uses Charm. A creature makes its initial saving throw with disadvantage if the vampire has hit it with a bite attack within the last 24 hours."
                },
                {
                    "name": "Grab",
                    "desc": "The vampire makes a grab attack."
                },
                {
                    "name": "Mist Form",
                    "desc": "The vampire transforms into a mist or back into its true form. As mist, the vampire has a flying speed of 30, can't speak, can't take actions or manipulate objects, is immune to nonmagical damage from weapons, and has advantage on saving throws and Stealth checks. It can pass through a space as narrow as 1 inch without squeezing but can't pass through water. Anything its carrying transforms with it."
                },
                {
                    "name": "Shapechange",
                    "desc": "The vampire transforms into the shape of a Medium or smaller beast or back into its true form. While transformed, it has the beasts size and movement modes. It can't use reactions or legendary actions, and can't speak. Otherwise, it uses the vampires statistics. Anything its carrying transforms with it."
                }
            ],
            "special_abilities": [
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "When the vampire fails a saving throw, it can choose to succeed instead. When it does so, it visibly grows older. Its original appearance is restored when it finishes a long rest."
                },
                {
                    "name": "Misty Recovery",
                    "desc": "When the vampire drops to 0 hit points, instead of falling unconscious, it turns into mist as if it had used the Mist Form legendary action. It can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to vampire form and is paralyzed for 1 hour, at which time it regains 1 hit point. While paralyzed in this way, it can be destroyed by fire damage, radiant damage, damage from a magical weapon, or a wooden stake driven through the heart, but it is otherwise immune to damage."
                },
                {
                    "name": "Regeneration",
                    "desc": "The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and hasnt taken radiant damage since its last turn."
                },
                {
                    "name": "Spider Climb",
                    "desc": "The vampire can climb even on difficult surfaces and upside down on ceilings."
                },
                {
                    "name": "Vampire Weaknesses",
                    "desc": "Vampires most common weaknesses are sunlight and running water. When the vampire ends its turn in contact with one of its weaknesses (such as being bathed in sunlight or running water), it takes 20 radiant damage. While in contact with its weakness, it can't use its Regeneration trait or its Mist Form or Shapechange actions."
                },
                {
                    "name": "Resting Place",
                    "desc": "Every vampires lair contains a resting place, usually a coffin or sarcophagus, where the vampire must rest for at least an hour each day to recuperate its powers. This resting place is sprinkled with soil from its mortal homeland. If this soil is scattered or is subjected to a bless, hallow, or similar spell, the vampire is destroyed when reduced to 0 hit points."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The vampire is a 7th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15). It has the following wizard spells prepared:\n Cantrips (at will): mage hand\n minor illusion\n 1st-level (4 slots): disguise self\n shield\n 2nd-level (3 slots): darkness\n misty step\n 3rd-level (3 slots): animate dead\n fireball\n 4th-level (1 slot): blight"
                }
            ],
            "spell_list": [],
            "page_no": 420,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_vampire-mage/"
        },
        {
            "slug": "vampire-warrior-a5e",
            "desc": "",
            "name": "Vampire Warrior",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 18,
            "armor_desc": "",
            "hit_points": 142,
            "hit_dice": "15d8+75",
            "speed": {
                "walk": 40,
                "climb": 30
            },
            "strength": 20,
            "dexterity": 18,
            "constitution": 20,
            "intelligence": 16,
            "wisdom": 16,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": 8,
            "perception": null,
            "skills": {
                "perception": 7,
                "persuasion": 8,
                "stealth": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic; damage from nonmagical, non-silvered weapons",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., passive Perception 17",
            "languages": "the languages it knew in life",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Grab (Vampire Form Only)",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 4 (1d8) necrotic damage. The target is grappled (escape DC 17) and restrained while grappled in this way."
                },
                {
                    "name": "Charm",
                    "desc": "The vampire targets a creature within 30 feet  forcing it to make a DC 16 Wisdom saving throw. On a failure  the target is charmed by the vampire for 24 hours. While charmed it regards the vampire as a trusted friend and is a willing target for the vampires bite. The target repeats the saving throw each time it takes damage  ending the effect on itself on a success. If the targets saving throw is successful or the effect ends for it  it is immune to this vampires Charm for 24 hours."
                },
                {
                    "name": "Reaping Greatsword",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft.  up to 3 targets. Hit: 12 (2d6 + 5) slashing damage plus 4 (1d8) necrotic damage. If the target is a creature  it makes a DC 17 Strength saving throw  falling prone on a failure."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target that is grappled, incapacitated, restrained, willing, or unaware of the vampires presence. Hit: 10 (1d10 + 5) piercing damage plus 21 (6d6) necrotic damage. The targets hit point maximum is reduced by an amount equal to the necrotic damage dealt, and the vampire regains this number of hit points. The reduction lasts until the target finishes a long rest. If the target is reduced to 0 hit points by this attack, it dies and rises the following night as a vampire spawn in the vampires thrall. Before the target first rises as a vampire spawn, a bless, gentle repose, or similar spell cast on the body prevents this transformation."
                }
            ],
            "reactions": [
                {
                    "name": "Hissing Scuttle (1/Day)",
                    "desc": "When the vampire takes radiant damage, it moves up to its Speed without provoking opportunity attacks."
                },
                {
                    "name": "Warding Charm (1/Day)",
                    "desc": "When a creature the vampire can see targets it with a melee attack but before the attack is made, the vampire uses Charm on that creature."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": [
                {
                    "name": "The vampire can take 1 legendary action",
                    "desc": "Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."
                },
                {
                    "name": "Blood Charm",
                    "desc": "The vampire uses Charm. A creature makes its initial saving throw with disadvantage if the vampire has hit it with a bite attack within the last 24 hours."
                },
                {
                    "name": "Grab",
                    "desc": "The vampire makes a grab attack."
                },
                {
                    "name": "Mist Form",
                    "desc": "The vampire transforms into a mist or back into its true form. As mist, the vampire has a flying speed of 30, can't speak, can't take actions or manipulate objects, is immune to nonmagical damage from weapons, and has advantage on saving throws and Stealth checks. It can pass through a space as narrow as 1 inch without squeezing but can't pass through water. Anything its carrying transforms with it."
                },
                {
                    "name": "Shapechange",
                    "desc": "The vampire transforms into the shape of a Medium or smaller beast or back into its true form. While transformed, it has the beasts size and movement modes. It can't use reactions or legendary actions, and can't speak. Otherwise, it uses the vampires statistics. Anything its carrying transforms with it."
                }
            ],
            "special_abilities": [
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "When the vampire fails a saving throw, it can choose to succeed instead. When it does so, it visibly grows older. Its original appearance is restored when it finishes a long rest."
                },
                {
                    "name": "Misty Recovery",
                    "desc": "When the vampire drops to 0 hit points, instead of falling unconscious, it turns into mist as if it had used the Mist Form legendary action. It can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to vampire form and is paralyzed for 1 hour, at which time it regains 1 hit point. While paralyzed in this way, it can be destroyed by fire damage, radiant damage, damage from a magical weapon, or a wooden stake driven through the heart, but it is otherwise immune to damage."
                },
                {
                    "name": "Regeneration",
                    "desc": "The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and hasnt taken radiant damage since its last turn."
                },
                {
                    "name": "Spider Climb",
                    "desc": "The vampire can climb even on difficult surfaces and upside down on ceilings."
                },
                {
                    "name": "Vampire Weaknesses",
                    "desc": "Vampires most common weaknesses are sunlight and running water. When the vampire ends its turn in contact with one of its weaknesses (such as being bathed in sunlight or running water), it takes 20 radiant damage. While in contact with its weakness, it can't use its Regeneration trait or its Mist Form or Shapechange actions."
                },
                {
                    "name": "Resting Place",
                    "desc": "Every vampires lair contains a resting place, usually a coffin or sarcophagus, where the vampire must rest for at least an hour each day to recuperate its powers. This resting place is sprinkled with soil from its mortal homeland. If this soil is scattered or is subjected to a bless, hallow, or similar spell, the vampire is destroyed when reduced to 0 hit points."
                }
            ],
            "spell_list": [],
            "page_no": 421,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_vampire-warrior/"
        },
        {
            "slug": "crimson-mist",
            "desc": "",
            "name": "Crimson Mist",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 15,
            "armor_desc": null,
            "hit_points": 68,
            "hit_dice": "8d8+32",
            "speed": {
                "hover": true,
                "walk": 60
            },
            "strength": 17,
            "dexterity": 15,
            "constitution": 18,
            "intelligence": 3,
            "wisdom": 20,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 4,
            "charisma_save": 2,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "cold, necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "darkvision 60 ft., passive Perception 11",
            "languages": "understands all languages it knew as a vampire, but can't speak",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "desc": "The mist moves up to its speed. While doing so, it can enter a Medium or smaller creature's space. When the mist enters a creature's space, the creature must make a DC 15 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the mist. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.\n\nOn a failed save, the mist enters the creature's space, and the creature takes 15 (4d6) necrotic damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 15 (4d6) necrotic damage at the start of each of the mist's turns. When the mist moves, the engulfed creature doesn't move with it, and is freed. An engulfed creature can try to escape by taking an action to make a DC 14 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the mist. A creature within 5 feet of the mist can take an action to pull a creature out of the mist. Doing so requires a DC 14 Strength check, and the creature making the attempt takes 14 (4d6) necrotic damage. The mist can only engulf one Medium or smaller creature at a time.",
                    "name": "Engulf"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The crimson mist is weightless and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing.",
                    "name": "Pseudocorporeal"
                },
                {
                    "desc": "Whenever the crimson mist deals necrotic damage to a living creature with blood in its body, the creature's hp maximum is reduced by the same amount and the mist regains hp equal to half the necrotic damage dealt. The reduction lasts until the creature finishes a long rest. The creature dies if this effect reduces its hp maximum to 0.",
                    "name": "Sanguine Feast"
                },
                {
                    "desc": "The crimson mist has the following flaws:\nForbiddance. The crimson mist can't enter a residence without an invitation from one of the occupants.\nHarmed by Running Water. The crimson mist takes 20 force damage if it ends its turn above or within running water.\nSunlight Hypersensitivity. The crimson mist takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.",
                    "name": "Vampire Weaknesses"
                }
            ],
            "spell_list": [],
            "page_no": 67,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_crimson-mist/"
        },
        {
            "slug": "fey-drake",
            "desc": "",
            "name": "Fey Drake",
            "size": "Small",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "chaotic neutral",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 82,
            "hit_dice": "15d6+30",
            "speed": {
                "fly": 80,
                "walk": 20
            },
            "strength": 6,
            "dexterity": 20,
            "constitution": 15,
            "intelligence": 15,
            "wisdom": 16,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": 5,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "arcana": 5,
                "deception": 7,
                "perception": 6,
                "stealth": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., passive Perception 16",
            "languages": "Common, Draconic, Sylvan, telepathy 120 ft.",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "desc": "The fey drake makes three bite attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "2d4+5",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 hour.",
                    "name": "Bite"
                },
                {
                    "desc": "The drake breaths a plume of purple gas in a 15-foot cone. Each creature in that area must succeed on a DC 16 Wisdom saving throw or be charmed for 1 minute. While charmed, the creature can't take bonus actions or reactions, and it makes all Intelligence, Wisdom, and Charisma skill checks and saving throws with disadvantage.",
                    "name": "Bewildering Breath (Recharge 5-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The fey drake has advantage on saving throws against spells and other magical effects.",
                    "name": "Magic Resistance"
                },
                {
                    "desc": "As a bonus action, the fey drake can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the drake wears or carries is invisible with it.",
                    "name": "Superior Invisibility"
                },
                {
                    "desc": "The fey drake's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The fey drake can innately cast the following spells, requiring no material components\nAt will: charm person, color spray, grease\n3/day each: hypnotic pattern, locate creature, suggestion\n1/day each: dominate person, polymorph",
                    "name": "Innate Spellcasting"
                }
            ],
            "spell_list": [],
            "page_no": 130,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_fey-drake/"
        },
        {
            "slug": "ghost-dragon",
            "desc": "",
            "name": "Ghost Dragon",
            "size": "Large",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "any alignment",
            "armor_class": 14,
            "armor_desc": null,
            "hit_points": 126,
            "hit_dice": "23d10",
            "speed": {
                "fly": 60,
                "walk": 0
            },
            "strength": 10,
            "dexterity": 19,
            "constitution": 10,
            "intelligence": 14,
            "wisdom": 16,
            "charisma": 19,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": null,
            "perception": 7,
            "skills": {
                "perception": 7,
                "stealth": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "cold, necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "darkvision 120 ft., passive Perception 17",
            "languages": "any languages it knew in life",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "desc": "The ghost dragon makes one claw attack and one withering bite attack.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "2d6+4",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage.",
                    "name": "Claw"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "2d10+4",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage, and the target must succeed on a DC 17 Constitution saving throw or take 18 (4d8) necrotic damage.",
                    "name": "Withering Bite"
                },
                {
                    "desc": "The ghost dragon enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.",
                    "name": "Etherealness"
                },
                {
                    "desc": "The ghost dragon exhales a blast of icy terror in a 30-foot cone. Each living creature in that area must make a DC 16 Wisdom saving throw. On a failure, a creature takes 44 (8d10) psychic damage and is frightened for 1 minute. On a success, it takes half the damage and isn't frightened. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                    "name": "Horrifying Breath (Recharge 5-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The ghost dragon can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.",
                    "name": "Ethereal Sight"
                },
                {
                    "desc": "The ghost dragon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.",
                    "name": "Incorporeal Movement"
                }
            ],
            "spell_list": [],
            "page_no": 170,
            "environments": [],
            "img_main": null,
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            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
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            "v2_converted_path": "/v2/creatures/ccdx_ghost-dragon/"
        },
        {
            "slug": "ichneumon",
            "desc": "",
            "name": "Ichneumon",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 16,
            "armor_desc": "natural armor; 18 with Mud Armor",
            "hit_points": 123,
            "hit_dice": "13d10+52",
            "speed": {
                "walk": 50
            },
            "strength": 22,
            "dexterity": 18,
            "constitution": 18,
            "intelligence": 6,
            "wisdom": 14,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "acrobatics": 8,
                "athletics": 10,
                "stealth": 8,
                "survival": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., passive Perception 12",
            "languages": "-",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "desc": "The ichneumon makes three attacks: two with its bite and one with its claws.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 10,
                    "damage_dice": "4d6+6",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) piercing damage and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the ichneumon can't use its bite on another target.",
                    "name": "Bite"
                },
                {
                    "attack_bonus": 10,
                    "damage_dice": "3d6+6",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) slashing damage.",
                    "name": "Claws"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The ichneumon is immune to a dragon's Frightful Presence and has advantage on saving throws against the breath weapons of dragons.",
                    "name": "Draconic Predator"
                },
                {
                    "desc": "If the ichneumon is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the ichneumon instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.",
                    "name": "Evasion"
                },
                {
                    "desc": "The ichneumon has advantage on Wisdom (Perception) checks that rely on hearing or smell.",
                    "name": "Keen Hearing and Smell"
                },
                {
                    "desc": "If the ichneumon spends an hour applying mud to itself, it can increase its AC by 2 for 8 hours.",
                    "name": "Mud Armor"
                }
            ],
            "spell_list": [],
            "page_no": 224,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_ichneumon/"
        },
        {
            "slug": "king-kobold",
            "desc": "",
            "name": "King Kobold",
            "size": "Small",
            "type": "Humanoid",
            "subtype": "kobold",
            "group": null,
            "alignment": "lawful neutral",
            "armor_class": 15,
            "armor_desc": "18 with mage armor",
            "hit_points": 112,
            "hit_dice": "25d6+25",
            "speed": {
                "walk": 30
            },
            "strength": 8,
            "dexterity": 20,
            "constitution": 12,
            "intelligence": 14,
            "wisdom": 14,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": 5,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "deception": 5,
                "insight": 8,
                "intimidation": 8,
                "persuasion": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 12",
            "languages": "Common, Draconic",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "desc": "The king kobold makes two shortsword attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "1d6+5",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage.",
                    "name": "Shortsword"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "1d6+5",
                    "desc": "Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage.",
                    "name": "Hand Crossbow"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "desc": "The king kobold halves the damage from one attack that hits it. To do so, it must see the attacker.",
                    "name": "Uncanny Dodge"
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "On each of its turns, the king kobold can use a bonus action to take the Dash, Disengage, or Hide action.",
                    "name": "Cunning Action"
                },
                {
                    "desc": "If the king kobold is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the king instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.",
                    "name": "Evasion"
                },
                {
                    "desc": "The king has advantage on attack rolls against a creature if at least one of the king's allies is within 5 feet of the creature and the ally isn't incapacitated.",
                    "name": "Pack Tactics"
                },
                {
                    "desc": "The king kobold deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the king that isn't incapacitated and the king doesn't have disadvantage on the attack roll.",
                    "name": "Sneak Attack (1/Turn)"
                },
                {
                    "desc": "While in sunlight, the king has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.",
                    "name": "Sunlight Sensitivity"
                },
                {
                    "desc": "The king kobold is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared: \nCantrips (at will): fire bolt, mage hand, minor illusion, poison spray\n1st level (4 slots): alarm, grease, mage armor\n2nd level (3 slots): alter self, hold person, invisibility",
                    "name": "Spellcasting"
                }
            ],
            "spell_list": [],
            "page_no": 162,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
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            "v2_converted_path": "/v2/creatures/ccdx_king-kobold/"
        },
        {
            "slug": "lotus-golem",
            "desc": "",
            "name": "Lotus Golem",
            "size": "Large",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 14,
            "armor_desc": null,
            "hit_points": 82,
            "hit_dice": "11d10+22",
            "speed": {
                "walk": 30
            },
            "strength": 14,
            "dexterity": 19,
            "constitution": 14,
            "intelligence": 6,
            "wisdom": 12,
            "charisma": 4,
            "strength_save": 6,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 9,
            "skills": {
                "athletics": 6,
                "perception": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine",
            "damage_immunities": "cold, fire, poison, psychic",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "darkvision 60 ft., passive Perception 19",
            "languages": "understands the languages of its creator but can't speak",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "desc": "The lotus golem makes two arcane water attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "2d12+2",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d12 + 2) bludgeoning damage plus 7 (2d6) force damage.",
                    "name": "Arcane Water"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "desc": "When a spell is cast within 30 feet of it, the golem absorbs some of the spell's potency. If it is a spell that forces a saving throw, the DC to succeed drops by 2. If it is a spell with an attack roll, the attack roll has disadvantage. The golem regains 20 hp and gains 1 charge point in its Arcane Pool.",
                    "name": "Arcane Absorption"
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The lotus golem absorbs energy from nearby spellcasting. Most lotus golems hold 1 charge point at any given time but can hold up to 4. As a bonus action while casting a spell within 5 feet of the lotus golem, the golem's controller can expend the golem's charge points to cast the spell without expending a spell slot. To do so, the controller must expend a number of charge points equal to the level of the spell.",
                    "name": "Arcane Pool"
                },
                {
                    "desc": "The golem is immune to any spell or effect that would alter its form.",
                    "name": "Immutable Form"
                },
                {
                    "desc": "The golem has advantage on saving throws against spells and other magical effects.",
                    "name": "Magic Resistance"
                },
                {
                    "desc": "The golem's weapon attacks are magical.",
                    "name": "Magic Weapons"
                },
                {
                    "desc": "The golem can move across the surface of water as if it were harmless, solid ground. This trait works like the water walk spell.",
                    "name": "Water Walker"
                }
            ],
            "spell_list": [],
            "page_no": 201,
            "environments": [],
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            "document__title": "Creature Codex",
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            "v2_converted_path": "/v2/creatures/ccdx_lotus-golem/"
        },
        {
            "slug": "ningyo",
            "desc": "",
            "name": "Ningyo",
            "size": "Small",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 15,
            "armor_desc": null,
            "hit_points": 77,
            "hit_dice": "14d6+28",
            "speed": {
                "fly": 60,
                "swim": 60,
                "walk": 0
            },
            "strength": 8,
            "dexterity": 21,
            "constitution": 15,
            "intelligence": 14,
            "wisdom": 11,
            "charisma": 7,
            "strength_save": 2,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 3,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "deception": 1,
                "insight": 3,
                "perception": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold, fire, necrotic, poison",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., passive Perception 13",
            "languages": "Aquan, Common, Deep Speech",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "desc": "The ningyo makes four barbed tentacle attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "1d6+5",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage plus 5 (1d10) poison damage.",
                    "name": "Barbed Tentacle"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "desc": "When the ningyo takes damage, it can choose to take half the damage instead. The ningyo then chooses a creature within 60 feet. The target must succeed on a DC 15 Constitution saving throw or have disadvantage until the end of its next turn as it is wracked with the pain of the attack.",
                    "name": "Share Pain"
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The ningyo can breathe only underwater and can hold its breath for 1 hour.",
                    "name": "Aquatic"
                },
                {
                    "desc": "When a creature that the ningyo can see attacks the ningyo and misses, the attack is automatically redirected against another creature within 5 feet of the ningyo or the attacker. This attack uses the same attack roll.",
                    "name": "Curse of Ill Fortune"
                }
            ],
            "spell_list": [],
            "page_no": 278,
            "environments": [],
            "img_main": null,
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            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
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            "v2_converted_path": "/v2/creatures/ccdx_ningyo/"
        },
        {
            "slug": "pact-lich",
            "desc": "",
            "name": "Pact Lich",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "any evil alignment",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 195,
            "hit_dice": "26d8+78",
            "speed": {
                "walk": 30
            },
            "strength": 11,
            "dexterity": 16,
            "constitution": 16,
            "intelligence": 16,
            "wisdom": 14,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": 8,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": null,
            "skills": {
                "deception": 10,
                "persuasion": 10
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, fire, necrotic",
            "damage_immunities": "poison; bludgeoning, piercing and slashing from nonmagical attacks",
            "condition_immunities": "charmed, frightened, paralyzed, poisoned",
            "senses": "truesight 120 ft., passive Perception 12",
            "languages": "any languages it knew in life",
            "challenge_rating": "15",
            "cr": 15.0,
            "actions": [
                {
                    "desc": "The pact lich makes four enhanced eldritch blast attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 10,
                    "damage_dice": "3d6",
                    "desc": "Melee Spell Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 18 Charisma saving throw or have vivid hallucinations for 1 minute. During this time, the target is blinded, stunned, and deafened, sensing only the hallucinatory terrain and events. The hallucinations play on aspects of the creature's deepest fears. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                    "name": "Maddening Touch"
                },
                {
                    "attack_bonus": 10,
                    "damage_dice": "1d10+5",
                    "desc": "Ranged Spell Attack: +10 to hit, range 300 ft., one target. Hit: 10 (1d10 + 5) force damage. On a successful hit, the pact lich can push the target 10 feet away from it in a straight line.",
                    "name": "Enhanced Eldritch Blast"
                },
                {
                    "desc": "The pact lich targets one creature it can see within 60 feet of it. The target must make a DC 18 Wisdom saving throw. On a failure, the target disappears and is paralyzed as it is hurtled through the nightmare landscape of the lower planes. At the end of the pact lich's next turn, the target returns to the space it previously occupied, or the nearest unoccupied space, and is no longer paralyzed. If the target is not a fiend, it takes 55 (10d10) psychic damage when it returns. The target must succeed on another DC 18 Wisdom saving throw or be frightened until the end of the lich's next turn as the target reels from its horrific experience.",
                    "name": "Hurl Through Hell (1/Day)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "The pact lich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The lich regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "desc": "The lich casts a spell it can cast at will.",
                    "name": "At Will Spell"
                },
                {
                    "desc": "The pact lich chooses one damage type, gaining resistance to that damage type until it chooses a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.",
                    "name": "Fiendish Resilience"
                },
                {
                    "desc": "The pact lich uses its Maddening Touch.",
                    "name": "Maddening Touch (Costs 2 Actions)"
                },
                {
                    "desc": "The lich entreats its patron for aid, regaining all expended spells.",
                    "name": "Eldritch Master (Costs 3 Actions, 1/Day)"
                }
            ],
            "special_abilities": [
                {
                    "desc": "If the pact lich fails a saving throw, it can choose to succeed instead.",
                    "name": "Legendary Resistance (3/Day)"
                },
                {
                    "desc": "As a bonus action when in an area of dim light or darkness, the pact lich can become invisible until it moves or takes an action or reaction.",
                    "name": "One With Shadows"
                },
                {
                    "desc": "When the pact lich reduces a target to 0 hp, the lich gains 25 temporary hp.",
                    "name": "Patron's Blessing"
                },
                {
                    "desc": "If a fist-sized or larger diamond is within its lair, a destroyed pact lich usually gains a new body in 3d10 days, but its return to the Material Plane is ultimately dictated by its patron.",
                    "name": "Pact Rejuvenation"
                },
                {
                    "desc": "The pact lich's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring only verbal components:\nAt will: chill touch, detect magic, levitate, mage hand, prestidigitation, speak with dead, true strike\n1/day each: banishment, bestow curse, compulsion, confusion, conjure elemental, dominate monster, eyebite, finger of death, fly, hellish rebuke (5d10), hold monster, slow",
                    "name": "Innate Spellcasting"
                }
            ],
            "spell_list": [],
            "page_no": 152,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_pact-lich/"
        },
        {
            "slug": "shadow-fey-ambassador",
            "desc": "",
            "name": "Shadow Fey Ambassador",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "elf",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 16,
            "armor_desc": "studded leather",
            "hit_points": 161,
            "hit_dice": "19d8+76",
            "speed": {
                "walk": 30
            },
            "strength": 13,
            "dexterity": 18,
            "constitution": 18,
            "intelligence": 16,
            "wisdom": 16,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": null,
            "perception": 7,
            "skills": {
                "arcana": 7,
                "deception": 13,
                "insight": 7,
                "intimidation": 9,
                "perception": 7,
                "persuasion": 13
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 17",
            "languages": "Common, Elvish, Umbral",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "desc": "The ambassador uses its Withering Stare. It then makes three rapier attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "1d8+4",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft. Hit: 8 (1d8 + 4) piercing damage plus 10 (3d6) cold damage.",
                    "name": "Rapier"
                },
                {
                    "desc": "The silver-tongued shadow fey ambassador weaves together a string of highly persuasive and agreeable words. Each creature within 30 feet of the ambassador must succeed on a DC 16 Wisdom saving throw or be charmed by the ambassador, regarding it as a wise and trustworthy ally with the creature's best interests at heart. A charmed target doesn't have to obey the ambassador's commands, but it views the ambassador's words in the most favorable way. \n\nEach time a charmed target witnesses the shadow fey ambassador or its allies do something harmful to the target or its companions, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts as long as the ambassador maintains concentration, up to 8 hours.",
                    "name": "Honeyed Words (Recharges after a Long Rest)"
                },
                {
                    "desc": "The shadow fey ambassador targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the ambassador's Withering Stare for the next 24 hours.",
                    "name": "Withering Stare"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The shadow fey has advantage on saving throws against being charmed, and magic can't put it to sleep.",
                    "name": "Fey Ancestry"
                },
                {
                    "desc": "As a bonus action while in shadows, dim light, or darkness, the shadow fey disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this trait.",
                    "name": "Shadow Traveler (5/Day)"
                },
                {
                    "desc": "While in sunlight, the shadow fey has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.",
                    "name": "Sunlight Sensitivity"
                },
                {
                    "desc": "The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items.",
                    "name": "Traveler in Darkness"
                }
            ],
            "spell_list": [],
            "page_no": 145,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_shadow-fey-ambassador/"
        },
        {
            "slug": "shadow-fey-poisoner",
            "desc": "",
            "name": "Shadow Fey Poisoner",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "elf",
            "group": null,
            "alignment": "neutral",
            "armor_class": 16,
            "armor_desc": "studded leather",
            "hit_points": 112,
            "hit_dice": "15d8+45",
            "speed": {
                "walk": 30
            },
            "strength": 11,
            "dexterity": 18,
            "constitution": 16,
            "intelligence": 13,
            "wisdom": 11,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": 5,
            "wisdom_save": null,
            "charisma_save": 6,
            "perception": 4,
            "skills": {
                "acrobatics": 8,
                "deception": 6,
                "perception": 4,
                "persuasion": 6,
                "stealth": 12
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 120 ft., passive Perception 14",
            "languages": "Common, Elvish",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "desc": "The shadow fey poisoner makes two shortsword attacks or two longbow attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "1d6+4",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 28 (8d6) poison damage on a failed save, or half as much damage on a successful one.",
                    "name": "Shortsword"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "1d8+4",
                    "desc": "Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 28 (8d6) poison damage on a failed save, or half as much damage on a successful one.",
                    "name": "Longbow"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "During its first turn, the shadow fey has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the poisoner scores against a surprised creature is a critical hit.",
                    "name": "Assassinate"
                },
                {
                    "desc": "When in dim light or darkness, the shadow fey poisoner is invisible.",
                    "name": "Born of Shadows"
                },
                {
                    "desc": "If the shadow fey poisoner is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the poisoner instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.",
                    "name": "Evasion"
                },
                {
                    "desc": "The shadow fey has advantage on saving throws against being charmed, and magic can't put it to sleep.",
                    "name": "Fey Ancestry"
                },
                {
                    "desc": "As a bonus action while in shadows, dim light, or darkness, the shadow fey disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this trait.",
                    "name": "Shadow Traveler (4/Day)"
                },
                {
                    "desc": "The shadow fey poisoner deals an extra 21 (6d6) damage when it hits a target with a weapon attack and has advantage on the attack roll; or when the target is within 5 feet of an ally of the poisoner, that ally isn't incapacitated, and the poisoner doesn't have disadvantage on the attack roll.",
                    "name": "Sneak Attack (1/Turn)"
                },
                {
                    "desc": "While in sunlight, the shadow fey has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.",
                    "name": "Sunlight Sensitivity"
                },
                {
                    "desc": "The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items.",
                    "name": "Traveler in Darkness"
                }
            ],
            "spell_list": [],
            "page_no": 148,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_shadow-fey-poisoner/"
        },
        {
            "slug": "vampire-patrician",
            "desc": "",
            "name": "Vampire Patrician",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 119,
            "hit_dice": "14d8+56",
            "speed": {
                "walk": 30
            },
            "strength": 15,
            "dexterity": 18,
            "constitution": 18,
            "intelligence": 16,
            "wisdom": 13,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 5,
            "charisma_save": 9,
            "perception": 5,
            "skills": {
                "deception": 9,
                "intimidation": 9,
                "perception": 5,
                "persuasion": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., passive Perception 15",
            "languages": "the languages it knew in life",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "desc": "The vampire patrician can use its Bone-Chilling Gaze. It then makes two attacks, only one of which can be a bite attack.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "2d8+4",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) piercing damage plus 3 (1d6) necrotic damage.",
                    "name": "Rapier"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "1d6+4",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire patrician, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) necrotic damage. The target's hp maximum is reduced by an amount equal to the necrotic damage taken, and the patrician regains hp equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire patrician's control.",
                    "name": "Bite"
                },
                {
                    "desc": "The vampire patrician targets one humanoid it can see within 30 feet. If the target can see the patrician, the target must succeed on a DC 17 Charisma saving throw or become paralyzed with fear until the end of its next turn.",
                    "name": "Bone-Chilling Gaze"
                },
                {
                    "desc": "The vampire patrician calls 4d6 hunting hounds (use mastiff statistics) to its side. While outdoors, the vampire patrician can call 4d6 hunting raptors (use blood hawk statistics) instead. These creatures arrive in 1d4 rounds, helping the patrician and obeying its spoken commands. The beasts remain for 1 hour, until the patrician dies, or until the patrician dismisses them as a bonus action.",
                    "name": "Release the Hounds! (1/Day)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "A melee weapon deals one extra die of its damage and an extra 3 (1d6) necrotic damage when the vampire patrician hits with it (included in the attack).",
                    "name": "Cruel Combatant"
                },
                {
                    "desc": "When it drops to 0 hp outside its resting place, the vampire patrician transforms into a cloud of mist instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. While it has 0 hp in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. \n\nWhile in mist form it can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight. \n\nOnce in its resting place, it reverts to vampire form. It is then paralyzed until it regains at least 1 hp. After spending 1 hour in its resting place with 0 hp, it regains 1 hp.",
                    "name": "Misty Escape"
                },
                {
                    "desc": "The vampire patrician can ignore the effects of sunlight for up to 1 minute.",
                    "name": "Noble Resilience (Recharges after a Long Rest)"
                },
                {
                    "desc": "The patrician regains 15 hp at the start of its turn if it has at least 1 hp and isn't in sunlight or running water. If it takes radiant damage or damage from holy water, this trait doesn't function at the start of its next turn.",
                    "name": "Regeneration"
                },
                {
                    "desc": "The vampire patrician can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.",
                    "name": "Spider Climb"
                },
                {
                    "desc": "The vampire patrician has the following flaws:\nForbiddance. The patrician can't enter a residence without an invitation from one of the occupants.\nHarmed by Running Water. The patrician takes 20 acid damage if it ends its turn in running water.\nStake to the Heart. If a piercing weapon made of wood is driven into the patrician's heart while the patrician is incapacitated in its resting place, the patrician is paralyzed until the stake is removed.\nSunlight Hypersensitivity. The patrician takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.",
                    "name": "Vampire Weaknesses"
                }
            ],
            "spell_list": [],
            "page_no": 365,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_vampire-patrician/"
        },
        {
            "slug": "xiphus",
            "desc": "",
            "name": "Xiphus",
            "size": "Small",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 15,
            "armor_desc": null,
            "hit_points": 55,
            "hit_dice": "10d6+20",
            "speed": {
                "walk": 50
            },
            "strength": 14,
            "dexterity": 21,
            "constitution": 15,
            "intelligence": 10,
            "wisdom": 12,
            "charisma": 14,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "acrobatics": 8,
                "perception": 4,
                "stealth": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "lightning",
            "condition_immunities": "",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "Common, Elvish, Umbral",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "desc": "The xiphus makes three hidden dagger attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 8,
                    "damage_dice": "1d4+5",
                    "desc": "Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage plus 7 (2d6) lightning damage.",
                    "name": "Hidden Dagger"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "desc": "If damage is dealt to a xiphus that would kill it, it can attempt to temporarily borrow time from another creature to avoid death. One creature the xiphus can see within 30 feet of it must succeed on a DC 16 Constitution saving throw or take 10 (3d6) necrotic damage, and the xiphus regains hp equal to the damage taken. The target is stable and doesn't die if this effect reduces its hp to 0. After 2 rounds, the xiphus takes necrotic damage, and the target regains hp, equal to the original amount borrowed.",
                    "name": "Borrowed Time (Recharges after a Short or Long Rest)"
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "If the xiphus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the xiphus instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.",
                    "name": "Evasion"
                },
                {
                    "desc": "Whenever the xiphus is subjected to lightning damage, it takes no damage and instead regains a number of hp equal to the lightning damage dealt.",
                    "name": "Lightning Absorption"
                },
                {
                    "desc": "As a bonus action, a xiphus chooses one creature it can see. The xiphus' clockwork heart vibrates rapidly, bending time to give the xiphus the upper hand against its chosen target. The xiphus chooses whether to have advantage on its attacks against that target or on saving throws against spells cast by the target until the start of the xiphus' next turn.",
                    "name": "Siphon Time (Recharge 5-6)"
                },
                {
                    "desc": "The movements of a xiphus are so swift that it is almost invisible when in motion. If the xiphus moves at least 10 feet on its turn, attack rolls against it have disadvantage until the start of its next turn unless the xiphus is incapacitated or restrained.",
                    "name": "Startling Speed"
                }
            ],
            "spell_list": [],
            "page_no": 388,
            "environments": [],
            "img_main": null,
            "document__slug": "cc",
            "document__title": "Creature Codex",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/",
            "v2_converted_path": "/v2/creatures/ccdx_xiphus/"
        },
        {
            "slug": "angel-zirnitran",
            "desc": "",
            "name": "Angel, Zirnitran",
            "size": "Huge",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "neutral good",
            "armor_class": 19,
            "armor_desc": "natural armor",
            "hit_points": 325,
            "hit_dice": "26d12+156",
            "speed": {
                "walk": 30,
                "fly": 80
            },
            "strength": 19,
            "dexterity": 14,
            "constitution": 23,
            "intelligence": 25,
            "wisdom": 25,
            "charisma": 20,
            "strength_save": 1,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 1,
            "charisma_save": 1,
            "perception": 7,
            "skills": {
                "perception": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "radiant; nonmagic B/P/S attacks",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, exhausted, frightened, poisoned",
            "senses": "truesight 120', passive Perception 23",
            "languages": "all, telepathy 120'",
            "challenge_rating": "20",
            "cr": 20.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Uses Glimpse from the Heavens then three Anointed Claws or Draconic Blasts."
                },
                {
                    "name": "Anointed Claws",
                    "desc": "Melee Weapon Attack: +10 to hit, 5 ft., one target, 11 (2d6+4) slashing damage and 22 (5d8) radiant."
                },
                {
                    "name": "Draconic Blast",
                    "desc": "Ranged Spell Attack: +13 to hit, 120 ft., one target, 29 (5d8+7) radiant. Can choose to deal acid cold fire lightning or poison instead of radiant."
                },
                {
                    "name": "Sacred Flame Breath (Recharge 5-6)",
                    "desc": "Exhales holy fire in a 90' cone. Each creature in that area: 33 (6d10) fire and 33 (6d10) radiant (DC 20 Dex half). Also the holy fire burns away magic ending any spell of 7th-level or lower in the area."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Six-Scaled Aegis",
                    "desc": "When it takes damage it gains resistance to that type of damage including the triggering damage for 1 min or until it uses this reaction again."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": [
                {
                    "name": "Detect",
                    "desc": "Knows location of each dragon and each creature with strong connection to dragons such as a sorcerer with the draconic bloodline within 120' of it."
                },
                {
                    "name": "Move",
                    "desc": "Flies up to half its fly speed with o provoking opportunity attacks."
                },
                {
                    "name": "Attack (2)",
                    "desc": "Makes one Anointed Claws or Draconic Blast attack."
                },
                {
                    "name": "Cast a Spell (2)",
                    "desc": "Uses Spellcasting."
                },
                {
                    "name": "Under Black Wings (3)",
                    "desc": "Creates a magical feathered shield around itself or another creature it can see within 120' of it. Target gains +2 to AC and 20 temp hp until the end of zirnitran's next turn."
                }
            ],
            "special_abilities": [
                {
                    "name": "Angelic Weapons",
                    "desc": "Its weapon attacks are magical. When it hits with any weapon deals extra 5d8 radiant (included below)."
                },
                {
                    "name": "Aura of Balance",
                    "desc": "Affects chance and probability around it. While creature within 20' of it can't have advantage or disadvantage on any ability check attack roll or save. Aura affects zirnitran. At start of each of its turns zirnitran chooses whether this aura is active."
                },
                {
                    "name": "Divine Awareness",
                    "desc": "Knows if it hears a lie."
                },
                {
                    "name": "Dragon Watcher",
                    "desc": "Advantage: saves vs. dragon breath weapons. No damage if it succeeds on such a save and only half if it fails."
                },
                {
                    "name": "Hardened Scales",
                    "desc": "Any critical hit vs. it becomes a normal hit."
                },
                {
                    "name": "Immortal Nature",
                    "desc": "Doesn't require food drink or sleep"
                },
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "Choose to succeed failed save."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "Advantage: spell/magic effect saves."
                },
                {
                    "name": "Glimpse from the Heavens",
                    "desc": "Its eyes flash with the majesty of a solar eclipse. Each creature of its choice that is within 60' of it and that can see it: DC 19 Wis save or frightened for 1 min. Creature can re-save at end of each of its turns ending the effect on a success. If save is successful or effect ends for it creature is immune to zirnitran's Glimpse of the Heavens for the next 24 hrs. A creature that fails by 5+ is also blinded. Blindness lasts until removed by a greater restoration spell or similar magic."
                },
                {
                    "name": "Secrets of the Hidden Hoard (2/Day)",
                    "desc": "Draws upon ages of study and observation and casts one spell of 8th level or lower that appears on the cleric or wizard spell list. Casts the spell as an action regardless of spell's normal casting time."
                },
                {
                    "name": "Spellcasting",
                    "desc": "Wis (DC 21) no material components: At will: detect evil and good invisibility (self only) legend lore thaumaturgy3/day ea: dispel evil and good geas (as an action)1/day ea: antimagic field plane shift"
                }
            ],
            "spell_list": [],
            "page_no": 30,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_angel-zirnitran/"
        },
        {
            "slug": "arcane-scavenger",
            "desc": "",
            "name": "Arcane Scavenger",
            "size": "Large",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 127,
            "hit_dice": "17d10+34",
            "speed": {
                "walk": 10,
                "fly": 40
            },
            "strength": 19,
            "dexterity": 18,
            "constitution": 14,
            "intelligence": 16,
            "wisdom": 16,
            "charisma": 13,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "nonmagic B/P/S attacks",
            "damage_immunities": "force, poison, psychic",
            "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned",
            "senses": "truesight 60', passive Perception 17",
            "languages": "—",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Three Grabbing Claw or Excavation Beams."
                },
                {
                    "name": "Grabbing Claw",
                    "desc": "Melee Weapon Attack: +8 to hit, 15 ft., one target, 13 (2d8+4) bludgeoning damage + 7 (2d6) force and target is grappled (escape DC 16). Scavenger has eight claws each of which can grapple only one target."
                },
                {
                    "name": "Excavation Beam",
                    "desc": "Ranged Spell Attack: +7 to hit, 60 ft., one target, 20 (5d6+3) fire."
                },
                {
                    "name": "Spellcasting",
                    "desc": "Int (DC 15) no material components: At will: detect magic locate object3/day ea: counterspell dispel magic"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Construct Nature",
                    "desc": "Doesn't require air food drink or sleep."
                },
                {
                    "name": "Eldritch Overload",
                    "desc": "When reduced to half its max hp or fewer its speed is doubled and it gains additional action each turn. The action must be to Dash Disengage Hide or Use an Object or to make one Grabbing Claws or Excavation Beam attack. Effect lasts for 3 rounds. At end of its third turn the scavenger takes 10 (3d6) fire."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "Advantage: spell/magic effect saves."
                },
                {
                    "name": "Ruinous Detonation",
                    "desc": "When it dies it explodes and each creature within 30' of it: 21 (6d6) force is flung up to 40' away from scavenger and is knocked prone (DC 16 Dex half damage and isn't flung or knocked prone)."
                }
            ],
            "spell_list": [],
            "page_no": 41,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
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            "v2_converted_path": "/v2/creatures/tob3_arcane-scavenger/"
        },
        {
            "slug": "bone-lord",
            "desc": "",
            "name": "Bone Lord",
            "size": "Huge",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 20,
            "armor_desc": "natural armor",
            "hit_points": 285,
            "hit_dice": "30d12+90",
            "speed": {
                "walk": 40
            },
            "strength": 21,
            "dexterity": 15,
            "constitution": 16,
            "intelligence": 14,
            "wisdom": 18,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 1,
            "charisma_save": 1,
            "perception": 4,
            "skills": {
                "perception": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, lightning",
            "damage_immunities": "necrotic, poison; nonmagic bludgeoning, piercing, and slashing attacks",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned",
            "senses": "darkvision 90', passive Perception 20 ",
            "languages": "Common",
            "challenge_rating": "19",
            "cr": 19.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Four Claws. Can replace one with one Tail attack."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +11 to hit, 10 ft., one target, 14 (2d8+5) slashing damage + 9 (2d8) necrotic and target is grappled (escape DC 19). Until grapple ends target is restrained. Has 4 claws each can grapple only 1 target."
                },
                {
                    "name": "Sovereign's Onslaught",
                    "desc": "Commands up to four friendly Undead it can see within 60' of it to move. Each target can use its reaction to immediately move up to its speed. This movement doesn't provoke opportunity attacks."
                },
                {
                    "name": "Sovereign's Reprisal",
                    "desc": "Commands one friendly Undead within 30' to attack. Target can make one weapon attack as reaction."
                },
                {
                    "name": "Call Servants (2)",
                    "desc": "Uses Servants of Death."
                },
                {
                    "name": "Fling (2)",
                    "desc": "Uses Fling."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": [
                {
                    "name": "Sovereign's Onslaught",
                    "desc": "Commands up to four friendly Undead it can see within 60' of it to move. Each target can use its reaction to immediately move up to its speed. This movement doesn't provoke opportunity attacks."
                },
                {
                    "name": "Sovereign's Reprisal",
                    "desc": "Commands one friendly Undead within 30' to attack. Target can make one weapon attack as reaction."
                },
                {
                    "name": "Call Servants (2)",
                    "desc": "Uses Servants of Death."
                },
                {
                    "name": "Fling (2)",
                    "desc": "Uses Fling."
                }
            ],
            "special_abilities": [
                {
                    "name": "Death-Infused Weapons",
                    "desc": "Weapon attacks are magical. When it hits with any weapon deals extra 2d8 necrotic (included below)."
                },
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "Choose to succeed failed save."
                },
                {
                    "name": "Master Tactician",
                    "desc": "It and any friendly Undead within 60' of it have advantage on attack rolls vs. a creature if at least one of the Undead's allies is within 5 ft. of the creature and ally isn't incapacitated."
                },
                {
                    "name": "Rejuvenation",
                    "desc": "As long as at least one of its bones remains a destroyed bone lord gathers a new body in 1d10 days regaining all its hp and becoming active again. New body appears within 5 ft. of the largest remaining bone from its body."
                },
                {
                    "name": "Turning",
                    "desc": "[+]Defiance[/+] It and any Undead within 60' of it: advantage on saves vs. effects that turn Undead."
                },
                {
                    "name": "Undead Nature",
                    "desc": "Doesn't require air food drink or sleep."
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +11 to hit, 15 ft., one target, 16 (2d10+5) bludgeoning damage + 9 (2d8) necrotic. Target: DC 19 Str save or be pushed up to 15 ft. away from bone lord."
                },
                {
                    "name": "Fling",
                    "desc": "One Med or smaller object held or creature grappled by bone lord is thrown up to 60' in a random direction and knocked prone. If a thrown target strikes a solid surface target takes 3 (1d6) bludgeoning damage for every 10 ft. it was thrown. If target is thrown at another creature that creature: DC 19 Dex save or take the same damage and be knocked prone."
                },
                {
                    "name": "Servants of Death",
                    "desc": "The bone lord magically calls 3d6 skeletons or zombies 2d4 ghouls or 2 wights. Called creatures arrive in 1d4 rounds acting as allies of bone lord and obeying its spoken commands. The Undead remain for 1 hr until bone lord dies or until bone lord dismisses them as a bonus action. Bone lord can have any number of Undead under its control at one time provided combined total CR of the Undead is no higher than 8."
                },
                {
                    "name": "Pattern of Death (Recharge 6)",
                    "desc": "Necrotic energy ripples out from the bone lord. Each creature that isn't a Construct or Undead within 30' of it: 54 (12d8) necrotic (DC 19 Con half). Each friendly Undead within 30' of the bone lord including the bone lord regains hp equal to half the single highest amount of necrotic dealt."
                }
            ],
            "spell_list": [],
            "page_no": 65,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
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            "v2_converted_path": "/v2/creatures/tob3_bone-lord/"
        },
        {
            "slug": "coastline-reaper",
            "desc": "",
            "name": "Coastline Reaper",
            "size": "Large",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 144,
            "hit_dice": "17d10+51",
            "speed": {
                "walk": 10,
                "swim": 40
            },
            "strength": 10,
            "dexterity": 18,
            "constitution": 17,
            "intelligence": 4,
            "wisdom": 14,
            "charisma": 8,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 2,
            "skills": {
                "perception": 2
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, poison",
            "damage_immunities": "",
            "condition_immunities": "exhaustion, poisoned",
            "senses": "darkvision 60', passive Perception 12",
            "languages": "—",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Two Tentacle Lashes and one Stinging Tentacle."
                },
                {
                    "name": "Tentacle Lash",
                    "desc": "Melee Weapon Attack: +8 to hit, 15 ft., one target, 14 (3d6+4) bludgeoning damage."
                },
                {
                    "name": "Stinging Tentacle",
                    "desc": "Melee Weapon Attack: +8 to hit, 15 ft., one target, 7 (1d6+4) piercing damage + 9 (2d8) poison. Target must make DC 16 Con save or be paralyzed for 1 min. A frightened creature has disadvantage on this save. Paralyzed target can re-save at end of each of its turns success ends effect on itself."
                },
                {
                    "name": "Frightening Visage (Recharge 5-6)",
                    "desc": "If underwater it flares the light from its organs making skull-like structure within more apparent. If above water the coastline reaper tightly pulls in its outer flesh causing its body to take on a fleshy skull-like appearance. Each Humanoid within 30' of it that can see it: 21 (6d6) psychic and frightened 1 min (DC 16 Wis half not frightened). Frightened creature can re-save at end of each of its turns success ends effect on itself."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Glowing Organs",
                    "desc": "While underwater its internal organs glow an eerie pale blue shedding dim light in a 10 ft. radius."
                },
                {
                    "name": "Hold Breath",
                    "desc": "While out of water can hold its breath for 30 min."
                },
                {
                    "name": "Water Breathing",
                    "desc": "Can breathe only underwater."
                }
            ],
            "spell_list": [],
            "page_no": 92,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
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            "v2_converted_path": "/v2/creatures/tob3_coastline-reaper/"
        },
        {
            "slug": "demon-vetala",
            "desc": "",
            "name": "Demon, Vetala",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 114,
            "hit_dice": "12d8+60",
            "speed": {
                "walk": 40
            },
            "strength": 10,
            "dexterity": 20,
            "constitution": 20,
            "intelligence": 14,
            "wisdom": 16,
            "charisma": 17,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": null,
            "perception": 3,
            "skills": {
                "perception": 3
            },
            "damage_vulnerabilities": "radiant",
            "damage_resistances": "",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, poisoned",
            "senses": "darkvision 60', passive Perception 16",
            "languages": "Abyssal, Common, telepathy 120'",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Two Claw attacks."
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +8 to hit, 5 ft., one target, 12 (2d6+5) slashing damage + 9 (2d8) necrotic."
                },
                {
                    "name": "Raise Corpse",
                    "desc": "One Humanoid corpse it can see within 30' of it rises as a skeleton or zombie (vetala's choice) under vetala's control."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Command Corpse",
                    "desc": "Commands one Undead under its control that it can see to make a weapon attack as reaction. If so has advantage."
                }
            ],
            "reactions": [
                {
                    "name": "Corpse Detonation",
                    "desc": "When Undead under its control is reduced to 0 hp vetala can force it to explode. Each creature that isn't Undead or vetala within 5 ft. of exploding Undead: 10 (3d6) bludgeoning damage (if zombie) or slashing (if skeleton) damage and 5 (2d4) poison (DC 15 Dex half)."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Corpse Stride",
                    "desc": "Once on its turn use 10 ft. of move to step magically into one corpse/Undead within reach and emerge from 2nd within 60' of 1st appearing in unoccupied space within 5 ft. of 2nd."
                },
                {
                    "name": "Graveyard Walker",
                    "desc": "Difficult terrain composed of tombstones grave dirt corpses or other objects or features common to graveyards and necropolises doesn't cost it extra move and it can move through graveyard objects and structures (ex: sarcophagus mausoleum) as if difficult terrain. It takes 5 (1d10) force if it ends turn inside object."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "Advantage: spell/magic effect saves."
                },
                {
                    "name": "Master of Undeath",
                    "desc": "Humanoid it kills or Undead it controls rises in 1 min as skeleton/zombie (vetala's choice) unless Humanoid restored to life or body destroyed. Max 20 total under its control at a time."
                },
                {
                    "name": "Shepherd of Death",
                    "desc": "When an Undead under the vetala's control hits with any weapon the weapon deals an extra 4 (1d8) necrotic."
                }
            ],
            "spell_list": [],
            "page_no": 112,
            "environments": [],
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            "v2_converted_path": "/v2/creatures/tob3_demon-vetala/"
        },
        {
            "slug": "hvalfiskr",
            "desc": "",
            "name": "Hvalfiskr",
            "size": "Huge",
            "type": "Giant",
            "subtype": "",
            "group": null,
            "alignment": "lawful neutral",
            "armor_class": 16,
            "armor_desc": "natural armor",
            "hit_points": 275,
            "hit_dice": "22d12+132",
            "speed": {
                "walk": 40,
                "swim": 60
            },
            "strength": 23,
            "dexterity": 17,
            "constitution": 22,
            "intelligence": 10,
            "wisdom": 14,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": 5,
            "wisdom_save": 7,
            "charisma_save": 9,
            "perception": 2,
            "skills": {
                "perception": 2
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "cold, lightning, thunder",
            "condition_immunities": "exhaustion",
            "senses": "blindsight 120' (whale form only), darkvision 120' passive Perception 17",
            "languages": "Aquan, Common, Giant",
            "challenge_rating": "15",
            "cr": 15.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Four Bites or Slams; or three Chained Anchors."
                },
                {
                    "name": "Bite (Whale Form Only)",
                    "desc": "Melee Weapon Attack: +11 to hit, 5 ft., one target, 23 (5d6+6) piercing damage."
                },
                {
                    "name": "Chained Anchor (Giant or Hybrid Form Only)",
                    "desc": "Melee or Ranged Weapon Attack: +11 to hit 15 ft. or range 30/60' one target 28 (5d8+6) bludgeoning damage and anchor hooks around target. While hooked target and hvalfiskr can't move over 60' apart. Creature including target can use action to detach anchor via DC 19 Str check. Or chain can be attacked (AC 18; hp 50; vulnerability to thunder; immunity to piercing poison and psychic) dislodging anchor into unoccupied space within 5 ft. of target and preventing Reel Anchor."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +11 to hit, 10 ft., one target, 24 (4d8+6) bludgeoning damage. "
                },
                {
                    "name": "Whale Song (Recharge 5-6)",
                    "desc": "Sings magical melody. Each hostile creature within 60' of it that can hear the song: 45 (10d8) psychic and charmed 1 min (DC 17 Wis half not charmed). Charmed creature can re-save at end of each of its turns success ends effect on itself. If creature fails save by 5+ it also suffers short-term madness."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Change Shape",
                    "desc": "Transforms into Huge frost giant Huge whale or back into its true whale-giant hybrid form. Its stats are the same in each form. Items worn/carried transform with it. Reverts on death."
                },
                {
                    "name": "Reel Anchor",
                    "desc": "Pulls on the chain connected to anchor returning it to its empty hand. If anchor is hooked around a creature creature: DC 19 Str save or be pulled up to 30' toward hvalfiskr."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Echolocation (Whale Form Only)",
                    "desc": "No blindsight while deafened."
                },
                {
                    "name": "Hold Breath",
                    "desc": "Can hold its breath for 1 hr."
                },
                {
                    "name": "Speak with Cetaceans",
                    "desc": "Can communicate with dolphins porpoises and whales as if they shared a language."
                }
            ],
            "spell_list": [],
            "page_no": 237,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
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        },
        {
            "slug": "niya-atha-raja",
            "desc": "",
            "name": "Niya-Atha Raja",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": null,
            "alignment": "lawful neutral",
            "armor_class": 17,
            "armor_desc": "shield",
            "hit_points": 117,
            "hit_dice": "18d8+36",
            "speed": {
                "walk": 30,
                "climb": 30
            },
            "strength": 14,
            "dexterity": 21,
            "constitution": 14,
            "intelligence": 10,
            "wisdom": 13,
            "charisma": 19,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": 3,
            "wisdom_save": 4,
            "charisma_save": null,
            "perception": 1,
            "skills": {
                "perception": 1
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "charmed, frightened",
            "senses": "passive Perception 14",
            "languages": "Common, Sylvan",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "War Bellow then three Tulwars or four Darts."
                },
                {
                    "name": "Tulwar",
                    "desc": "Melee Weapon Attack: +8 to hit, 5 ft., one target, 9 (1d8+5) slashing damage or 14 (2d8+5) slashing damage if enlarged."
                },
                {
                    "name": "Dart",
                    "desc": "Ranged Weapon Attack: +8 to hit 20/60' one target 7 (1d4+5) piercing damage or 10 (2d4+5) piercing damage if enlarged."
                },
                {
                    "name": "War Bellow",
                    "desc": "Releases a loud challenging bellow. Each hostile creature within 60' of the raja that can hear the bellow:  frightened (DC 15 Cha negates). A frightened creature can re-save at end of each of its turns ending effect on itself on a success. If a creature's save is successful or effect ends for it creature is immune to raja's War Bellow for the next 24 hrs."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Enlarge",
                    "desc": "Magically increases in size with anything worn/carried. While enlarged is Large 2Ă— damage dice on weapon attacks (included above) and makes Str checks and Str saves with advantage. Enlarged can no longer use Evasion and Magic Resistance. If it lacks room to become Large this action fails."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Commanding Bulk",
                    "desc": "While enlarged each friendly creature within 30' of it can't be charmed or frightened."
                },
                {
                    "name": "Evasion",
                    "desc": "If subject to effect that allows Dex save for half damage takes none on success half if it fails. Can't use while enlarged."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "Advantage: spell/magic effect saves. Can't use this trait while enlarged."
                },
                {
                    "name": "Reduce",
                    "desc": "If it starts its turn enlarged it can choose to end the effect and return to its normal size (no action required)."
                }
            ],
            "spell_list": [],
            "page_no": 290,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_niya-atha-raja/"
        },
        {
            "slug": "npc:-wind-acolyte",
            "desc": "",
            "name": "Npc: Wind Acolyte",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 105,
            "hit_dice": "14d8+42",
            "speed": {
                "walk": 30,
                "fly": 50
            },
            "strength": 10,
            "dexterity": 20,
            "constitution": 16,
            "intelligence": 12,
            "wisdom": 18,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "perception": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, lightning",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "blindsight 60', passive Perception 17",
            "languages": "Auran, + any two languages",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Three Air Weapon attacks. If acolyte hits one creature with two Air Weapon attacks target: DC 15 Str save or be pushed up to 15 ft. away from acolyte."
                },
                {
                    "name": "Air Weapon",
                    "desc": "Melee or Ranged Weapon Attack: +8 to hit 10 ft. or range defined by chosen weapon one target 12 (2d6+5) bludgeoning damage slashing or piercing as defined by chosen weapon."
                },
                {
                    "name": "Wind's Rebuke (Recharge 6)",
                    "desc": "Draws breath out of one creature it can see within 60' of it. Target: DC 15 Con save. Fail: all of the breath is drawn from target's lungs and it immediately begins suffocating for 1 min or until it falls unconscious. It can re-save at end of each of its turns success ends effect on itself."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Buoying Wind",
                    "desc": "Summons winds to break the fall of up to 5 falling creatures it can see within 60' of it. A falling creature's rate of descent slows to 60' per round for 1 min. If a falling creature lands before effect ends it takes no falling damage and can land on its feet."
                },
                {
                    "name": "Drift",
                    "desc": "When a creature moves to within 15 ft. of the wind acolyte the acolyte can fly up to half its flying speed."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Air Senses",
                    "desc": "Can't use blindsight underwater or in an area with o air."
                },
                {
                    "name": "Air Weapons",
                    "desc": "When it attacks it conjures a weapon out of the air itself weapon appearing and disappearing in the blink of an eye. Air weapon is a swirl of wind in the shape of a simple or martial weapon but always deals 2d6 damage of the same type as that weapon. Air weapon shaped like a ranged weapon uses the range of that weapon except acolyte doesn't have disadvantage on ranged attack rolls when attacking a target beyond weapon's normal range. Air weapons don't use any other weapon properties of weapons they mimic. Air weapon attacks are magical."
                }
            ],
            "spell_list": [],
            "page_no": 412,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_npc-wind-acolyte/"
        },
        {
            "slug": "abominablebeauty-tob1-2023",
            "desc": "False",
            "name": "Abominable Beauty",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 187,
            "hit_dice": "22d8 + 88",
            "speed": {
                "walk": 30
            },
            "strength": 17,
            "dexterity": 18,
            "constitution": 18,
            "intelligence": 17,
            "wisdom": 16,
            "charisma": 26,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 12,
            "perception": 17,
            "skills": {
                "Deception": 12,
                "Perception": 7,
                "Performance": 12,
                "Persuasion": 12
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "fire",
            "condition_immunities": "False",
            "senses": "passive Perception 17",
            "languages": "Common, Draconic, Elvish, Sylvan",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The abominable beauty uses Blinding Gaze. She then makes two Slam attacks."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 21 (6d6) fire damage."
                },
                {
                    "name": "Blinding Gaze",
                    "desc": "The abominable beauty fixes her gaze on a creature within 30 feet of her. If the target can see the beauty's eyes, the target must succeed on a DC 16 Charisma saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful, the creature is immune to the abominable beauty's Blinding Gaze for the next 24 hours."
                },
                {
                    "name": "Deafening Voice (Recharge 5-6)",
                    "desc": "The abominable beauty speaks a lilting incantation. Each creature within 30 feet of her and that can hear her voice must make a DC 16 Constitution saving throw. On a failure, a creature takes 31 (9d6) thunder damage and is deafened for 1 hour. On a success, a creature takes half the damage, isn't deafened, and is immune to the abominable beauty's Deafening Voice for the next 24 hours."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Burning Touch",
                    "desc": "When the abominable beauty hits with a Slam attack, the Slam deals an extra 21 (6d6) fire damage (included in the attack). In addition, a creature that touches the abominable beauty or hits her with a melee weapon attack while within 5 feet of her takes 10 (3d6) fire damage."
                }
            ],
            "spell_list": [],
            "page_no": 11,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_abominable-beauty/"
        },
        {
            "slug": "adultwinddragon-tob1-2023",
            "desc": "False",
            "name": "Adult Wind Dragon",
            "size": "Huge",
            "type": "Dragon",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Neutral",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 187,
            "hit_dice": "15d12 + 90",
            "speed": {
                "walk": 90,
                "fly": 30
            },
            "strength": 24,
            "dexterity": 16,
            "constitution": 22,
            "intelligence": 16,
            "wisdom": 15,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": 11,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": 9,
            "perception": 22,
            "skills": {
                "Acrobatics": 13,
                "Intimidation": 9,
                "Perception": 12,
                "Stealth": 8
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "cold",
            "damage_immunities": "lightning",
            "condition_immunities": "False",
            "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 22",
            "languages": "Common, Draconic, Primordial",
            "challenge_rating": "16",
            "cr": 16.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The wind dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage."
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage."
                },
                {
                    "name": "Frightful Presence",
                    "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."
                },
                {
                    "name": "Tempest Breath (Recharge 5-6)",
                    "desc": "The dragon exhales a blast of stormy wind in a 60-foot cone. Each creature in that area must make a DC 19 Strength saving throw. On a failure, a creature takes 27 (6d8) bludgeoning damage and 27 (6d8) lightning damage and is pushed up to 30 feet away from the dragon and knocked prone. On a success, a creature takes half the damage and isn't pushed or knocked prone. Unprotected flames, such as torches, in the area are extinguished, and protected flames, such as those in lanterns, have a 75 percent chance of being extinguished."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "name": "Detect",
                    "desc": "The dragon makes a Wisdom (Perception) check."
                },
                {
                    "name": "Tail Attack",
                    "desc": "The dragon makes a Tail attack."
                },
                {
                    "name": "Wing Attack (Costs 2 Actions)",
                    "desc": "The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed."
                }
            ],
            "special_abilities": [
                {
                    "name": "Freedom of Movement",
                    "desc": "The dragon ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled."
                },
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "If the dragon fails a saving throw, it can choose to succeed instead."
                },
                {
                    "name": "Storm Sight",
                    "desc": "The dragon can see through areas obscured by fog, mist, clouds, or precipitation."
                },
                {
                    "name": "Whirling Winds",
                    "desc": "Gale force winds rage around the dragon's body. Ranged weapon attack rolls against the dragon have disadvantage."
                }
            ],
            "spell_list": [],
            "page_no": 134,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_adult-wind-dragon/"
        },
        {
            "slug": "aridni-tob1-2023",
            "desc": "False",
            "name": "Aridni",
            "size": "Small",
            "type": "Fey",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 82,
            "hit_dice": "15d6 + 30",
            "speed": {
                "walk": 60,
                "fly": 20
            },
            "strength": 9,
            "dexterity": 21,
            "constitution": 14,
            "intelligence": 12,
            "wisdom": 11,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 13,
            "skills": {
                "Acrobatics": 11,
                "Perception": 3,
                "Stealth": 11
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Common, Gnoll, Sylvan, Void Speech",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The aridni makes three Shortsword or Pixie Bow attacks."
                },
                {
                    "name": "Shortsword",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage."
                },
                {
                    "name": "Pixie Bow",
                    "desc": "Ranged Weapon Attack: +8 to hit, range 40/160 ft., one target. Hit: 10 (2d4 + 5) piercing damage."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The aridni casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 14):\nAt will: dancing lights, detect magic, invisibility\n3/day each: charm person, faerie fire\n1/day: spike growth"
                }
            ],
            "bonus_actions": [
                {
                    "name": "Enchanted Arrows",
                    "desc": "The aridni enchants one arrow with minor magic. The next time it hits a creature with a Pixie Bow attack before the start of its next turn, the target must succeed on a DC 14 Wisdom saving throw or suffer one of the following effects:"
                },
                {
                    "name": "Confusion",
                    "desc": "The target can't take reactions and acts randomly until the end of its next turn, as if it had failed the saving throw against the confusion spell."
                },
                {
                    "name": "Fear",
                    "desc": "The target is frightened until the end of its next turn and must spend its next turn moving away from the aridni by the safest available route."
                },
                {
                    "name": "Laughter",
                    "desc": "The target falls prone and is incapacitated with laughter until the end of its next turn."
                },
                {
                    "name": "Sleep",
                    "desc": "The target falls unconscious for 1 minute. It wakes up if it takes damage or if another creature takes an action to shake it awake.\n\n\n\n\nAridni in Midgard"
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Flyby",
                    "desc": "The aridni doesn't provoke opportunity attacks when it flies out of an enemy's reach."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The aridni has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 25,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_aridni/"
        },
        {
            "slug": "bonecollective-tob1-2023",
            "desc": "False",
            "name": "Bone Collective",
            "size": "Small",
            "type": "Swarm",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 120,
            "hit_dice": "16d6 + 64",
            "speed": {
                "walk": 30
            },
            "strength": 10,
            "dexterity": 20,
            "constitution": 18,
            "intelligence": 14,
            "wisdom": 10,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 13,
            "skills": {
                "Arcana": 5,
                "Deception": 6,
                "Perception": 3,
                "Stealth": 11
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "bludgeoning, piercing, slashing",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, restrained, stunned",
            "senses": "darkvision 120 ft., passive Perception 13",
            "languages": "Common, Darakhul (can’t speak in shapeless form)",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The bone collective makes two Claw attacks, or one Claw attack and one Bite attack."
                },
                {
                    "name": "Bite (Humanoid Form Only)",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 31 (4d12 + 5) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                },
                {
                    "name": "Claw (Humanoid Form Only)",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 25 (3d12 + 5) slashing damage."
                },
                {
                    "name": "Piercing Bones (Shapeless Form Only)",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 0 ft., one creature in the collective's space. Hit: 52 (8d12) piercing damage, or 26 (4d12) piercing damage if the collective has half its hp or fewer."
                },
                {
                    "name": "Spellcasting",
                    "desc": "(3/Day; Humanoid Form Only)The bone collective casts the animate dead spell as an action, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14)."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Shape Swarm",
                    "desc": "The bone collective can shape itself into a Small Humanoid or back into a shapeless form of Tiny bones. Its statistics are the same in each form, and it can't regain hp or gain temporary hp. It can't take on a Humanoid form if it is occupying the space of another creature."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Collective Mind",
                    "desc": "The collective's individual bones are connected via a hive mind. It can telepathically communicate with any of its individual bones within 50 miles of it, and it can't be surprised. If the collective is reduced to half its hp or fewer, its Intelligence score is reduced to 1, it can't cast spells, it immediately changes to its shapeless form, and it can't take on a Humanoid form."
                },
                {
                    "name": "Grasping Limbs (Humanoid Form Only)",
                    "desc": "The bone collective can wield weapons and hold, grasp, push, pull, or interact with objects that might otherwise require a Humanoid form to accomplish."
                },
                {
                    "name": "Swarm (Shapeless Form Only)",
                    "desc": "The bone collective can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bone."
                },
                {
                    "name": "Undead Nature",
                    "desc": "The bone collective doesn't require air, food, drink, or sleep."
                },
                {
                    "name": "Wyrmblood Venom",
                    "desc": "When the bone collective hits a poisoned creature with a Bite or Piercing Bones attack, the target's Charisma score is reduced by 1d4. The target is incapacitated if this reduces its Charisma to 0. The reduction lasts until the target finishes a long rest."
                }
            ],
            "spell_list": [],
            "page_no": 39,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_bone-collective/"
        },
        {
            "slug": "boneswarm-tob1-2023",
            "desc": "False",
            "name": "Bone Swarm",
            "size": "Large",
            "type": "Swarm",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 198,
            "hit_dice": "36d10",
            "speed": {
                "walk": 60,
                "fly": 20
            },
            "strength": 22,
            "dexterity": 18,
            "constitution": 10,
            "intelligence": 9,
            "wisdom": 15,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": 9,
            "perception": 16,
            "skills": {
                "Acrobatics": 8,
                "Perception": 6,
                "Stealth": 8
            },
            "damage_vulnerabilities": "bludgeoning",
            "damage_resistances": "piercing and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "Common, Void Speech",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The bone swarm makes two Swirling Bones attacks. It can replace one Swirling Bones attack with one Death's Embrace attack, if available."
                },
                {
                    "name": "Swirling Bones",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 0 ft., one creature in the swarm's space. Hit: 36 (8d8) bludgeoning, piercing, or slashing damage (the bone swarm's choice), or 18 (4d8) bludgeoning, piercing, or slashing damage (the bone swarm's choice) if the swarm has half of its hp or fewer."
                },
                {
                    "name": "Death's Embrace (Recharge 5-6)",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 0 ft., one creature in the swarm's space. Hit: The target is grappled (escape DC 16) if it is a Large or smaller creature. Until this grapple ends, the creature is restrained and any attack against the bone swarm has a 50 percent chance of hitting the grappled creature instead. The bone swarm can have only one creature grappled at a time. The grappled creature has advantage on ability checks made to escape the grapple when the bone swarm has half of its hp or fewer."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "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 human skull. The swarm can't regain hp or gain temporary hp."
                },
                {
                    "name": "Undead Nature",
                    "desc": "The bone swarm doesn't require air, food, drink, or sleep."
                }
            ],
            "spell_list": [],
            "page_no": 41,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_bone-swarm/"
        },
        {
            "slug": "cambium-tob1-2023",
            "desc": "False",
            "name": "Cambium",
            "size": "Large",
            "type": "Fiend",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 19,
            "armor_desc": "natural armor",
            "hit_points": 264,
            "hit_dice": "23d10 + 138",
            "speed": {
                "walk": 30,
                "fly": 40
            },
            "strength": 21,
            "dexterity": 16,
            "constitution": 23,
            "intelligence": 17,
            "wisdom": 16,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": 11,
            "intelligence_save": 8,
            "wisdom_save": 8,
            "charisma_save": 9,
            "perception": 18,
            "skills": {
                "Arcana": 8,
                "Deception": 9,
                "Insight": 8,
                "Medicine": 8,
                "Perception": 8,
                "Stealth": 8
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "poison",
            "condition_immunities": "exhaustion, poisoned, prone",
            "senses": "darkvision 60 ft., passive Perception 18",
            "languages": "Common, Draconic, Infernal",
            "challenge_rating": "14",
            "cr": 14.0,
            "actions": [
                {
                    "name": "Needle Fingers",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage."
                },
                {
                    "name": "Poison Ray",
                    "desc": "Ranged Spell Attack: +9 to hit, range 60 ft., one target. Hit: 22 (4d8 + 4) poison damage, and the target must succeed on a DC 17 Constitution saving throw or become poisoned until the end of its next turn."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The cambium casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17):\nAt will: alter self, detect thoughts, spare the dying\n3/day each: hold person, protection from poison, heal\n1/day: plane shift (self only)"
                }
            ],
            "bonus_actions": [
                {
                    "name": "Damage Ability",
                    "desc": "The cambium twists the bodily humors of a creature within 30 feet of it that isn't a Construct or Undead and that it hit with Needle Fingers in the past minute. The target must succeed on a DC 17 Constitution saving throw or its Strength, Dexterity, or Constitution score (the cambium's choice) is reduced by 1d4. The target falls unconscious if this reduces an ability score to 0. This reduction lasts until the target finishes a long rest."
                },
                {
                    "name": "Imbalance Humors",
                    "desc": "If the cambium has hit a creature that isn't a Construct or Undead with Needle Fingers in the past minute, it can cause a surge in one of the target's bodily humors, causing an imbalance. The target must succeed on a DC 17 Constitution saving throw or suffer one of the following effects of the cambium's choice. Unless noted otherwise, the target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                },
                {
                    "name": "Sanguine Flux",
                    "desc": "The target can't regain hp—naturally or magically—until after it finishes a long rest."
                },
                {
                    "name": "Choleric Flux",
                    "desc": "The target becomes confused for 1 minute. This effect works as if the target failed a saving throw against the confusion spell, except the cambium doesn't have to maintain concentration."
                },
                {
                    "name": "Melancholic Flux",
                    "desc": "The target is incapacitated and its speed is halved for 1 minute."
                },
                {
                    "name": "Phlegmatic Flux",
                    "desc": "The target is poisoned for 1 minute.\n\n\nCarrion Beetle\n\nThe beetles wore golden bridles and carried huge leather sacks of stone and guano. They marched without stopping; dozens, even hundreds, bringing fresh earth to the white-fungus trees of the great forests. Their claws skittered with a sound like horseshoes slipping on stone, but their multiple legs ensured they never fell. The air around them singed the nostrils with the taint of acid."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [],
            "spell_list": [],
            "page_no": 49,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_cambium/"
        },
        {
            "slug": "deathwisp-tob1-2023",
            "desc": "False",
            "name": "Deathwisp",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 82,
            "hit_dice": "11d8 + 33",
            "speed": {
                "walk": 60
            },
            "strength": 6,
            "dexterity": 20,
            "constitution": 16,
            "intelligence": 18,
            "wisdom": 16,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": null,
            "perception": 16,
            "skills": {
                "Perception": 6,
                "Stealth": 8
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "darkvision 60 ft., passive Perception 16",
            "languages": "the languages it knew in life",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The deathwisp makes two Ghostly Pike attacks, or it can make one Ghostly Pike attack and one Life Drain attack."
                },
                {
                    "name": "Ghostly Pike",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) force damage plus 9 (2d8) necrotic damage."
                },
                {
                    "name": "Life Drain",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0."
                },
                {
                    "name": "Create Specter",
                    "desc": "The deathwisp targets a Humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. This specter is under the deathwisp's control. The deathwisp can have no more than twelve specters under its control at one time."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Shadow Traveler (3/Day)",
                    "desc": "While in shadows, dim light, or darkness, the deathwisp disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this bonus action."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Flicker",
                    "desc": "The deathwisp flickers in and out of sight. Ranged weapon attacks against it are made with disadvantage."
                },
                {
                    "name": "Incorporeal Movement",
                    "desc": "The deathwisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside a solid object."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "While in sunlight, the deathwisp has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
                },
                {
                    "name": "Undead Nature",
                    "desc": "The deathwisp doesn't require air, food, drink, or sleep."
                }
            ],
            "spell_list": [],
            "page_no": 71,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_deathwisp/"
        },
        {
            "slug": "deepdrake-tob1-2023",
            "desc": "False",
            "name": "Deep Drake",
            "size": "Large",
            "type": "Dragon",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 150,
            "hit_dice": "20d10 + 40",
            "speed": {
                "walk": 80,
                "fly": 30
            },
            "strength": 21,
            "dexterity": 19,
            "constitution": 14,
            "intelligence": 11,
            "wisdom": 14,
            "charisma": 12,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 16,
            "skills": {
                "Athletics": 9,
                "Insight": 6,
                "Perception": 6
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "necrotic",
            "condition_immunities": "paralyzed",
            "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 16",
            "languages": "Common, Darakhul, Draconic, Undercommon",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The drake makes one Bite attack, two Claw attacks, and one Stinger attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft, one target. Hit: 12 (2d6 + 5) slashing damage."
                },
                {
                    "name": "Stinger",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 16 Constitution saving throw or become poisoned for 1 minute. A poisoned creature must repeat the saving throw at the end of each of its turns. On a failure, the creature takes 7 (2d6) poison damage. On a success, the condition ends. When animate dead is cast on one or more creatures killed by this poison, the spellcaster requires no material components and can cast the spell as an action."
                },
                {
                    "name": "Enervating Breath (Recharge 5-6)",
                    "desc": "The deep drake exhales pain-inducing, purple-black energy in a 90-foot line that is 5 feet wide. Each creature in the line must make a DC 16 Dexterity saving throw. On a failure, a creature takes 35 (10d6) necrotic damage and is stunned until the end of its next turn. On a success, a creature takes half the damage and isn't stunned."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Magic Resistance",
                    "desc": "The drake has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "While in sunlight, the drake has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
                }
            ],
            "spell_list": [],
            "page_no": 142,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_deep-drake/"
        },
        {
            "slug": "duelist-tob1-2023",
            "desc": "False",
            "name": "Duelist",
            "size": "Medium",
            "type": "Humanoid",
            "subtype": "",
            "group": "null",
            "alignment": "Lawful Evil",
            "armor_class": 17,
            "armor_desc": "studded leather",
            "hit_points": 117,
            "hit_dice": "18d8 + 36",
            "speed": {
                "walk": 30
            },
            "strength": 13,
            "dexterity": 20,
            "constitution": 14,
            "intelligence": 13,
            "wisdom": 12,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 6,
            "perception": 14,
            "skills": {
                "Acrobatics": 8,
                "Deception": 6,
                "Perception": 4,
                "Stealth": 8
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "darkvision 60 ft., passive Perception 14",
            "languages": "Common, Elvish, Umbral",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The shadow fey duelist makes two Rapier attacks and one Dagger attack."
                },
                {
                    "name": "Dagger",
                    "desc": "Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage plus 14 (4d6) poison damage, and if the target is a creature, it must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                },
                {
                    "name": "Rapier",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Shadow Traveler (3/Day)",
                    "desc": "While in shadows, dim light, or darkness, the shadow fey disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this bonus action."
                }
            ],
            "reactions": [
                {
                    "name": "Parry",
                    "desc": "The shadow fey duelist adds 3 to its AC against one melee attack that would hit it. To do so, the duelist must see the attacker and be wielding a melee weapon."
                }
            ],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Duelist's Mobility",
                    "desc": "Opportunity attacks made against the duelist have disadvantage. If the duelist is prone at the start of its turn, it can immediately stand without costing movement."
                },
                {
                    "name": "Fey Ancestry",
                    "desc": "The shadow fey has advantage on saving throws against being charmed, and magic can't put it to sleep."
                },
                {
                    "name": "Sunlight Sensitivity",
                    "desc": "While in sunlight, the shadow fey has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
                }
            ],
            "spell_list": [],
            "page_no": 159,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_duelist/"
        },
        {
            "slug": "horakh-tob1-2023",
            "desc": "False",
            "name": "Horakh",
            "size": "Medium",
            "type": "Monstrosity",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 161,
            "hit_dice": "19d8 + 76",
            "speed": {
                "walk": 30
            },
            "strength": 18,
            "dexterity": 19,
            "constitution": 19,
            "intelligence": 5,
            "wisdom": 15,
            "charisma": 10,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 16,
            "skills": {
                "Athletics": 8,
                "Perception": 6,
                "Stealth": 8
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "darkvision 60 ft., tremorsense 30 ft., passive Perception 20",
            "languages": "understands Undercommon but can’t speak",
            "challenge_rating": "9",
            "cr": 9.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The horakh makes one Bite attack and two Claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage. If the horakh scores a critical hit, it removes one of the target's eyes, provided the target has eyes, and places the eye in a fluid sac on its thorax. While missing half or less of its total number of eyes, the target has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight. While missing more than half its total number of eyes, the target is blinded until its sight is restored."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) slashing damage."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Shadow Stealth",
                    "desc": "While in dim light or darkness, the horakh takes the Hide action."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Implant Egg",
                    "desc": "If the horakh reduces a creature to 0 hp with a Bite attack or as a bonus action while within 5 feet of a creature with 0 hp, the horakh can implant an egg in the creature. The implanted egg rests in the creature's eye socket for 14 days while it incubates. A host creature can carry only one horakh egg to term at a time. While the egg is implanted, the host can't use its eye and has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight. Exactly 24 hours before the egg hatches, the host becomes blinded. When the egg hatches, the young horakh erupts from the host's head, killing the host in the process."
                },
                {
                    "name": "Standing Leap",
                    "desc": "The horakh's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start."
                }
            ],
            "spell_list": [],
            "page_no": 234,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_horakh/"
        },
        {
            "slug": "kishi-tob1-2023",
            "desc": "False",
            "name": "Kishi",
            "size": "Medium",
            "type": "Fiend",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Evil",
            "armor_class": 18,
            "armor_desc": "natural armor, shield",
            "hit_points": 119,
            "hit_dice": "14d8 + 56",
            "speed": {
                "walk": 50
            },
            "strength": 19,
            "dexterity": 20,
            "constitution": 19,
            "intelligence": 15,
            "wisdom": 11,
            "charisma": 22,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": 7,
            "intelligence_save": null,
            "wisdom_save": 3,
            "charisma_save": null,
            "perception": 13,
            "skills": {
                "Deception": 9,
                "Perception": 3,
                "Performance": 9
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "poison",
            "condition_immunities": "poisoned",
            "senses": "darkvision 120 ft., passive Perception 13",
            "languages": "Abyssal, Celestial, Common, Draconic, telepathy 120 ft.",
            "challenge_rating": "8",
            "cr": 8.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The kishi makes one Bite attack and two Spear attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage plus 9 (2d8) cold damage."
                },
                {
                    "name": "Spear",
                    "desc": "Melee or Ranged Weapon Attack: +7 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, plus 9 (2d8) cold damage."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The kishi casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17):\nAt will: detect evil and good, detect magic, suggestion\n3/day: glibness\n1/day: dominate person"
                }
            ],
            "bonus_actions": [
                {
                    "name": "Trophy Shield",
                    "desc": "The kishi absorbs some of the essence of a creature it killed since the end of its previous turn and magically creates a grisly trophy of the creature on its shield or spear. For 1 hour, its Armor Class becomes 20, and creatures of the same type as the slain creature have disadvantage on attack rolls against the kishi."
                },
                {
                    "name": "Summon Demon (1/Day)",
                    "desc": "The kishi demon magically calls 1d4 giant hyenas that are Fiends with the kishi's damage resistances and immunities. It has a 50 percent chance of calling one kishi demon instead. The called creatures arrive in 1d4 rounds, acting as allies of the kishi and obeying its telepathic commands. The creatures remain for 1 hour, until the kishi dies, or until the kishi dismisses them as a bonus action."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Fiendish Weapons",
                    "desc": "The kishi's weapon attacks are magical. When the kishi hits with any weapon, the weapon deals an extra 2d8 cold damage (included in the attack)."
                },
                {
                    "name": "Two Heads",
                    "desc": "The kishi has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The kishi has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": 84,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_kishi/"
        },
        {
            "slug": "lindwurm-tob1-2023",
            "desc": "False",
            "name": "Lindwurm",
            "size": "Large",
            "type": "Dragon",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 136,
            "hit_dice": "16d10 + 48",
            "speed": {
                "walk": 20
            },
            "strength": 18,
            "dexterity": 20,
            "constitution": 16,
            "intelligence": 6,
            "wisdom": 12,
            "charisma": 8,
            "strength_save": 7,
            "dexterity_save": 8,
            "constitution_save": 6,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": null,
            "perception": 14,
            "skills": {
                "Acrobatics": 8,
                "Athletics": 7,
                "Perception": 4,
                "Stealth": 8
            },
            "damage_vulnerabilities": "fire",
            "damage_resistances": "False",
            "damage_immunities": "cold",
            "condition_immunities": "paralyzed, unconscious",
            "senses": "darkvision 60 ft., tremorsense 120 ft., passive Perception 14",
            "languages": "Draconic",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The lindwurm makes one Bite attack and two Claw attacks. It can replace its Bite attack with one Constrict attack."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or contract a disease and be poisoned until the disease is cured. At the end of each long rest, the diseased creature must repeat the saving throw. On a failure, the creature suffers one level of exhaustion and doesn't regain expended Hit Dice from the rest. On a success, the creature's exhaustion level decreases by one, and it regains expended Hit Dice as normal from the rest. If a successful saving throw reduces the diseased creature's level of exhaustion below 1, the creature recovers from the disease, ending it."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage."
                },
                {
                    "name": "Constrict",
                    "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the lindwurm can't Constrict another target."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Ice Walk",
                    "desc": "The lindwurm can move across icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement."
                },
                {
                    "name": "Sure-Footed Skater",
                    "desc": "While the lindwurm is on snow or ice, it has advantage on Strength and Dexterity saving throws made against effects that would knock it prone."
                }
            ],
            "spell_list": [],
            "page_no": 255,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_lindwurm/"
        },
        {
            "slug": "lorelei-tob1-2023",
            "desc": "False",
            "name": "Lorelei",
            "size": "Medium",
            "type": "Fey",
            "subtype": "",
            "group": "null",
            "alignment": "Chaotic Evil",
            "armor_class": 15,
            "armor_desc": "",
            "hit_points": 93,
            "hit_dice": "11d8 + 44",
            "speed": {
                "walk": 30
            },
            "strength": 10,
            "dexterity": 21,
            "constitution": 18,
            "intelligence": 16,
            "wisdom": 16,
            "charisma": 21,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 8,
            "perception": 13,
            "skills": {
                "Deception": 8,
                "Performance": 8,
                "Persuasion": 8
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "False",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "darkvision 60 ft., passive Perception 13",
            "languages": "Common, Sylvan",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The lorelei can use her Stunning Glance. She then makes three Psychic Blast attacks. She can replace one attack with a use of Corrupted Kiss."
                },
                {
                    "name": "Corrupted Kiss",
                    "desc": "Melee Spell Attack: +8 to hit, reach 5 ft., one willing creature, or a creature that is incapacitated or restrained. Hit: 14 (2d8 + 5) necrotic damage, and the lorelei regains hp equal to that amount."
                },
                {
                    "name": "Psychic Blast",
                    "desc": "Melee or Ranged Spell Attack: +8 to hit, reach 5 ft. or range 60 ft., one target. Hit: 12 (2d6 + 5) psychic damage."
                },
                {
                    "name": "Stunning Glance",
                    "desc": "The lorelei sends a seductive glance at a creature she can see within 30 feet of her. The target must succeed on a DC 15 Wisdom saving throw or be stunned until the end of its next turn. On a successful save, a creature is immune to this lorelei's Stunning Glance for the next 24 hours."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Alluring Presence",
                    "desc": "When a Humanoid that can see the lorelei starts its turn within 30 feet of the lorelei, the lorelei can force it to make a DC 15 Wisdom saving throw if the lorelei isn't incapacitated and can see the Humanoid. On a failed save, the Humanoid is charmed until the start if its next turn. While charmed, the target is incapacitated and must move on its turn toward the lorelei by the most direct route, trying to get within 5 feet of the lorelei for a kiss from her. The Humanoid doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage, the Humanoid can repeat the saving throw. If the saving throw is successful, the effect ends for it, and it regains its senses for the remainder of its turn."
                },
                {
                    "name": "Amphibious",
                    "desc": "The lorelei can breathe air and water."
                },
                {
                    "name": "Free Water Spirit",
                    "desc": "While in contact with water, the lorelei ignores difficult terrain, and magical effects can't reduce her speed or cause her to be restrained. In addition, she can spend 5 feet of movement to escape from nonmagical restraints or being grappled."
                }
            ],
            "spell_list": [],
            "page_no": 258,
            "environments": [],
            "img_main": "http://api-beta.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_lorelei/"
        }
    ]
}