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

GET /v1/monsters/?format=api&ordering=wisdom_save&page=65
HTTP 200 OK
Allow: GET, HEAD, OPTIONS
Content-Type: application/json
Vary: Accept

{
    "count": 3207,
    "next": null,
    "previous": "https://api-beta.open5e.com/v1/monsters/?format=api&ordering=wisdom_save&page=64",
    "results": [
        {
            "slug": "ancient-sapphire-dragon-a5e",
            "desc": "",
            "name": "Ancient Sapphire Dragon",
            "size": "Gargantuan",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 21,
            "armor_desc": "",
            "hit_points": 429,
            "hit_dice": "26d20+156",
            "speed": {
                "walk": 40,
                "burrow": 40,
                "fly": 80
            },
            "strength": 24,
            "dexterity": 24,
            "constitution": 22,
            "intelligence": 26,
            "wisdom": 24,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 13,
            "intelligence_save": 15,
            "wisdom_save": 14,
            "charisma_save": 12,
            "perception": null,
            "skills": {
                "arcana": 15,
                "deception": 12,
                "history": 15,
                "insight": 14,
                "perception": 14,
                "persuasion": 12
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "psychic",
            "condition_immunities": "fatigue",
            "senses": "darkvision 120 ft., passive Perception 27",
            "languages": "Common, Deep Speech, Draconic, Undercommon, telepathy 120 ft.",
            "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  it can use Psionic Wave."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 29 (4d10 + 7) piercing damage plus 9 (2d8) psychic damage."
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) slashing damage."
                },
                {
                    "name": "Psionic Wave",
                    "desc": "The dragon psionically emits a wave of crushing mental pressure. Each creature within 20 feet makes a DC 21 Wisdom saving throw  taking 22 (4d10) psychic damage on a failed save or half damage on a success. Creatures suffering ongoing psychic damage make this saving throw with disadvantage."
                },
                {
                    "name": "Discognitive Breath (Recharge 5-6)",
                    "desc": "The dragon unleashes psychic energy in a 90-foot cone. Each creature in that area makes a DC 21 Intelligence saving throw  taking 66 (12d10) psychic damage and 22 (4d10) ongoing psychic damage on a failed save or half damage and no ongoing psychic damage on a success. The ongoing damage ends if a creature falls unconscious. A creature can use an action to ground itself in reality  ending the ongoing damage."
                },
                {
                    "name": "Prognosticate (3/Day)",
                    "desc": "The dragon psionically makes a prediction of an event up to 300 years in the future. This prediction has a 75 percent chance of being perfectly accurate and a 25 percent chance of being partially or wholly wrong. Alternatively  the dragon can choose to gain truesight to a range of 120 feet for 1 minute."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Prophesy Doom (When Bloodied)",
                    "desc": "When a language-using creature suffering ongoing psychic damage targets the dragon with an attack or spell, the dragon telepathically prophesies the attackers doom. The attacker makes a DC 20 Intelligence saving throw. On a failure, the target magically gains the doomed condition. It is aware that it will die due to some bizarre circumstance within 13 (2d12) hours. In addition to the normal means of removing the condition, this doom can be avoided by a spell that can predict the future, such as augury, contact other plane, or foresight. The dragon can end the effect as an action."
                }
            ],
            "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": "Foretell",
                    "desc": "The dragon psionically catches a glimpse of a fast-approaching moment and plans accordingly. The dragon rolls a d20 and records the number rolled. Until the end of the dragons next turn, the dragon can replace the result of any d20 rolled by it or a creature within 120 feet with the foretold number. Each foretold roll can be used only once."
                },
                {
                    "name": "Psionic Wave (Costs 2 Actions)",
                    "desc": "The dragon uses Psionic Wave."
                },
                {
                    "name": "Shatter Mind (Costs 2 Actions)",
                    "desc": "The dragon targets a creature within 60 feet, forcing it to make a DC 23 Intelligence saving throw. On a failure, the target takes 22 (4d10) ongoing psychic damage. An affected creature repeats the saving throw at the end of each of its turns, ending the ongoing psychic damage on a success. A creature can also use an action to ground itself in reality, ending the ongoing damage."
                }
            ],
            "special_abilities": [
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "When the dragon fails a saving throw, it can choose to succeed instead. When it does, its eyes dull as it briefly loses its connection to the future. Until the end of its next turn, it can't use Foretell, Prognosticate, or Prophesy Doom, and it loses its Predictive Harmonics trait."
                },
                {
                    "name": "Predictive Harmonics",
                    "desc": "The dragon is psionically aware of its own immediate future. The dragon cannot be surprised, and any time the dragon would make a roll with disadvantage, it makes that roll normally instead."
                },
                {
                    "name": "Psionic Powers",
                    "desc": "The dragons psionic abilities are considered both magical and psionic."
                },
                {
                    "name": "Far Thoughts",
                    "desc": "The dragon is aware of any creature that uses a psionic ability or communicates telepathically within 100 miles of it. As an action, the dragon can psionically observe a creature, object, or location it is familiar with within 100 miles. While observing a subject in this way, the dragon can see, hear, and communicate telepathically, but it is blind and deaf in regard to its physical senses and does not require food or water. The dragon can psionically observe a subject indefinitely and can end this effect and return to its own senses as an action."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The dragons spellcasting ability is Charisma (save DC 20). It can innately cast the following spells, requiring no material components. 3/day each:comprehend languages, detect thoughts, telekinesis, wall of force,  1/day:etherealness, mind blank"
                }
            ],
            "spell_list": [],
            "page_no": 149,
            "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-sapphire-dragon/"
        },
        {
            "slug": "empyrean-a5e",
            "desc": "",
            "name": "Empyrean",
            "size": "Gargantuan",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 21,
            "armor_desc": "",
            "hit_points": 328,
            "hit_dice": "16d20+160",
            "speed": {
                "walk": 60,
                "fly": 60
            },
            "strength": 30,
            "dexterity": 24,
            "constitution": 30,
            "intelligence": 22,
            "wisdom": 24,
            "charisma": 26,
            "strength_save": 17,
            "dexterity_save": null,
            "constitution_save": 17,
            "intelligence_save": 13,
            "wisdom_save": 14,
            "charisma_save": 15,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "radiant; damage from nonmagical weapons",
            "condition_immunities": "",
            "senses": "truesight 120 ft., passive Perception 17",
            "languages": "Celestial, Common, six more",
            "challenge_rating": "22",
            "cr": 22.0,
            "actions": [
                {
                    "name": "Maul",
                    "desc": "Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 38 (8d6 + 10) bludgeoning damage plus 14 (4d6) radiant damage  and the target makes a DC 25 Strength saving throw. On a failure  the target is pushed up to 30 feet away and knocked prone."
                },
                {
                    "name": "Lightning Bolt (3rd-Level; V, S)",
                    "desc": "A bolt of lightning 5 feet wide and 100 feet long arcs from the empyrean. Each creature in the area makes a DC 23 Dexterity saving throw  taking 28 (8d6) lightning damage on a failure or half damage on a success."
                },
                {
                    "name": "Flame Strike (5th-Level; V, S)",
                    "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 23 Dexterity saving throw  taking 14 (4d6) fire damage and 14 (4d6) radiant damage on a failure or half damage on a success."
                },
                {
                    "name": "Hold Monster (5th-Level; V, S, Concentration)",
                    "desc": "One creature the empyrean can see within 60 feet makes a DC 23 Wisdom saving throw. On a failure  the target is paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns  ending the effect on a success."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Immortal Form",
                    "desc": "The empyrean magically changes its size between Gargantuan and Medium. While Medium, the empyrean has disadvantage on Strength checks. Its statistics are otherwise unchanged."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": [
                {
                    "name": "The empyrean 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": "Attack",
                    "desc": "The empyrean makes a weapon attack."
                },
                {
                    "name": "Cast Spell",
                    "desc": "The empyrean casts a spell. The empyrean can't use this option if it has cast a spell since the start of its last turn."
                },
                {
                    "name": "Fly",
                    "desc": "The empyrean flies up to half its fly speed."
                },
                {
                    "name": "Shout (Recharge 5-6)",
                    "desc": "Each creature within 120 feet that can hear the empyrean makes a DC 25 Constitution saving throw. On a failure, a creature takes 24 (7d6) thunder damage and is stunned until the end of the empyreans next turn. On a success, a creature takes half damage."
                }
            ],
            "special_abilities": [
                {
                    "name": "Divine Grace",
                    "desc": "If the empyrean makes a saving throw against an effect that deals half damage on a success, it takes no damage on a success and half damage on a failure. Furthermore, while wearing medium armor, the empyrean adds its full Dexterity bonus to its Armor Class (already included)."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The empyreans innate spellcasting ability is Charisma (spell save DC 23). It can innately cast the following spells, requiring no material components: At will: charm person, command, telekinesis, 3/day: flame strike, hold monster, lightning bolt, 1/day: commune, greater restoration, heroes feast, plane shift (self only, can't travel to or from the Material Plane)"
                }
            ],
            "spell_list": [],
            "page_no": 405,
            "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_empyrean/"
        },
        {
            "slug": "king-fomor-a5e",
            "desc": "",
            "name": "King Fomor",
            "size": "Gargantuan",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 21,
            "armor_desc": "",
            "hit_points": 656,
            "hit_dice": "32d20+320",
            "speed": {
                "walk": 60,
                "fly": 60
            },
            "strength": 30,
            "dexterity": 24,
            "constitution": 30,
            "intelligence": 22,
            "wisdom": 24,
            "charisma": 26,
            "strength_save": 17,
            "dexterity_save": null,
            "constitution_save": 17,
            "intelligence_save": 13,
            "wisdom_save": 14,
            "charisma_save": 15,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "radiant; damage from nonmagical weapons",
            "condition_immunities": "",
            "senses": "truesight 120 ft., passive Perception 17",
            "languages": "Celestial, Common, six more",
            "challenge_rating": "22",
            "cr": 22.0,
            "actions": [
                {
                    "name": "Maul",
                    "desc": "Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 38 (8d6 + 10) bludgeoning damage plus 14 (4d6) radiant damage  and the target makes a DC 25 Strength saving throw. On a failure  the target is pushed up to 30 feet away and knocked prone."
                },
                {
                    "name": "Lightning Bolt (3rd-Level; V, S)",
                    "desc": "A bolt of lightning 5 feet wide and 100 feet long arcs from the empyrean. Each creature in the area makes a DC 23 Dexterity saving throw  taking 28 (8d6) lightning damage on a failure or half damage on a success."
                },
                {
                    "name": "Flame Strike (5th-Level; V, S)",
                    "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 23 Dexterity saving throw  taking 14 (4d6) fire damage and 14 (4d6) radiant damage on a failure or half damage on a success."
                },
                {
                    "name": "Hold Monster (5th-Level; V, S, Concentration)",
                    "desc": "One creature the empyrean can see within 60 feet makes a DC 23 Wisdom saving throw. On a failure  the target is paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns  ending the effect on a success."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Immortal Form",
                    "desc": "The empyrean magically changes its size between Gargantuan and Medium. While Medium, the empyrean has disadvantage on Strength checks. Its statistics are otherwise unchanged."
                },
                {
                    "name": "Burning Gaze",
                    "desc": "A line of fire 5 feet wide and 60 feet long blasts from King Fomors eye. Each creature in the area makes a DC 23 Constitution saving throw, taking 35 (10d6) fire damage and 35 (10d6) radiant damage on a failure or half damage on a success. When King Fomor is bloodied, his Burning Gazes shape is a 60-foot cone instead of a line."
                },
                {
                    "name": "Elite Recovery (While Bloodied)",
                    "desc": "King Fomor ends one negative effect currently affecting him. He can do so as long as he has at least 1 hit point, even while unconscious or incapacitated."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": [
                {
                    "name": "The empyrean 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": "Attack",
                    "desc": "The empyrean makes a weapon attack."
                },
                {
                    "name": "Cast Spell",
                    "desc": "The empyrean casts a spell. The empyrean can't use this option if it has cast a spell since the start of its last turn."
                },
                {
                    "name": "Fly",
                    "desc": "The empyrean flies up to half its fly speed."
                },
                {
                    "name": "Shout (Recharge 5-6)",
                    "desc": "Each creature within 120 feet that can hear the empyrean makes a DC 25 Constitution saving throw. On a failure, a creature takes 24 (7d6) thunder damage and is stunned until the end of the empyreans next turn. On a success, a creature takes half damage."
                }
            ],
            "special_abilities": [
                {
                    "name": "Divine Grace",
                    "desc": "If the empyrean makes a saving throw against an effect that deals half damage on a success, it takes no damage on a success and half damage on a failure. Furthermore, while wearing medium armor, the empyrean adds its full Dexterity bonus to its Armor Class (already included)."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The empyreans innate spellcasting ability is Charisma (spell save DC 23). It can innately cast the following spells, requiring no material components: At will: charm person, command, telekinesis, 3/day: flame strike, hold monster, lightning bolt, 1/day: commune, greater restoration, heroes feast, plane shift (self only, can't travel to or from the Material Plane)"
                }
            ],
            "spell_list": [],
            "page_no": 406,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/a5e-mm_king-fomor/"
        },
        {
            "slug": "solar",
            "desc": "",
            "name": "Solar",
            "size": "Large",
            "type": "Celestial",
            "subtype": "",
            "group": "Angels",
            "alignment": "lawful good",
            "armor_class": 21,
            "armor_desc": "natural armor",
            "hit_points": 243,
            "hit_dice": "18d10+144",
            "speed": {
                "walk": 50,
                "fly": 150
            },
            "strength": 26,
            "dexterity": 22,
            "constitution": 26,
            "intelligence": 25,
            "wisdom": 25,
            "charisma": 30,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": 14,
            "wisdom_save": 14,
            "charisma_save": 17,
            "perception": 14,
            "skills": {
                "perception": 14
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "radiant; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, poisoned",
            "senses": "truesight 120 ft., passive Perception 24",
            "languages": "all, telepathy 120 ft.",
            "challenge_rating": "21",
            "cr": 21.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The solar makes two greatsword attacks."
                },
                {
                    "name": "Greatsword",
                    "desc": "Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage.",
                    "attack_bonus": 15,
                    "damage_dice": "4d6+6d8",
                    "damage_bonus": 8
                },
                {
                    "name": "Slaying Longbow",
                    "desc": "Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 190 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.",
                    "attack_bonus": 13,
                    "damage_dice": "2d8+6d8",
                    "damage_bonus": 6
                },
                {
                    "name": "Flying Sword",
                    "desc": "The solar releases its greatsword to hover magically in an unoccupied space within 5 ft. of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 ft. and either make one attack against a target or return to the solar's hands. If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies."
                },
                {
                    "name": "Healing Touch (4/Day)",
                    "desc": "The solar touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "The solar 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 solar regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "name": "Teleport",
                    "desc": "The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 ft. to an unoccupied space it can see."
                },
                {
                    "name": "Searing Burst (Costs 2 Actions)",
                    "desc": "The solar emits magical, divine energy. Each creature of its choice in a 10 -foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one."
                },
                {
                    "name": "Blinding Gaze (Costs 3 Actions)",
                    "desc": "The solar targets one creature it can see within 30 ft. of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness."
                }
            ],
            "special_abilities": [
                {
                    "name": "Angelic Weapons",
                    "desc": "The solar's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack)."
                },
                {
                    "name": "Divine Awareness",
                    "desc": "The solar knows if it hears a lie."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The solar's spell casting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components:\nAt will: detect evil and good, invisibility (self only)\n3/day each: blade barrier, dispel evil and good, resurrection\n1/day each: commune, control weather"
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The solar has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [
                "https://api-beta.open5e.com/v2/spells/detect-evil-and-good/?format=api",
                "https://api-beta.open5e.com/v2/spells/invisibility/?format=api",
                "https://api-beta.open5e.com/v2/spells/blade-barrier/?format=api",
                "https://api-beta.open5e.com/v2/spells/dispel-evil-and-good/?format=api",
                "https://api-beta.open5e.com/v2/spells/resurrection/?format=api",
                "https://api-beta.open5e.com/v2/spells/commune/?format=api",
                "https://api-beta.open5e.com/v2/spells/control-weather/?format=api"
            ],
            "page_no": 262,
            "environments": [
                "Temple",
                "Astral Plane"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_solar/"
        },
        {
            "slug": "shadow-of-death",
            "desc": "Draped in black funerary garb, ribbons of which move of their own accord, the creature has the appearance of a skeletal angel._  \n**Angels of Death.** Once beings of light and beauty who championed justice across the planes, the shadows of death formed after some agent of entropy discarded their bodies into the Void. Their celestial forms protected them from ultimate annihilation, but their minds were forever darkened by the plane’s dread influence.  \n**Deathly Avatars.** Shadows of death sometimes answer the call of death cults. Rather than aiding the cultists though, the shadows kill the cultists before spreading the grave’s shadow across the world.  \n**Immortal Nature.** The shadow of death doesn’t require food, drink, or sleep.",
            "name": "Shadow of Death",
            "size": "Large",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 18,
            "armor_desc": null,
            "hit_points": 250,
            "hit_dice": "20d10+140",
            "speed": {
                "walk": 50
            },
            "strength": 7,
            "dexterity": 26,
            "constitution": 24,
            "intelligence": 25,
            "wisdom": 25,
            "charisma": 30,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": 14,
            "wisdom_save": 14,
            "charisma_save": 17,
            "perception": 14,
            "skills": {
                "perception": 14
            },
            "damage_vulnerabilities": "radiant",
            "damage_resistances": "acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "cold, necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, poisoned",
            "senses": "truesight 120 ft., passive Perception 24",
            "languages": "all, telepathy 120 ft.",
            "challenge_rating": "21",
            "cr": 21.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The shadow of death can use Vision of Ending. It then makes three shortsword attacks."
                },
                {
                    "name": "Shortsword",
                    "desc": "Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) piercing damage plus 10 (3d6) necrotic damage.",
                    "attack_bonus": 15,
                    "damage_dice": "2d6+8"
                },
                {
                    "name": "Vision of Ending",
                    "desc": "Each creature that is not undead within 60 feet of the shadow of death that can see it must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. While frightened in this way, the creature is also paralyzed as it sees visions of its death. 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 this shadow of death's Vision of Ending for the next 24 hours."
                },
                {
                    "name": "Teleport",
                    "desc": "The shadow of death magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Death Throes",
                    "desc": "When the shadow of death dies, it explodes, and each creature within 30 feet of it must make a DC 22 Constitution saving throw, taking 35 (10d6) necrotic damage on a failed save, or half as much on a successful one."
                },
                {
                    "name": "Deathly Shroud",
                    "desc": "At the start of each of the shadow of death's turns, each creature within 15 feet of it must succeed on a DC 22 Constitution saving throw or take 10 (3d6) necrotic damage.\n\nIn addition, light within 30 feet of the shadow of death is less effective. Bright light in the area becomes dim light, and dim light in the area becomes darkness."
                },
                {
                    "name": "Destroyer of Life",
                    "desc": "If the shadow of death reduces a creature to 0 hp, the creature can be restored to life only by means of a wish spell."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The shadow of death has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Shadow Stealth",
                    "desc": "While in dim light or darkness, the shadow of death can take the Hide action as a bonus action."
                },
                {
                    "name": "Weapons of Death",
                    "desc": "The shadow of death's weapon attacks are magical. When the shadow of death hits with any weapon, the weapon deals an extra 10 (3d6) necrotic damage (included in the attack).\n\nA creature that takes necrotic damage from the shadow death's weapon must succeed on a DC 22 Constitution saving throw or its hp maximum is reduced by an amount equal to the necrotic damage taken. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0."
                }
            ],
            "spell_list": [],
            "page_no": 323,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_shadow-of-death/"
        },
        {
            "slug": "solar_bf",
            "desc": "",
            "name": "Solar",
            "size": "large",
            "type": "Celestial",
            "subtype": "Angel",
            "group": "Angels",
            "alignment": "",
            "armor_class": 21,
            "armor_desc": "natural armor",
            "hit_points": 306,
            "hit_dice": "",
            "speed": {
                "walk": 50,
                "fly": 150
            },
            "strength": 26,
            "dexterity": 22,
            "constitution": 26,
            "intelligence": 38,
            "wisdom": 38,
            "charisma": 44,
            "strength_save": 8,
            "dexterity_save": 6,
            "constitution_save": 8,
            "intelligence_save": 14,
            "wisdom_save": 14,
            "charisma_save": 17,
            "perception": 24,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "Angelic Resilience",
            "damage_immunities": "necrotic,poison,poisoned,Angelic Resilience",
            "condition_immunities": "",
            "senses": "truesight 120 ft.",
            "languages": "all,telepathy 120 ft.",
            "challenge_rating": "21",
            "cr": 21.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The solar makes three Greatsword or Holy Fire Bolt attacks. It can replace one attack with a use of Spellcasting. If two Greatsword or Holy Fire Bolt attacks hit one creature, the target must succeed on a DC 22 CON save or be blinded until the end of its next turn."
                },
                {
                    "name": "Greatsword",
                    "desc": "_Melee Weapon Attack:_ +15 to hit, reach 5 ft., one target. _Hit:_ 22 (4d6+8) slashing damage plus 27 (6d8) radiant damage."
                },
                {
                    "name": "Holy Fire Bolt",
                    "desc": "_Ranged Spell Attack:_ +14 to hit, range 60 ft., one target. _Hit:_ 34 (6d8+7) radiant damage plus 14 (4d6) fire damage."
                },
                {
                    "name": "Healing Touch (4/Day)",
                    "desc": "The solar touches another creature. The target magically regains 40 (8d8+4) HP and is freed from any curse, disease, poison, blindness, or deafness."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The solar casts one of the following spells, requiring no material components and using WIS as the spellcasting ability (spell save DC 22).<br>At will: _command_, _invisibility_ (self only)<br>3/day each: _greater restoration_, _resurrection_ (as an action)<br>1/day: _holy aura_"
                }
            ],
            "bonus_actions": [
                {
                    "name": "Celestial Tactics",
                    "desc": "The solar uses one of the following tactics:\n- **Empower Strikes.** The solar sends divine power into the weapons of up to two friendly creatures it can see within 30 feet of it. Each target has advantage on the next weapon attack roll it makes before the start of the solar's next turn. If that attack hits, the weapon deals an extra 7 (2d6) radiant damage.\n- **Inspire Resolve.** One friendly creature the solar can see within 30 feet of it gains 14 (4d6) temporary HP and becomes immune to the charmed and frightened conditions until the start of the solar's next turn, ending any effect currently causing the target to be charmed or frightened.\n- **Manipulate Battlefield.** The solar commands up to three friendly creatures it can see to reposition themselves on the battlefield. Each target can use a reaction to move up to half its speed in a direction of the solar's choice. This movement is unaffected by difficult terrain and doesn't provoke opportunity attacks."
                }
            ],
            "reactions": [],
            "legendary_desc": "The solar 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 solar regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "name": "Teleport",
                    "desc": "The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."
                },
                {
                    "name": "Searing Burst (Costs 2 Actions)",
                    "desc": "The solar emits divine energy. Each creature of its choice within 10 feet of it must make a DC 22 Dexterity saving throw, taking 14 (4d6) fire damage and 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one."
                },
                {
                    "name": "Intimidating Glare (Costs 3 Actions)",
                    "desc": "The solar glares at up to three creatures it can see within 30 feet of it. Each target must succeed on a DC 22 CHA save or be cowed until the end of its next turn. While cowed, a creature's speed is halved, and it can't look at the solar."
                }
            ],
            "special_abilities": [
                {
                    "name": "Angelic Resilience",
                    "desc": "The solar is resistant to radiant damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to exhaustion and the charmed and frightened conditions."
                },
                {
                    "name": "Angelic Senses",
                    "desc": "The solar can pinpoint the location of Aberrations, Celestials, Fiends, and Undead within 30 feet of it and knows if a place or object it can sense is consecrated or desecrated."
                },
                {
                    "name": "Angelic Weapons",
                    "desc": "The solar's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack)."
                },
                {
                    "name": "Divine Awareness",
                    "desc": "The solar knows if it hears a lie."
                },
                {
                    "name": "Divine Protection",
                    "desc": "Aberrations, Celestials, Fiends, and Undead have disadvantage on attack rolls against the solar."
                },
                {
                    "name": "Immortal Nature",
                    "desc": "The solar doesn't require food, drink, or sleep."
                },
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "If the solar fails a save, it can choose to succeed instead."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The solar has advantage on saves against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_solar/"
        },
        {
            "slug": "godslayer",
            "desc": "",
            "name": "Godslayer",
            "size": "Huge",
            "type": "Construct",
            "subtype": "",
            "group": null,
            "alignment": "unaligned",
            "armor_class": 24,
            "armor_desc": "natural armor",
            "hit_points": 580,
            "hit_dice": "40d12+320",
            "speed": {
                "walk": 50,
                "fly": 60,
                "swim": 60
            },
            "strength": 30,
            "dexterity": 14,
            "constitution": 27,
            "intelligence": 16,
            "wisdom": 30,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 17,
            "intelligence_save": 12,
            "wisdom_save": 19,
            "charisma_save": 11,
            "perception": 10,
            "skills": {
                "perception": 10
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone",
            "senses": "truesight 120', passive Perception 29",
            "languages": "understands all, can't speak",
            "challenge_rating": "30",
            "cr": 30.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Arcane Lexicon then 3 Energy Glaives or Rune Discuses."
                },
                {
                    "name": "Energy Glaive",
                    "desc": "Melee Weapon Attack: +19 to hit, 15 ft., one target, 48 (7d10+10) force."
                },
                {
                    "name": "Rune Discus",
                    "desc": "Ranged Spell Attack: +19 to hit 80/320' one target 41 (7d8+10) force and target must make DC 25 Wis save or spells and magical effects are suppressed on target and target can't cast spells for 1 min. Target can re-save at end of each of its turns success ends effect on itself."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Hunting Step",
                    "desc": "Magically teleports with items worn/carried up to 120' to unoccupied space within 15 ft. of a Celestial Fiend divine avatar or deity it senses with Divine Sense magically shifting from Material to Ethereal or Shadow Planes or vice versa. Godslayer has advantage on next attack roll it makes vs. target before start of its next turn. Glowing glyphs appear at origin and destination when it uses this."
                }
            ],
            "reactions": [
                {
                    "name": "Parry Spell",
                    "desc": "If it succeeds on a save vs. spell of up to 8th level that targets only godslayer spell has no effect. If godslayer succeeds on the save by 5+ spell is reflected back at spellcaster using slot level spell save DC attack bonus and spellcasting ability of caster."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": [
                {
                    "name": "Arcane Word",
                    "desc": "One Lexicon glyph on target within 90' it can see."
                },
                {
                    "name": "Attack",
                    "desc": "Makes one Energy Glaive or Rune Discus attack."
                },
                {
                    "name": "Move",
                    "desc": "Up to its speed with o provoking opportunity attacks."
                },
                {
                    "name": "Rejuvenating Repair (2)",
                    "desc": "Regains 65 (10d12) hp."
                }
            ],
            "special_abilities": [
                {
                    "name": "Construct Nature",
                    "desc": "Doesn't require air food drink or sleep."
                },
                {
                    "name": "Divine Sense",
                    "desc": "Can pinpoint the location of Celestials Fiends divine avatars and deities within 120' of it and can sense general direction of them within 1 mile of it. This extends into Ethereal and Shadow Planes."
                },
                {
                    "name": "Divine Slayer",
                    "desc": "Its attacks affect immortal beings such as gods. Celestials Fiends divine avatars and deities don't have resistance to the damage from its attacks. If such a creature would normally have immunity to the damage from its attacks it has resistance instead. If it reduces a Celestial Fiend divine avatar or deity to 0 hp it absorbs target's divine energy preventing target from reviving or being resurrected until godslayer is destroyed."
                },
                {
                    "name": "Immutable Form",
                    "desc": "Immune: form-altering spells/effects."
                },
                {
                    "name": "Inscrutable",
                    "desc": "Immune to any effect that would sense its emotions or read its thoughts and any divination spell that it refuses. Wis (Insight) checks made to ascertain its intentions/sincerity have disadvantage."
                },
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "Choose to succeed failed save."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "Advantage: spell/magic effect saves."
                },
                {
                    "name": "Siege Monster",
                    "desc": "Double damage to objects/structures."
                },
                {
                    "name": "Arcane Lexicon",
                    "desc": "Glyphs on its body cast ghostly copies into the air forming into eldritch incantations. It chooses up to 3 creatures it can see within 90' of it choosing one of the following options for each. A creature can't be targeted by more than one effect at a time and godslayer can't use same option on more than one target.Death Glyph Target marked for death until start of godslayer's next turn (DC 25 Wis negates). While marked target takes extra 11 (2d10) force each time godslayer hits target with Energy Glaive.Glyph of Despair Target overwhelmed with despair for 1 min (DC 25 Cha negates). While overwhelmed with despair target has disadvantage on ability checks and attack rolls.Glyph of Pain Target overwhelmed by pain incapacitated until its next turn end (DC 25 Con negates). No effect: Undead/Constructs.Glyph of Summoning Target magically teleported to an unoccupied space within 15 ft. of godslayer (DC 25 Wis negates).Retributive Glyph Target marked with retributive glyph until the end of its next turn (DC 25 Dex negates). While marked creature takes 9 (2d8) force each time it hits a creature with weapon attack.Stupefying Glyph Target blinded and deafened until the end of its next turn (DC 25 Con negates)."
                }
            ],
            "spell_list": [],
            "page_no": 212,
            "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_godslayer/"
        }
    ]
}