{"count":3207,"next":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=-damage_immunities&page=10","previous":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=-damage_immunities&page=8","results":[{"slug":"ghoul-a5e","desc":"","name":"Ghoul","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"","armor_class":12,"armor_desc":"","hit_points":22,"hit_dice":"5d8","speed":{"walk":30},"strength":12,"dexterity":14,"constitution":10,"intelligence":6,"wisdom":10,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"necrotic","damage_immunities":"poison","condition_immunities":"charmed, fatigue, paralyzed, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"Common","challenge_rating":"1","cr":1.0,"actions":[{"name":"Paralyzing Claw","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. If the target is a living creature other than an elf  it makes a DC 10 Constitution saving throw. On a failure  the target is paralyzed for 1 minute. The target repeats the saving throw at the end of its turns  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 any Paralyzing Claw for 24 hours."},{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one incapacitated creature. Hit: 6 (1d8 + 2) piercing damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Radiant Sensitivity","desc":"When the ghoul takes radiant damage, it has disadvantage on attack rolls and on Perception checks that rely on sight until the end of its next turn."},{"name":"Undead Nature","desc":"Ghouls and ghasts dont require air, sustenance, or sleep."}],"spell_list":[],"page_no":229,"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_ghoul/"},{"slug":"giant-air-elemental-a5e","desc":"","name":"Giant Air Elemental","size":"Huge","type":"Elemental","subtype":"","group":null,"alignment":"","armor_class":14,"armor_desc":"","hit_points":127,"hit_dice":"15d12+30","speed":{"walk":0,"fly":90},"strength":10,"dexterity":18,"constitution":14,"intelligence":6,"wisdom":10,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"lightning, thunder; damage from nonmagical weapons","damage_immunities":"poison","condition_immunities":"fatigue, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious","senses":"darkvision 60 ft., passive Perception 10","languages":"Auran","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The elemental makes two slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 24 (6d6 + 4) bludgeoning damage."},{"name":"Whirlwind (Recharge 5-6)","desc":"The elemental takes the form of a whirlwind  flies up to half of its fly speed without provoking opportunity attacks  and then resumes its normal form. When a creature shares its space with the whirlwind for the first time during this movement  that creature makes a DC 15 Strength saving throw. On a failure  the creature is carried inside the elementals space until the whirlwind ends  taking 3 (1d6) bludgeoning damage for each 10 feet it is carried  and falls prone at the end of the movement. The whirlwind can carry one Large creature or up to four Medium or smaller creatures."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Air Form","desc":"The elemental can enter and end its turn in other creatures spaces and pass through an opening as narrow as 1 inch wide without squeezing."},{"name":"Elemental Nature","desc":"An elemental doesnt require air, sustenance, or sleep."}],"spell_list":[],"page_no":194,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_giant-air-elemental/"},{"slug":"giant-earth-elemental-a5e","desc":"","name":"Giant Earth Elemental","size":"Large","type":"Elemental","subtype":"","group":null,"alignment":"","armor_class":17,"armor_desc":"","hit_points":157,"hit_dice":"15d12+60","speed":{"walk":30,"burrow":30},"strength":18,"dexterity":10,"constitution":18,"intelligence":6,"wisdom":10,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"thunder","damage_resistances":"damage from nonmagical weapons","damage_immunities":"poison","condition_immunities":"fatigue, paralyzed, petrified, poisoned, unconscious","senses":"darkvision 60 ft., passive Perception 10","languages":"Terran","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The elemental makes two slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 22 (4d8 + 4) bludgeoning damage."},{"name":"Earths Embrace","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one Large or smaller creature. Hit: 17 (2d12 + 4) bludgeoning damage  and the target is grappled (escape DC 15). Until this grapple ends  the elemental can't burrow or use Earths Embrace and its slam attacks are made with advantage against the grappled target."},{"name":"Rock","desc":"Ranged Weapon Attack: +7 to hit, range 30/90 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Earth Glide","desc":"The elemental can burrow through nonmagical, unworked earth and stone without disturbing it."},{"name":"Siege Monster","desc":"The elemental deals double damage to objects and structures."},{"name":"Elemental Nature","desc":"An elemental doesnt require air, sustenance, or sleep."}],"spell_list":[],"page_no":194,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_giant-earth-elemental/"},{"slug":"giant-water-elemental-a5e","desc":"","name":"Giant Water Elemental","size":"Huge","type":"Elemental","subtype":"","group":null,"alignment":"","armor_class":14,"armor_desc":"","hit_points":157,"hit_dice":"15d12+60","speed":{"walk":30,"swim":90},"strength":18,"dexterity":14,"constitution":18,"intelligence":6,"wisdom":10,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"acid; damage from nonmagical weapons","damage_immunities":"poison","condition_immunities":"fatigue, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","senses":"darkvision 60 ft., passive Perception 10","languages":"Aquan","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The elemental makes two slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) bludgeoning damage."},{"name":"Whelm","desc":"The elemental targets each Large or smaller creature in its space. Each target makes a DC 15 Strength saving throw. On a failure  the target is grappled (escape DC 15). Until this grapple ends  the target is restrained and unable to breathe air. The elemental can move at full speed while carrying grappled creatures inside its space. It can grapple one Large creature or up to four Medium or smaller creatures."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Conductive","desc":"If the elemental takes lightning damage, each creature sharing its space takes the same amount of lightning damage."},{"name":"Fluid Form","desc":"The elemental can enter and end its turn in other creatures spaces and move through a space as narrow as 1 inch wide without squeezing."},{"name":"Freeze","desc":"If the elemental takes cold damage, its speed is reduced by 15 feet until the end of its next turn."}],"spell_list":[],"page_no":194,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_giant-water-elemental/"},{"slug":"glabrezu-a5e","desc":"","name":"Glabrezu","size":"Large","type":"Fiend","subtype":"","group":null,"alignment":"","armor_class":17,"armor_desc":"","hit_points":157,"hit_dice":"15d10+75","speed":{"walk":40},"strength":20,"dexterity":16,"constitution":20,"intelligence":18,"wisdom":18,"charisma":18,"strength_save":9,"dexterity_save":null,"constitution_save":9,"intelligence_save":null,"wisdom_save":8,"charisma_save":8,"perception":null,"skills":{"deception":8,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; damage from nonmagical weapons","damage_immunities":"poison","condition_immunities":"poisoned","senses":"truesight 120 ft., passive Perception 14","languages":"Abyssal, telepathy 120 ft.","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The glabrezu makes two pincer attacks."},{"name":"Pincer","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a Medium or smaller creature  it is grappled (escape DC 17). The glabrezu has two pincers  each of which can grapple one target. While grappling a target  a pincer can't attack a different target. If the same creature is grappled by both of the glabrezus pincers  it must escape from each of them separately."},{"name":"Wish","desc":"Once per 30 days  the glabrezu can cast wish for a mortal  using no material components. Before doing so  it will demand that the mortal commit a terribly evil act or make a painful sacrifice."}],"bonus_actions":[{"name":"Fists","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) bludgeoning damage."},{"name":"Rend","desc":"If grappling the same target with both pincers, the glabrezu rips at the target, ending both grapples and dealing 27 (4d10 + 5) slashing damage. If this damage reduces a creature to 0 hit points, it dies and is torn in half."},{"name":"Darkness","desc":"Magical darkness spreads from a point within 30 feet, filling a 15-foot-radius sphere and spreading around corners. It remains for 1 minute, until the glabrezu dismisses it, or until the glabrezu uses this ability again. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it."},{"name":"Confusion (1/Day)","desc":"The glabrezu targets up to three creatures within 90 feet. Each target makes a DC 16 Wisdom saving throw, becoming confused for 1 minute on a failure. A target repeats this saving throw at the end of each of its turns, ending the effect on itself on a success."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Chaotic Evil","desc":"The glabrezu radiates a Chaotic and Evil aura."},{"name":"Magic Resistance","desc":"The glabrezu has advantage on saving throws against spells and magical effects."}],"spell_list":[],"page_no":68,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_glabrezu/"},{"slug":"great-wyrm-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":"green-dragon-wyrmling-a5e","desc":"","name":"Green Dragon Wyrmling","size":"Huge","type":"Dragon","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":55,"hit_dice":"10d8+10","speed":{"walk":30,"fly":60,"swim":30},"strength":14,"dexterity":14,"constitution":12,"intelligence":14,"wisdom":10,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"perception":2,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"poisoned","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 12","languages":"Draconic","challenge_rating":"3","cr":3.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) piercing damage."},{"name":"Poison Breath (Recharge 5-6)","desc":"The dragon exhales poisonous gas in a 15-foot cone. Each creature in that area makes a DC 11 Constitution saving throw  taking 14 (4d6) poison damage on a failed save or half damage on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The dragon can breathe air and water."},{"name":"Woodland Stalker","desc":"When in a forested area, the dragon has advantage on Stealth checks."}],"spell_list":[],"page_no":114,"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_green-dragon-wyrmling/"},{"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":"hezrou-a5e","desc":"","name":"Hezrou","size":"Large","type":"Fiend","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":136,"hit_dice":"13d10+65","speed":{"walk":40},"strength":18,"dexterity":16,"constitution":20,"intelligence":8,"wisdom":12,"charisma":12,"strength_save":7,"dexterity_save":null,"constitution_save":8,"intelligence_save":2,"wisdom_save":4,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; damage from nonmagical weapons","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 11","languages":"Abyssal, telepathy 120 ft.","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The hezrou makes one attack with its bite and one with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the target is a Medium or smaller creature  it is grappled (escape DC 15). Until this grapple ends  the target is restrained  and the hezrou can't bite another target."},{"name":"Claws","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) slashing damage."},{"name":"Swallow","desc":"The hezrou makes a bite attack against a Medium or smaller creature it is grappling. If the attack hits and the hezrou has not swallowed another creature  the target is swallowed and the grapple ends. A swallowed creature has total cover from attacks from outside the hezrou  it is blinded and restrained  and it takes 17 (5d6) ongoing acid damage while swallowed."},{"name":"If a swallowed creature deals 25 or more damage to the hezrou in a single turn, or if the hezrou dies, the hezrou vomits up the creature","desc":""},{"name":"Darkness","desc":"Magical darkness spreads from a point within 30 feet  filling a 15-foot-radius sphere and spreading around corners. It remains for 1 minute  until the hezrou dismisses it  or until the hezrou uses this ability again. A creature with darkvision can't see through this darkness and nonmagical light can't illuminate it."}],"bonus_actions":null,"reactions":[{"name":"Stench (1/Day)","desc":"When hit by a melee attack, the hezrou emits a cloud of foul-smelling poison gas in a 20-foot radius. Each creature in the area makes a DC 14 Constitution saving throw. On a failure, a creature is poisoned for 1 minute. A creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Chaotic Evil","desc":"The hezrou radiates a Chaotic and Evil aura."},{"name":"Magic Resistance","desc":"The hezrou has advantage on saving throws against spells and magical effects."}],"spell_list":[],"page_no":69,"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_hezrou/"},{"slug":"homunculus-a5e","desc":"","name":"Homunculus","size":"Tiny","type":"Construct","subtype":"","group":null,"alignment":"","armor_class":13,"armor_desc":"","hit_points":5,"hit_dice":"2d4","speed":{"walk":20,"fly":40},"strength":4,"dexterity":16,"constitution":10,"intelligence":10,"wisdom":10,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"charmed, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"understands the languages of its creator but can't speak","challenge_rating":"0","cr":0.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 1 piercing damage  and the target makes a DC 10 Constitution saving throw. On a failure  it is poisoned. At the end of its next turn  it repeats the saving throw. On a success  the effect ends. On a failure  it falls unconscious for 1 minute. If it takes damage or a creature uses an action to shake it awake  it wakes up  and the poisoned effect ends."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Telepathic Bond","desc":"While they are on the same plane, the homunculus and its creator can communicate telepathically at any distance."}],"spell_list":[],"page_no":283,"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_homunculus/"},{"slug":"horde-demon-a5e","desc":"","name":"Horde Demon","size":"Medium","type":"Fiend","subtype":"","group":null,"alignment":"","armor_class":13,"armor_desc":"","hit_points":52,"hit_dice":"8d8+16","speed":{"walk":40},"strength":16,"dexterity":12,"constitution":14,"intelligence":8,"wisdom":8,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; damage from nonmagical weapons","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 11","languages":"Abyssal","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The demon makes two attacks  using any attack granted by its Varied Shapes trait."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Chaotic Evil","desc":"The demon radiates a Chaotic and Evil aura."},{"name":"Radiant Weakness","desc":"If the demon takes radiant damage while it is bloodied, it is frightened for 1 minute."},{"name":"Varied Shapes","desc":"Each horde demon has a unique combination of attacks and powers. Roll 1d10 once or twice, rerolling duplicates, or choose one or two features from the following table. A horde demons features determine the attacks it can make."},{"name":"1 Bat Head","desc":"The demon emits a 15-foot cone of cacophonous sound. Each creature in the area makes a DC 12 Constitution saving throw, taking 7 (2d6) thunder damage on a failed save or half damage on a success."},{"name":"2 Bulging Eyes (Gaze)","desc":"A creature within 60 feet makes a DC 12 Wisdom saving throw. On a failure, it takes 7 (2d6) psychic damage and is frightened until the end of its next turn."},{"name":"3 Claws","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage."},{"name":"4 Fangs","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage."},{"name":"5 Goat Horns","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage and the target makes a DC 13 Strength saving throw, falling prone on a failure."},{"name":"6 Lamprey Mouth","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage, and the target is grappled (escape DC 13). Until this grapple ends, the lamprey mouth attack can be used only on this target and automatically hits."},{"name":"7 Porcupine Quills","desc":"Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: 10 (2d6 + 3) piercing damage."},{"name":"8 Scorpion Tail Melee Weapon Attack: +5 to hit, reach 5 ft","desc":", one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) poison damage."},{"name":"9 Tentacle Arms Melee Weapon Attack: +5 to hit, reach 15 ft","desc":", one target. Hit: 8 (2d4 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the tentacle arms attack can only be used on this target."},{"name":"10 Whispering Mouth","desc":"The demon targets a creature within 30 feet that can hear it. The target makes a DC 12 Wisdom saving throw. On a failure, it takes 7 (1d8 + 3) psychic damage and is magically cursed until the start of the demons next turn. While cursed, the demons attacks against the target are made with advantage, and the target has disadvantage on saving throws against the demons Whispering Mouth."}],"spell_list":[],"page_no":70,"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_horde-demon/"},{"slug":"horde-demon-band-a5e","desc":"","name":"Horde Demon Band","size":"Large","type":"Fiend","subtype":"","group":null,"alignment":"","armor_class":13,"armor_desc":"","hit_points":260,"hit_dice":"40d8+80","speed":{"walk":30},"strength":16,"dexterity":12,"constitution":14,"intelligence":8,"wisdom":8,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; damage from nonmagical weapons","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 11","languages":"Abyssal","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack","desc":"The band attacks twice."},{"name":"Mob Attack","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 50 (10d6 + 15) slashing damage  or half damage if the band is bloodied."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Area Vulnerability","desc":"The band takes double damage from any effect that targets an area."},{"name":"Chaotic Evil","desc":"The band radiates a Chaotic and Evil aura."},{"name":"Band","desc":"The band is composed of 5 or more horde demons. If it is subjected to a spell, attack, or other effect that affects only one target, it takes any damage but ignores other effects. It can share its space with Medium or smaller creatures or objects. The band can move through any opening large enough for one Medium creature without squeezing."},{"name":"Band Dispersal","desc":"When the band is reduced to 0 hit points, it turns into 2 (1d4) horde demons with 26 hit points each."}],"spell_list":[],"page_no":71,"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_horde-demon-band/"},{"slug":"invisible-stalker-a5e","desc":"","name":"Invisible Stalker","size":"Medium","type":"Elemental","subtype":"","group":null,"alignment":"","armor_class":14,"armor_desc":"","hit_points":104,"hit_dice":"16d8+32","speed":{"walk":50,"fly":50},"strength":16,"dexterity":18,"constitution":14,"intelligence":10,"wisdom":14,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"perception":5,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"damage from nonmagical weapons","damage_immunities":"poison","condition_immunities":"fatigue, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","senses":"darkvision 60 ft., passive Perception 15","languages":"Auran, Common","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The stalker makes two melee attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage. On a critical hit  the target is pushed up to 15 feet and knocked prone."}],"bonus_actions":[{"name":"Gust (Recharge 6)","desc":"The stalker briefly turns into a gust of wind and moves up to its Speed without provoking opportunity attacks. It is able to pass through an opening as narrow as 1 inch wide without squeezing."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Invisibility","desc":"The stalker is invisible. Creatures that see invisible creatures see the stalker as a vague humanoid outline."},{"name":"Wind Tracker","desc":"If given a quarry by a summoner, the stalker knows the direction and distance to the quarry as long as they are on the same plane of existence and not sealed from each other by a barrier that doesnt allow air to pass."},{"name":"Elemental Nature","desc":"An invisible stalker doesnt require air, sustenance, or sleep."}],"spell_list":[],"page_no":289,"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_invisible-stalker/"},{"slug":"lacedon-a5e","desc":"","name":"Lacedon","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"","armor_class":12,"armor_desc":"","hit_points":22,"hit_dice":"5d8","speed":{"walk":30,"swim":30},"strength":12,"dexterity":14,"constitution":10,"intelligence":6,"wisdom":10,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"necrotic","damage_immunities":"poison","condition_immunities":"charmed, fatigue, paralyzed, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"Common","challenge_rating":"1","cr":1.0,"actions":[{"name":"Paralyzing Claw","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. If the target is a living creature other than an elf  it makes a DC 10 Constitution saving throw. On a failure  the target is paralyzed for 1 minute. The target repeats the saving throw at the end of its turns  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 any Paralyzing Claw for 24 hours."},{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one incapacitated creature. Hit: 6 (1d8 + 2) piercing damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Radiant Sensitivity","desc":"When the ghoul takes radiant damage, it has disadvantage on attack rolls and on Perception checks that rely on sight until the end of its next turn."},{"name":"Undead Nature","desc":"Ghouls and ghasts dont require air, sustenance, or sleep."}],"spell_list":[],"page_no":230,"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_lacedon/"},{"slug":"marilith-a5e","desc":"","name":"Marilith","size":"Large","type":"Fiend","subtype":"","group":null,"alignment":"","armor_class":18,"armor_desc":"","hit_points":220,"hit_dice":"21d10+105","speed":{"walk":40},"strength":20,"dexterity":22,"constitution":20,"intelligence":20,"wisdom":18,"charisma":20,"strength_save":10,"dexterity_save":11,"constitution_save":10,"intelligence_save":null,"wisdom_save":9,"charisma_save":10,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; damage from nonmagical weapons","damage_immunities":"poison","condition_immunities":"poisoned","senses":"truesight 120 ft., passive Perception 14","languages":"Abyssal, telepathy 120 ft.","challenge_rating":"16","cr":16.0,"actions":[{"name":"Multiattack","desc":"The marilith makes six attacks with its longswords."},{"name":"Longsword","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage."}],"bonus_actions":[{"name":"Tail","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 10 (2d4 + 5) bludgeoning damage, and the target is grappled (escape DC 19)."},{"name":"Teleport","desc":"The marilith magically teleports up to 120 feet to an unoccupied space it can see."}],"reactions":[{"name":"Reactive Teleport","desc":"When the marilith is hit or missed by a ranged attack, it uses Teleport. If it teleports within 5 feet of a creature, it can attack with its tail."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Chaotic Evil","desc":"The marilith radiates a Chaotic and Evil aura."},{"name":"Magic Resistance","desc":"The marilith has advantage on saving throws against spells and magical effects."}],"spell_list":[],"page_no":71,"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_marilith/"},{"slug":"nalfeshnee-a5e","desc":"","name":"Nalfeshnee","size":"Large","type":"Fiend","subtype":"","group":null,"alignment":"","armor_class":18,"armor_desc":"","hit_points":184,"hit_dice":"16d10+96","speed":{"walk":20,"fly":30},"strength":20,"dexterity":16,"constitution":22,"intelligence":20,"wisdom":16,"charisma":16,"strength_save":10,"dexterity_save":null,"constitution_save":11,"intelligence_save":10,"wisdom_save":8,"charisma_save":8,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; damage from nonmagical weapons","damage_immunities":"poison","condition_immunities":"poisoned","senses":"truesight 120 ft., passive Perception 13","languages":"Abyssal, telepathy 120 ft.","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack","desc":"The nalfeshnee makes a bite attack and a claws attack."},{"name":"Bite","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 32 (5d10 + 5) piercing damage. If it uses its bite on a dead  non-demon creature  it regains 27 (5d10) hit points and recharges its Horror Nimbus. It may gain this benefit only once per creature."},{"name":"Claws","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 31 (4d12 + 5) slashing damage."},{"name":"Chaos Blast","desc":"Beams of multicolored light arc through a 15-foot-radius sphere centered on a point within 90 feet. Each creature in the area that does not have a Chaotic alignment makes a DC 16 Wisdom saving throw  taking 52 (8d12) force damage on a failure or half damage on a success."}],"bonus_actions":[{"name":"Horror Nimbus (1/Day)","desc":"The nalfeshnee glows with an unholy, multicolored radiance. Each creature within 15 feet of the nalfeshnee that can see it makes a DC 16 Wisdom saving throw. On a failure, a creature is frightened for 1minute. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"name":"Teleport","desc":"The nalfeshnee magically teleports up to 120 feet to an unoccupied space it can see."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Chaotic Evil","desc":"The nalfeshnee radiates a Chaotic and Evil aura."},{"name":"Magic Resistance","desc":"The nalfeshnee has advantage on saving throws against spells and magical effects."}],"spell_list":[],"page_no":72,"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_nalfeshnee/"},{"slug":"ogre-flesh-heap-a5e","desc":"","name":"Ogre Flesh Heap","size":"Large","type":"Undead","subtype":"","group":null,"alignment":"","armor_class":11,"armor_desc":"","hit_points":59,"hit_dice":"7d10+28","speed":{"walk":30},"strength":18,"dexterity":6,"constitution":18,"intelligence":3,"wisdom":8,"charisma":4,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"fatigue, poisoned","senses":"darkvision 60 ft., passive Perception 8","languages":"understands Giant but can't speak","challenge_rating":"4","cr":4.0,"actions":[{"name":"Greatclub","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage  and if the target is a Medium or smaller creature  it makes a DC 14 Strength saving throw  falling prone on a failure."},{"name":"Sweeping Strike","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft.  all creatures within 5 feet. Hit: 8 (1d8 + 4) bludgeoning damage  and if the target is a Medium or smaller creature  it makes a DC 14 Strength saving throw. On a failure  it is pushed 10 feet away from the ogre."},{"name":"Grab","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage  and the target is grappled if its Medium or smaller (escape DC 14)  and until the grapple ends  the zombie can't grab another target."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target grappled by a zombie. Hit: 15 (2d10 + 4) piercing damage  and the zombie regains hit points equal to the damage dealt"}],"bonus_actions":null,"reactions":[{"name":"Bodyblock","desc":"If the ogre flesh heap is grappling a creature when it is hit with a weapon attack by a creature it can see, it uses the creature as a shield, adding 2 to its AC against the attack. If this causes the attack to miss, the attack hits the grappled creature instead."},{"name":"Corpulent Expulsion (Recharge 6","desc":"When it takes damage, the ogre flesh heaps belly splits and releases a torrent of caustic gore in a 30-foot cone. Creatures in this area make a DC 14 Dexterity saving throw, taking 14 (4d6) acid damage on a failure and half damage on a success. The flesh heap then takes 10 (3d6) acid damage."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Undead Fortitude (1/Day)","desc":"If the zombie is reduced to 0 hit points by damage that isnt radiant or from a critical hit, its instead reduced to 1 hit point, falls prone, and is stunned until the end of its next turn, appearing to be dead."},{"name":"Undead Nature","desc":"A zombie doesnt require air, sustenance, or sleep."}],"spell_list":[],"page_no":436,"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_ogre-flesh-heap/"},{"slug":"ogre-zombie-a5e","desc":"","name":"Ogre Zombie","size":"Large","type":"Undead","subtype":"","group":null,"alignment":"","armor_class":11,"armor_desc":"","hit_points":59,"hit_dice":"7d10+28","speed":{"walk":30},"strength":18,"dexterity":6,"constitution":18,"intelligence":3,"wisdom":8,"charisma":4,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"fatigue, poisoned","senses":"darkvision 60 ft., passive Perception 8","languages":"understands Giant but can't speak","challenge_rating":"2","cr":2.0,"actions":[{"name":"Greatclub","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage  and if the target is a Medium or smaller creature  it makes a DC 14 Strength saving throw  falling prone on a failure."},{"name":"Sweeping Strike","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft.  all creatures within 5 feet. Hit: 8 (1d8 + 4) bludgeoning damage  and if the target is a Medium or smaller creature  it makes a DC 14 Strength saving throw. On a failure  it is pushed 10 feet away from the ogre."},{"name":"Grab","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage  and the target is grappled if its Medium or smaller (escape DC 14)  and until the grapple ends  the zombie can't grab another target."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target grappled by a zombie. Hit: 15 (2d10 + 4) piercing damage  and the zombie regains hit points equal to the damage dealt."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Undead Fortitude (1/Day)","desc":"If the zombie is reduced to 0 hit points by damage that isnt radiant or from a critical hit, its instead reduced to 1 hit point, falls prone, and is stunned until the end of its next turn, appearing to be dead."},{"name":"Undead Nature","desc":"A zombie doesnt require air, sustenance, or sleep."}],"spell_list":[],"page_no":436,"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_ogre-zombie/"},{"slug":"quasit-a5e","desc":"","name":"Quasit","size":"Tiny","type":"Fiend","subtype":"","group":null,"alignment":"","armor_class":13,"armor_desc":"","hit_points":14,"hit_dice":"4d4+4","speed":{"walk":40},"strength":5,"dexterity":16,"constitution":12,"intelligence":10,"wisdom":12,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":5},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; damage from nonmagical weapons","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 11","languages":"Abyssal, Common","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Claws (Bite While Shapeshifted)","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage  and the target makes a DC 11 Constitution saving throw  becoming poisoned for 1 minute on a failure. The creature can repeat the saving throw at the end of each of its turns  ending the effect on a success."},{"name":"Scare (Quasit Form Only)","desc":"A creature within 20 feet that can see the quasit makes a DC 11 Wisdom saving throw. On a failure  it is frightened for 1 minute. The creature can repeat the saving throw at the end of each of its turns  ending the effect on a success. If a creature makes its saving throw or the condition ends for it  it is immune to any quasits Scare for the next 24 hours."},{"name":"Shapeshift","desc":"The quasit magically changes its form into a bat (speed 10 ft.  fly 40 ft.)  centipede (40 ft.  climb 40 ft.)  or toad (40 ft.  swim 40 ft.)  or back into its true form. Its statistics are the same in each form except for its movement speeds. Equipment it is carrying is not transformed. It reverts to its true form if it dies."}],"bonus_actions":[{"name":"Invisibility","desc":"The quasit magically turns invisible, along with any equipment it carries. This invisibility ends if the quasit makes an attack, falls unconscious, or dismisses the effect."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Chaotic Evil","desc":"The quasit radiates a Chaotic and Evil aura."},{"name":"Magic Resistance","desc":"The quasit has advantage on saving throws against spells and magical effects."}],"spell_list":[],"page_no":73,"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_quasit/"},{"slug":"quasit-familiar-a5e","desc":"","name":"Quasit Familiar","size":"Tiny","type":"Fiend","subtype":"","group":null,"alignment":"","armor_class":13,"armor_desc":"","hit_points":14,"hit_dice":"4d4+4","speed":{"walk":40},"strength":5,"dexterity":16,"constitution":12,"intelligence":10,"wisdom":12,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":5},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; damage from nonmagical weapons","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 11","languages":"Abyssal, Common","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Claws (Bite While Shapeshifted)","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage  and the target makes a DC 11 Constitution saving throw  becoming poisoned for 1 minute on a failure. The creature can repeat the saving throw at the end of each of its turns  ending the effect on a success."},{"name":"Scare (Quasit Form Only)","desc":"A creature within 20 feet that can see the quasit makes a DC 11 Wisdom saving throw. On a failure  it is frightened for 1 minute. The creature can repeat the saving throw at the end of each of its turns  ending the effect on a success. If a creature makes its saving throw or the condition ends for it  it is immune to any quasits Scare for the next 24 hours."},{"name":"Shapeshift","desc":"The quasit magically changes its form into a bat (speed 10 ft.  fly 40 ft.)  centipede (40 ft.  climb 40 ft.)  or toad (40 ft.  swim 40 ft.)  or back into its true form. Its statistics are the same in each form except for its movement speeds. Equipment it is carrying is not transformed. It reverts to its true form if it dies."}],"bonus_actions":[{"name":"Invisibility","desc":"The quasit magically turns invisible, along with any equipment it carries. This invisibility ends if the quasit makes an attack, falls unconscious, or dismisses the effect."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Chaotic Evil","desc":"The quasit radiates a Chaotic and Evil aura."},{"name":"Magic Resistance","desc":"The quasit has advantage on saving throws against spells and magical effects."},{"name":"Familiar","desc":"The quasit can communicate telepathically with its master while they are within 1 mile of each other. When the quasit is within 10 feet of its master, its master shares its Magic Resistance trait."}],"spell_list":[],"page_no":74,"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_quasit-familiar/"},{"slug":"revenant-a5e","desc":"","name":"Revenant","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"","armor_class":13,"armor_desc":"","hit_points":110,"hit_dice":"13d8+52","speed":{"walk":30},"strength":18,"dexterity":16,"constitution":18,"intelligence":10,"wisdom":12,"charisma":18,"strength_save":7,"dexterity_save":null,"constitution_save":7,"intelligence_save":null,"wisdom_save":4,"charisma_save":7,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"necrotic, psychic","damage_immunities":"poison","condition_immunities":"charmed, fatigue, frightened, paralyzed, poisoned, stunned","senses":"darkvision 60 ft., passive Perception 11","languages":"the languages it knew in life","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The revenant makes two strangle attacks. It can replace one attack with Burning Hatred  if available."},{"name":"Strangle","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage  and the target is grappled (escape DC 15) if its a Large or smaller creature. Until this grapple ends  the creature can't breathe  and the revenant can't strangle any other creature."},{"name":"Burning Hatred (Recharge 4-6)","desc":"The revenant targets the focus of its Fearsome Pursuit  assuming the creature is within 30 feet. The target makes a DC 15 Wisdom saving throw. On a failure  it takes 14 (4d6) psychic damage and is paralyzed until the end of its next turn. On a success  it takes half damage and is frightened until the end of its next turn."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Fearsome Pursuit","desc":"The revenant can spend 1 minute focusing on a creature against which it has sworn vengeance. If the creature is dead or on another plane of existence, it learns that. Otherwise, after focusing, it knows the distance and direction to that creature, and so long as its moving in pursuit of that creature, it ignores difficult terrain. This effect ends if the revenant takes damage or ends its turn without moving for any reason."},{"name":"Magic Resistance","desc":"The revenant has advantage on saving throws against spells and other magical effects."},{"name":"Rapid Recovery","desc":"If the revenant goes 1 minute without taking damage, it regains all its missing hit points."},{"name":"Relentless","desc":"When the revenant is reduced to 0 hit points, its body turns to dust. One minute later, its spirit inhabits a recently-dead humanoid corpse of its choice on the same plane of existence, awakening with 1 hit point."}],"spell_list":[],"page_no":371,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_revenant/"},{"slug":"scarecrow-a5e","desc":"","name":"Scarecrow","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"","armor_class":12,"armor_desc":"","hit_points":31,"hit_dice":"7d8","speed":{"walk":30},"strength":12,"dexterity":14,"constitution":10,"intelligence":6,"wisdom":10,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing","damage_immunities":"poison","condition_immunities":"charmed, fatigue, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"understands the languages of its creator but can't speak","challenge_rating":"1","cr":1.0,"actions":[{"name":"Multiattack","desc":"The scarecrow uses Scare and makes two slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage."},{"name":"Scare","desc":"Each creature of the scarecrows choice within 30 feet that can see the scarecrow makes a DC 12 Wisdom saving throw. On a failure  it is magically frightened for 1 minute. It repeats the saving throw at the end of each of its turns  ending the effect on itself on a success. If a creatures saving throw is successful or the effect ends for it  it is immune to Scare for 24 hours."},{"name":"Hat of Illusion (1/Day)","desc":"While wearing a hat or other head covering  the scarecrow takes on the illusory appearance of the last living humanoid to wear that hat. It requires a DC 12 Insight or Perception check to recognize the illusion. The illusion ends when the scarecrow is touched  takes damage  attacks  or uses Scare  or when the scarecrow chooses to end it as a bonus action."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"False Appearance","desc":"While motionless, the scarecrow is indistinguishable from an ordinary scarecrow."},{"name":"Flammable","desc":"After taking fire damage, the scarecrow catches fire and takes 5 (1d10) ongoing fire damage if it isnt already suffering ongoing fire damage. A creature can spend an action to extinguish this fire."},{"name":"Local Spirit","desc":"The scarecrow is destroyed if it travels more than a mile from the place it was created."},{"name":"Spell-created","desc":"The DC for dispel magic to destroy this creature is 19."}],"spell_list":[],"page_no":382,"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_scarecrow/"},{"slug":"scarecrow-harvester-a5e","desc":"","name":"Scarecrow Harvester","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"","armor_class":14,"armor_desc":"","hit_points":67,"hit_dice":"9d8+27","speed":{"walk":40},"strength":16,"dexterity":18,"constitution":16,"intelligence":12,"wisdom":14,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing","damage_immunities":"poison","condition_immunities":"charmed, fatigue, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 12","languages":"understands the languages of its creator but can't speak","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The scarecrow uses Scare and makes two claw attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 3 (1d6) necrotic damage."},{"name":"Scare","desc":"Each creature of the scarecrows choice within 30 feet that can see the scarecrow makes a DC 13 Wisdom saving throw. On a failure  it is magically frightened for 1 minute. It repeats the saving throw at the end of each of its turns  ending the effect on itself on a success. If a creatures saving throw is successful or the effect ends for it  it is immune to Scare for 24 hours."},{"name":"Fire Breath (Recharge 4-6)","desc":"The scarecrow exhales fire in a 30-foot cone. Each creature in the area makes a DC 13 Dexterity saving throw  taking 14 (4d6) fire damage on a failed save or half damage on a success."},{"name":"Pumpkin Head (1/Day)","desc":"The scarecrow throws its head up to 60 feet. Each creature within 20 feet of the head makes a DC 13 Dexterity saving throw  taking 21 (6d6) fire damage on a failed save or half damage on a success. After using this action  the scarecrow no longer has a head. It can still use its senses but can no longer use Fire Breath. It can create a new head when it finishes a long rest."},{"name":"Invisibility (1/Day)","desc":"The scarecrow  along with any mount it is riding  is invisible for 1 hour or until it attacks or uses Scare  Fire Breath  or Pumpkin Head."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Flammable","desc":"After taking fire damage, the scarecrow catches fire and takes 5 (1d10) ongoing fire damage if it isnt already suffering ongoing fire damage. A creature can spend an action to extinguish this fire."},{"name":"Spell-created","desc":"The DC for dispel magic to disable this creature is 19. A disabled scarecrow is inanimate. After one hour, it becomes animate again unless its body has been destroyed."}],"spell_list":[],"page_no":383,"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_scarecrow-harvester/"},{"slug":"shield-guardian-a5e","desc":"","name":"Shield Guardian","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"","armor_class":17,"armor_desc":"","hit_points":133,"hit_dice":"14d10+56","speed":{"walk":30},"strength":18,"dexterity":10,"constitution":18,"intelligence":6,"wisdom":10,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"charmed, fatigue, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"understands all languages but can't speak","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The guardian attacks twice with its fist."},{"name":"Fist","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage."},{"name":"Self-Repair","desc":"The guardian regains 15 hit points."}],"bonus_actions":null,"reactions":[{"name":"Absorb Damage","desc":"If the guardian is within 60 feet of its master when the master takes damage, half the damage (rounded up) is transferred to the guardian."},{"name":"Shield","desc":"If the guardian is within 5 feet of its master when the master is attacked, the guardian grants a +3 bonus to its masters AC."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amulet","desc":"The guardian is magically bound to an amulet. It knows the distance and direction to the amulet while it is on the same plane of existence. Whoever wears the amulet becomes the guardians master and can magically command the guardian to travel to it."},{"name":"Immutable Form","desc":"The guardian is immune to any effect that would alter its form."},{"name":"Magic Resistance","desc":"The guardian has advantage on saving throws against spells and magical effects."},{"name":"Spell Storing","desc":"A spellcaster wearing the guardians amulet can use the guardian to store a spell. The spellcaster casts a spell using a 4th-level or lower spell slot on the guardian, choosing any spell parameters. The spell has no effect when thus cast. The guardian can cast this spell once, using no components, when ordered to do so by its master or under other predefined circumstances. When a spell is stored in the guardian, any previously stored spell is lost."},{"name":"Constructed Nature","desc":"Guardians dont require air, sustenance, or sleep."}],"spell_list":[],"page_no":264,"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_shield-guardian/"},{"slug":"skeletal-champion-a5e","desc":"","name":"Skeletal Champion","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"","armor_class":15,"armor_desc":"","hit_points":58,"hit_dice":"9d8+18","speed":{"walk":30},"strength":16,"dexterity":16,"constitution":14,"intelligence":6,"wisdom":8,"charisma":5,"strength_save":5,"dexterity_save":5,"constitution_save":4,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"bludgeoning","damage_resistances":"","damage_immunities":"poison","condition_immunities":"fatigue, poisoned","senses":"darkvision 60 ft., passive Perception 9","languages":"understands the languages it knew in life but can't speak","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The skeleton makes two melee attacks."},{"name":"Longsword","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage."},{"name":"Heavy Crossbow","desc":"Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 8 (1d10 + 3) piercing damage."}],"bonus_actions":null,"reactions":[{"name":"Shielding Riposte","desc":"When a creature within the skeletons reach misses with a melee attack against the skeleton or a creature within 5 feet, the skeleton makes a longsword attack against the attacker. The skeleton must be wielding a longsword to use this reaction."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Undead Nature","desc":"A skeleton doesnt require air, sustenance, or sleep."}],"spell_list":[],"page_no":393,"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_skeletal-champion/"},{"slug":"skeletal-tyrannosaurus-rex-a5e","desc":"","name":"Skeletal Tyrannosaurus Rex","size":"Huge","type":"Undead","subtype":"","group":null,"alignment":"","armor_class":13,"armor_desc":"","hit_points":126,"hit_dice":"11d12+55","speed":{"walk":50},"strength":22,"dexterity":10,"constitution":20,"intelligence":2,"wisdom":8,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"bludgeoning","damage_resistances":"","damage_immunities":"poison","condition_immunities":"fatigue, poisoned","senses":"darkvision 60 ft., passive Perception 9","languages":"","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The skeleton makes a bite attack and a tail attack against two different targets."},{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) piercing damage. If the target is a creature  it is grappled (escape DC 17). Until this grapple ends  the skeleton can't bite a different creature and it has advantage on bite attacks against the grappled creature."},{"name":"Tail","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Undead Nature","desc":"A skeleton doesnt require air, sustenance, or sleep."}],"spell_list":[],"page_no":394,"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_skeletal-tyrannosaurus-rex/"},{"slug":"skeletal-warhorse-a5e","desc":"","name":"Skeletal Warhorse","size":"Large","type":"Undead","subtype":"","group":null,"alignment":"","armor_class":11,"armor_desc":"","hit_points":30,"hit_dice":"4d10+8","speed":{"walk":50},"strength":18,"dexterity":12,"constitution":14,"intelligence":3,"wisdom":8,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"bludgeoning","damage_resistances":"","damage_immunities":"poison","condition_immunities":"fatigue, poisoned","senses":"darkvision 60 ft., passive Perception 9","languages":"","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Hooves","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage. If the skeleton moves at least 20 feet straight towards the target before the attack  the target makes a DC 14 Strength saving throw  falling prone on a failure."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Undead Nature","desc":"A skeleton doesnt require air, sustenance, or sleep."}],"spell_list":[],"page_no":394,"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_skeletal-warhorse/"},{"slug":"skeleton-a5e","desc":"","name":"Skeleton","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"","armor_class":13,"armor_desc":"","hit_points":13,"hit_dice":"2d8+4","speed":{"walk":30},"strength":10,"dexterity":14,"constitution":14,"intelligence":6,"wisdom":8,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"bludgeoning","damage_resistances":"","damage_immunities":"poison","condition_immunities":"fatigue, poisoned","senses":"darkvision 60 ft., passive Perception 9","languages":"understands the languages it knew in life but can't speak","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Shortsword","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage."},{"name":"Shortbow","desc":"Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Undead Nature","desc":"A skeleton doesnt require air, sustenance, or sleep."}],"spell_list":[],"page_no":393,"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_skeleton/"},{"slug":"skeleton-horde-a5e","desc":"","name":"Skeleton Horde","size":"Large","type":"Undead","subtype":"","group":null,"alignment":"","armor_class":13,"armor_desc":"","hit_points":65,"hit_dice":"10d8+20","speed":{"walk":30},"strength":10,"dexterity":14,"constitution":14,"intelligence":6,"wisdom":8,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"bludgeoning","damage_resistances":"","damage_immunities":"poison","condition_immunities":"fatigue, poisoned","senses":"darkvision 60 ft., passive Perception 9","languages":"understands the languages it knew in life but can't speak","challenge_rating":"4","cr":4.0,"actions":[{"name":"Shortsword","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 27 (5d6 + 10) piercing damage  or half damage if the horde is bloodied."},{"name":"Shortbow","desc":"Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 27 (5d6 + 10) piercing damage  or half damage if the horde is bloodied."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Undead Nature","desc":"A skeleton doesnt require air, sustenance, or sleep."}],"spell_list":[],"page_no":394,"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_skeleton-horde/"},{"slug":"spell-warped-chuul-a5e","desc":"","name":"Spell-warped Chuul","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":127,"hit_dice":"15d10+45","speed":{"walk":30,"swim":40},"strength":18,"dexterity":10,"constitution":16,"intelligence":5,"wisdom":16,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"frightened, poisoned","senses":"darkvision 60 ft., passive Perception 13","languages":"understands Deep Speech but can't speak","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"If the chuul is grappling a creature  it uses its tentacle on that creature. It then makes two pincer attacks."},{"name":"Pincer","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one Large or smaller target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a creature  it is grappled (escape DC 15). When carrying a grappled creature  the chuul can move at full speed. A pincer that is being used to grapple a creature can be used only to attack that creature."},{"name":"Tentacle","desc":"A grappled creature makes a DC 14 Constitution saving throw. On a failure  it is paralyzed for 1 minute. The creature repeats the saving throw at the end of each of its turns  ending the paralysis on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The chuul can breathe air and water."},{"name":"Detect Magic","desc":"The chuul senses a magical aura around any visible creature or object within 120 feet that bears magic."},{"name":"Spell-warped","desc":"The spell-warped Chuul possesses one of the following traits."},{"name":"Absorb Magic","desc":"The chuul has advantage on saving throws against spells and other magical effects. Whenever the chuul successfully saves against a spell or magical effect, it magically gains 5 (1d10) temporary hit points. While these temporary hit points last, the chuuls pincer attacks deal an additional 3 (1d6) force damage."},{"name":"King-Sized Claw","desc":"One of the chuuls pincers deals 18 (4d6 + 4) bludgeoning damage on a successful hit. A creature grappled by this pincer makes ability checks to escape the grapple with disadvantage."},{"name":"Rune Drinker","desc":"Whenever the chuul takes damage from a magic weapon, until the start of the chuuls next turn attacks made with that weapon have disadvantage, and the chuul gains a +4 bonus to AC."},{"name":"Sparking Wand","desc":"A wand of lightning bolts adorns the chuuls carapace. A creature that starts its turn within 10 feet must make a successful DC 14 Dexterity saving throw or take 7 (2d6) lightning damage. As an action, a creature within 5 feet of the chuul can grab the wand by making a successful DC 14 Athletics or Sleight of Hand check. A creature that fails this check must make a DC 14 Dexterity saving throw. On a failed save, the creature takes 7 (2d6) lightning damage and is knocked prone. On a successful save, a creature takes half damage and isnt knocked prone."}],"spell_list":[],"page_no":48,"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_spell-warped-chuul/"},{"slug":"spirit-naga-a5e","desc":"","name":"Spirit Naga","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":85,"hit_dice":"10d10+30","speed":{"walk":40,"swim":40},"strength":16,"dexterity":16,"constitution":16,"intelligence":16,"wisdom":14,"charisma":16,"strength_save":null,"dexterity_save":6,"constitution_save":6,"intelligence_save":null,"wisdom_save":5,"charisma_save":6,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"charmed, poisoned","senses":"darkvision 60 ft., passive Perception 12","languages":"Abyssal, Celestial, Common","challenge_rating":"6","cr":6.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. The target makes a DC 15 Constitution saving throw  taking 28 (8d6) poison damage on a failure or half damage on a success."},{"name":"Hypnotic Pattern (3rd-Level; V, Concentration)","desc":"A swirling pattern of light appears at a point within 120 feet of the naga. Each creature within 10 feet of the pattern that can see it makes a DC 14 Wisdom saving throw. On a failure  the creature is charmed for 1 minute. While charmed  the creature is incapacitated and its Speed is 0. The effect ends on a creature if it takes damage or if another creature uses an action to shake it out of its daze."},{"name":"Lightning Bolt (3rd-Level; V)","desc":"A bolt of lightning 5 feet wide and 100 feet long arcs from the naga. Each creature in the area makes a DC 14 Dexterity saving throw  taking 28 (8d6) lightning damage on a failure or half damage on a success."},{"name":"Blight (4th-Level; V, Concentration)","desc":"The naga targets a living creature or plant within 30 feet  draining moisture and vitality from it. The target makes a DC 14 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":null,"reactions":[{"name":"Shield (1st-Level; V)","desc":"When the naga 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 beginning of its next turn."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The naga can breathe air and water."},{"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 a 9th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14). The naga has the following wizard spells prepared\n which it can cast with only vocalized components:\n Cantrips (at will): mage hand\n minor illusion\n 1st-level (4 slots): charm person\n shield\n 2nd-level (3 slots): detect thoughts\n levitate\n 3rd-level (3 slots) hypnotic pattern\n lightning bolt\n 4th-level (3 slots): arcane eye\n blight\n 5th-level (1 slots): dominate person"}],"spell_list":[],"page_no":343,"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_spirit-naga/"},{"slug":"unicorn-a5e","desc":"","name":"Unicorn","size":"Large","type":"Celestial","subtype":"","group":null,"alignment":"","armor_class":14,"armor_desc":"","hit_points":85,"hit_dice":"9d10+36","speed":{"walk":80},"strength":20,"dexterity":18,"constitution":18,"intelligence":16,"wisdom":20,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"charmed, paralyzed, poisoned","senses":"darkvision 60 ft., passive Perception 15","languages":"Celestial, Elvish, Sylvan, telepathy 60 ft.","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The unicorn attacks once with its hooves and once with its horn."},{"name":"Hooves","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage."},{"name":"Horn","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 10 (3d6) radiant damage. If the target is a creature and the unicorn moves at least 20 feet straight towards the target before the attack  the target takes an extra 9 (2d8) bludgeoning damage and makes a DC 16 Strength saving throw  falling prone on a failure."},{"name":"Grant Boon (3/Day)","desc":"The unicorn touches a willing creature  including itself  with its horn and grants one of the following boons:"},{"name":"Healing: The creature magically regains 21 (6d6) hit points","desc":"It is cured of all diseases  and poisons affecting it are neutralized."},{"name":"Luck: During the next 24 hours, the creature can roll a d12 and add the result to one ability check, attack roll, or saving throw after seeing the result","desc":""},{"name":"Protection: A glowing mote of light orbits the creatures head","desc":"The mote lasts 24 hours. When the creature fails a saving throw  it can use its reaction to expend the mote and succeed on the saving throw."},{"name":"Resolution: The creature is immune to being charmed or frightened for 24 hours","desc":""}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Good","desc":"The unicorn radiates a Good aura."},{"name":"Innate Spellcasting","desc":"The unicorns innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: At will: animal messenger, detect evil and good, druidcraft, pass without trace, scrying (locations within its domain only), 1/day: calm emotions, dispel evil and good, teleport (between locations within its domain only)"}],"spell_list":[],"page_no":415,"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_unicorn/"},{"slug":"vrock-a5e","desc":"","name":"Vrock","size":"Large","type":"Fiend","subtype":"","group":null,"alignment":"","armor_class":15,"armor_desc":"","hit_points":104,"hit_dice":"11d10+44","speed":{"walk":40,"fly":60},"strength":18,"dexterity":16,"constitution":18,"intelligence":8,"wisdom":14,"charisma":10,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":2,"wisdom_save":5,"charisma_save":3,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; damage from nonmagical weapons","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 12","languages":"Abyssal, telepathy 120 ft.","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The vrock attacks with its beak and its talons."},{"name":"Beak","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the vrock has advantage on the attack roll  it deals an additional 7 (2d6) damage."},{"name":"Talons","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage."},{"name":"Spores (1/Day)","desc":"A 15-foot-radius cloud of spores emanates from the vrock  spreading around corners. Each creature in the area makes a DC 14 Constitution saving throw  becoming poisoned for 1 minute on a failure. While poisoned in this way  the target takes ongoing 5 (1d10) poison damage. The target repeats the saving throw at the end of each of its turns  ending the effect on itself on a success."}],"bonus_actions":[{"name":"Stunning Screech (1/Day)","desc":"The vrock screeches. Each non-demon creature within 20 feet that can hear it makes a DC 14 Constitution saving throw. On a failure, it is stunned until the end of the vrocks next turn."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Chaotic Evil","desc":"The vrock radiates a Chaotic and Evil aura."},{"name":"Magic Resistance","desc":"The vrock has advantage on saving throws against spells and magical effects."}],"spell_list":[],"page_no":76,"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_vrock/"},{"slug":"water-elemental-a5e","desc":"","name":"Water Elemental","size":"Large","type":"Elemental","subtype":"","group":null,"alignment":"","armor_class":14,"armor_desc":"","hit_points":114,"hit_dice":"12d10+48","speed":{"walk":30,"swim":90},"strength":18,"dexterity":14,"constitution":18,"intelligence":6,"wisdom":10,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"acid; damage from nonmagical weapons","damage_immunities":"poison","condition_immunities":"fatigue, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","senses":"darkvision 60 ft., passive Perception 10","languages":"Aquan","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The elemental makes two slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage."},{"name":"Whelm","desc":"The elemental targets each Large or smaller creature in its space. Each target makes a DC 15 Strength saving throw. On a failure  the target is grappled (escape DC 15). Until this grapple ends  the target is restrained and unable to breathe air. The elemental can move at full speed while carrying grappled creatures inside its space. It can grapple one Large creature or up to four Medium or smaller creatures."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Conductive","desc":"If the elemental takes lightning damage, each creature sharing its space takes the same amount of lightning damage."},{"name":"Fluid Form","desc":"The elemental can enter and end its turn in other creatures spaces and move through a space as narrow as 1 inch wide without squeezing."},{"name":"Freeze","desc":"If the elemental takes cold damage, its speed is reduced by 15 feet until the end of its next turn."}],"spell_list":[],"page_no":194,"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_water-elemental/"},{"slug":"young-green-dragon-a5e","desc":"","name":"Young Green Dragon","size":"Huge","type":"Dragon","subtype":"","group":null,"alignment":"","armor_class":17,"armor_desc":"","hit_points":161,"hit_dice":"19d10+57","speed":{"walk":40,"fly":80,"swim":40},"strength":18,"dexterity":12,"constitution":16,"intelligence":16,"wisdom":12,"charisma":14,"strength_save":null,"dexterity_save":5,"constitution_save":7,"intelligence_save":null,"wisdom_save":5,"charisma_save":6,"perception":null,"skills":{"deception":6,"insight":5,"perception":5,"persuasion":6,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"poisoned","senses":"blindsight 30 ft., darkvision 120 ft., passive Perception 18","languages":"Common, Draconic, one more","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The dragon attacks once with its bite and twice with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) piercing damage plus 4 (1d8) poison damage."},{"name":"Claw","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage."},{"name":"Poison Breath (Recharge 5-6)","desc":"The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area makes a DC 15 Constitution saving throw  taking 42 (12d6) poison damage on a failed save or half damage on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The dragon can breathe air and water."},{"name":"Woodland Stalker","desc":"When in a forested area, the dragon has advantage on Stealth checks."},{"name":"Innate Spellcasting","desc":"The dragons spellcasting ability is Charisma (save DC 14). It can innately cast the following spells, requiring no material components. 3/day each:animal messenger, tongues"}],"spell_list":[],"page_no":114,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_young-green-dragon/"},{"slug":"zombie-a5e","desc":"","name":"Zombie","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"","armor_class":8,"armor_desc":"","hit_points":15,"hit_dice":"2d8+6","speed":{"walk":20},"strength":12,"dexterity":6,"constitution":16,"intelligence":3,"wisdom":6,"charisma":4,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"fatigue, poisoned","senses":"darkvision 60 ft., passive Perception 8","languages":"understands the languages it knew in life but can't speak","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Grab","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage. If the target is a Medium or smaller creature  it is grappled (escape DC 11). Until the grapple ends  the zombie can't grab another target."},{"name":"Bite","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one grappled target. Hit: 6 (1d10 + 1) piercing damage  and the zombie regains the same number of hit points."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Undead Fortitude (1/Day)","desc":"If the zombie is reduced to 0 hit points by damage that isnt radiant or from a critical hit, its instead reduced to 1 hit point, falls prone, and is stunned until the end of its next turn, appearing to be dead."},{"name":"Undead Nature","desc":"A zombie doesnt require air, sustenance, or sleep."}],"spell_list":[],"page_no":434,"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_zombie/"},{"slug":"zombie-horde-a5e","desc":"","name":"Zombie Horde","size":"Large","type":"Undead","subtype":"","group":null,"alignment":"","armor_class":8,"armor_desc":"","hit_points":75,"hit_dice":"10d8+30","speed":{"walk":20},"strength":12,"dexterity":6,"constitution":16,"intelligence":3,"wisdom":6,"charisma":4,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"bludgeoning","damage_resistances":"","damage_immunities":"poison","condition_immunities":"fatigue, poisoned","senses":"darkvision 60 ft., passive Perception 8","languages":"understands the languages it knew in life but can't speak","challenge_rating":"4","cr":4.0,"actions":[{"name":"Grab","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 22 (5d6 + 5) bludgeoning damage. If the target is a Medium or smaller creature  it is grappled (escape DC 11)."},{"name":"Bite","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one grappled target. Hit: 32 (5d10 + 5) piercing damage  and the horde regains the same number of hit points."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Area Vulnerability","desc":"The horde takes double damage from any effect that targets an area."},{"name":"Horde","desc":"The horde is composed of 5 or more zombies. If it is subjected to a spell, attack, or other effect that affects only one target, it takes any damage but ignores other effects. It can share its space with Medium or smaller creatures or objects. The horde can move through any opening large enough for one Medium creature without squeezing."},{"name":"Horde Dispersal","desc":"When the horde is reduced to 0 hit points, it turns into 2 (1d4) zombies with 7 hit points each."},{"name":"Undead Nature","desc":"A zombie doesnt require air, sustenance, or sleep."}],"spell_list":[],"page_no":437,"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_zombie-horde/"},{"slug":"zombie-knight-a5e","desc":"","name":"Zombie Knight","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":52,"hit_dice":"8d8+16","speed":{"walk":20},"strength":16,"dexterity":6,"constitution":14,"intelligence":3,"wisdom":8,"charisma":4,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"fatigue, poisoned","senses":"darkvision 60 ft., passive Perception 9","languages":"understands one language but can't speak","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The zombie makes two melee attacks."},{"name":"Greatsword","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage."},{"name":"Grab","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage  and the creature is grappled if its Medium or smaller (escape DC 13)  and until the grapple ends  the zombie can't grab another target."},{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one creature grappled by a zombie. Hit: 8 (1d10 + 3) piercing damage  and the zombie regains hit points equal to the damage dealt."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Undead Fortitude (1/Day)","desc":"If the zombie is reduced to 0 hit points by damage that isnt radiant or from a critical hit, its instead reduced to 1 hit point, falls prone, and is stunned until the end of its next turn, appearing to be dead."},{"name":"Undead Nature","desc":"A zombie doesnt require air, sustenance, or sleep."}],"spell_list":[],"page_no":437,"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_zombie-knight/"},{"slug":"accursed-defiler","desc":"_A gaunt figure in a tattered black mantle shrouded in a cloud of whirling sand. Thin cracks run across its papyrus-dry skin and around its hollow, black eyes._  \n**Cursed to Wander and Thirst.** Accursed defilers are the remnants of an ancient tribe that desecrated a sacred oasis. For their crime, the wrathful spirits cursed the tribe to forever wander the wastes attempting to quench an insatiable thirst. Each defiler carries a parched sandstorm within its lungs and in the flowing sand in its veins. Wherever they roam, they leave only the desiccated husks of their victims littering the sand.  \n**Unceasing Hatred.** The desperate or foolish sometimes try to speak with these ill-fated creatures in their archaic native tongue, to learn their secrets or to bargain for their services, but a defiler’s heart is blackened with hate and despair, leaving room for naught but woe.  \n**Servants to Great Evil.** On very rare occasions, accursed defilers serve evil high priests, fext, or soulsworn warlocks as bodyguards and zealous destroyers, eager to spread the withering desert’s hand to new lands.  \n**Undead Nature.** An accursed defiler doesn’t require air, food, drink, or sleep.","name":"Accursed Defiler","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":12,"armor_desc":"","hit_points":75,"hit_dice":"10d8+30","speed":{"walk":30},"strength":19,"dexterity":14,"constitution":17,"intelligence":6,"wisdom":15,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"necrotic; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, frightened, poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"understands an ancient language, but can't speak","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The accursed defiler makes two slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) bludgeoning damage. If a creature is hit by this attack twice in the same round (from the same or different accursed defilers), the target must make a DC 13 Constitution saving throw or gain one level of exhaustion.","attack_bonus":6,"damage_dice":"2d6"},{"name":"Sandslash (Recharge 5-6)","desc":"As an action, the accursed defiler intensifies the vortex of sand that surrounds it. All creatures within 10 feet of the accursed defiler take 21 (6d6) slashing damage, or half damage with a successful DC 14 Dexterity saving throw."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Cursed Existence","desc":"When it drops to 0 hit points in desert terrain, the accursed defiler's body disintegrates into sand and a sudden parched breeze. However, unless it was killed in a hallowed location, with radiant damage, or by a blessed creature, the accursed defiler reforms at the next sundown 1d100 miles away in a random direction."},{"name":"Sand Shroud","desc":"A miniature sandstorm constantly whirls around the accursed defiler in a 10-foot radius. This area is lightly obscured to creatures other than an accursed defiler. Wisdom (Survival) checks made to follow tracks left by an accursed defiler or other creatures that were traveling in its sand shroud are made with disadvantage."}],"spell_list":[],"page_no":12,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_accursed-defiler/"},{"slug":"algorith","desc":"_Sometimes called folding angels, algoriths are lawful beings made from sheer force, pure math, and universal physical laws._  \n**Creatures of Pure Reason.**They are the border guards of the Conceptual Realms, warding subjective beings from the Realms of the Absolute. Eternal, remorseless, and unceasingly vigilant, they guard against the monstrosities that lurk in the multiverse’s most obscure dimensions, and seek out and eliminate chaos even from the abodes of the gods.  \n**Foes of Chaos.**They visit mortal realms when chaos threatens to unravel a location, or when the skeins of fate are tangled. On some occasions, an algorith will serve a god of Law or answer the summons of a skein witch.  \nAlgoriths fight with conjured blades of force, and they can also summon universal energy that deconstructs randomness, weakening enemies or reducing them to finely ordered crystalline dust.  \n**Social but Mysterious.** In groups, they move and fight in silent coordination. Only tiny variations in the formulas etched into their skins identify one algorith from another. Five is a number of extreme importance to all algoriths, but few are willing (or able) to explain why to anyone who isn’t an algorith. Algoriths may have castes, ranks, or commanders, but no mortal has decoded the mathematical blazons adorning their flesh.The algoriths themselves refuse to discuss these formulas with those who do not comprehend them.  \n**Constructed Nature.** An algorith doesn’t require air, food, drink, or sleep.","name":"Algorith","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"lawful neutral","armor_class":18,"armor_desc":"natural armor","hit_points":136,"hit_dice":"16d8+64","speed":{"walk":40,"fly":40},"strength":21,"dexterity":14,"constitution":19,"intelligence":13,"wisdom":16,"charisma":18,"strength_save":null,"dexterity_save":6,"constitution_save":8,"intelligence_save":null,"wisdom_save":7,"charisma_save":8,"perception":7,"skills":{"athletics":9,"insight":7,"investigation":5,"perception":7},"damage_vulnerabilities":"","damage_resistances":"acid, cold, lightning","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 17","languages":"Common, Celestial, Draconic, Infernal","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The algorith makes two logic razor attacks."},{"name":"Logic Razor","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 31 (4d12 + 5) force damage.","attack_bonus":9,"damage_dice":"4d12"},{"name":"Cone of Negation (Recharge 5-6)","desc":"An algorith can project a cone of null energy. Targets inside the 30 foot cone take 42 (12d6) force damage and suffer the effect of a dispel magic spell. A successful DC 16 Dexterity saving throw reduces the damage to half and negates the dispel magic effect on that target."},{"name":"Reality Bomb (5/Day)","desc":"The algorith can summon forth a tiny rune of law and throw it as a weapon. Any creature within 30 feet of the square where the reality bomb lands takes 21 (6d6) force damage and is stunned until the start of the algorith's next turn. A target that makes a successful DC 16 Dexterity saving throw takes half damage and isn't stunned."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Immutable Form","desc":"The algorith is immune to any spell or effect that would alter its form."},{"name":"Innate Spellcasting","desc":"The algorith's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:\n\nat will: aid, blur, detect magic, dimension door\n\n5/day each: dispel magic\n\n1/day: commune (5 questions), wall of force"}],"spell_list":[],"page_no":14,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_algorith/"},{"slug":"angatra","desc":"_This withered creature wrapped in gore-stained rags. They can pull back a tattered hood to reveal glowing eyes hungry with bloodlust._  \nIn certain tribes, the breaking of local taboos invites terrible retribution from ancestral spirits, especially if the transgressor was a tribal leader or elder. The transgressor is cursed and cast out from the tribe, and then hunted and executed.  \n**Bound Remains Entombed.** The body is wrapped head to toe in lamba cloth to soothe the spirit and to bind it within the mortal husk, then sealed in a tomb far from traditional burial grounds so none may disturb it and its unclean spirit does not taint the blessed dead.  \n**Slow Ritual Cleansing.** Each such body is visited every ten years as the tribe performs the famadihana ritual, replacing the lamba bindings and soothing the suffering of the ancestors. Over generations, this ritual expiates their guilt, until at last the once‑accursed ancestor is admitted through the gates of the afterlife. If a spirit’s descendants abandon their task, or if the sealed tomb is violated, the accursed soul becomes an angatra.  \n**Angry Spirit.** The creature’s form becomes animated by a powerful and malicious ancestor spirit and undergoes a horrible metamorphosis within its decaying cocoon. Its fingernails grow into scabrous claws, its skin becomes hard and leathery, and its withered form is imbued with unnatural speed and agility. Within days, the angatra gathers strength and tears its bindings into rags. It seeks out its descendants to to share the torment and wrath it endured while its spirit lingered.","name":"Angatra","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":17,"armor_desc":"natural armor","hit_points":85,"hit_dice":"10d8+40","speed":{"walk":50},"strength":14,"dexterity":20,"constitution":18,"intelligence":8,"wisdom":12,"charisma":15,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"necrotic; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, frightened, poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"all languages it knew in life","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The angatra makes two attacks with its claws."},{"name":"Claw","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 10 (2d4 + 5) piercing damage, and the creature must succeed on a DC 15 Constitution saving throw or be paralyzed by pain until the end of its next turn.","attack_bonus":8,"damage_dice":"2d4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Agonizing Gaze","desc":"When a creature that can see the angatra's eyes starts its turn within 30 feet of the angatra, it must make a DC 13 Charisma saving throw if the angatra isn't incapacitated and can see the creature. On a failed saving throw, the creature has its pain threshold lowered, so that it becomes vulnerable to all damage types until the end of its next turn. Unless it's surprised, a creature can avoid the saving throw by averting its eyes at the start of its turn. A creature that averts its eyes can't see the angatra for one full round, when it chooses anew whether to avert its eyes again. If the creature looks at the angatra in the meantime, it must immediately make the save."},{"name":"Ancestral Wrath","desc":"The angatra immediately recognizes any individual that is descended from its tribe. It has advantage on attack rolls against such creatures, and those creatures have disadvantage on saving throws against the angatra's traits and attacks."}],"spell_list":[],"page_no":19,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_angatra/"},{"slug":"angler-worm","desc":"_As patient as a fisherman, the angler worm lights a beacon in the darkness and waits for its next meal._  \n**Silk Snares.** The angler worm burrows into the ceilings of caves and tunnels, where it creates snares from strong silk threads coated with sticky mucus. It then lures prey into its snares while remaining safely hidden itself, emerging only to feed. With dozens of snares, food always comes to the angler worm eventually.","name":"Angler Worm","size":"Huge","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":133,"hit_dice":"14d12+42","speed":{"walk":20,"climb":20},"strength":14,"dexterity":5,"constitution":16,"intelligence":3,"wisdom":14,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"blinded, charmed, deafened, poisoned, prone","senses":"tremorsense 60 ft., passive Perception 12","languages":"-","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"An angler worm makes one bite attack. It also makes one coils attack against every enemy creature restrained by its threads and within reach of its coils-once it has coiled around one creature it stops coil attacks against others."},{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage plus 3 (1d6) acid damage.","attack_bonus":4,"damage_dice":"2d6"},{"name":"Coils","desc":"Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 13 (3d8) acid damage, and the target creature must make a successful DC 12 Dexterity saving throw or be pulled adjacent to the angler worm (if it wasn't already) and grappled in the angler worm's coils (escape DC 12). While grappled this way, the creature is restrained by the angler worm (but not by its snare lines), it can't breathe, and it takes 22 (5d8) acid damage at the start of each of the angler worm's turns. A creature that escapes from the angler worm's coils may need to make an immediate DC 12 Dexterity saving throw to avoid being restrained again, if it escapes into a space occupied by more snare lines.","attack_bonus":4,"damage_dice":"3d8"},{"name":"Ethereal Lure (Recharge 4-6)","desc":"The angler worm selects a spot within 20 feet of itself; that spot glows with a faint, blue light until the start of the worm's next turn. All other creatures that can see the light at the start of their turn must make a successful DC 12 Wisdom saving throw or be charmed until the start of their next turn. A creature charmed this way must Dash toward the light by the most direct route, automatically fails saving throws against being restrained by snare lines, and treats the angler worm as invisible."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Spider Climb","desc":"The worm can climb difficult surfaces, including upside down on ceilings and along its snare lines, without needing an ability check. The angler worm is never restrained by its own or other angler worms' snare lines."},{"name":"Keen Touch","desc":"The angler worm has advantage on Wisdom (Perception) checks that rely on vibrations."},{"name":"Transparent Trap","desc":"A successful DC 12 Wisdom (Perception) check must be made to spot angler worm snare lines, and the check is always made with disadvantage unless the searcher has some means of overcoming the snares' invisibility. A creature that enters a space containing angler worm snare lines must make a successful DC 12 Dexterity saving throw or be restrained by the sticky snares (escape DC 14). This saving throw is made with disadvantage if the creature was unaware of the snare lines' presence."}],"spell_list":[],"page_no":22,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_angler-worm/"},{"slug":"anubian","desc":"_An anubian’s swirling sand comes together to form a snarling, canine-faced humanoid whose eyes shine with an eerie, blue glow. Anubians are elementals summoned to guard tombs or protect treasures._  \n**Piles of Dust.** An anubian at rest resembles a pile of sand or dust, often strewn about an already dusty location. When active, it rises up to form a muscular humanoid with the head of a jackal. A destroyed anubian collapses into an inert pile of sand.  \n**Death to the Unarmored.** In combat, anubians prefer to fight unarmored foes rather than creatures wearing armor. They associate unarmored creatures with spellcasters, and their latent resentment over centuries of being summoned as servants drives them to attack such figures when they aren’t shackled by magical bondage.  \n**Sandstorm Tag Teams.** Anubians fight effectively as teams, using their haboob attacks to corner and isolate the most vulnerable targets.  \n**Elemental Nature.** An anubian doesn’t require air, food, drink, or sleep.","name":"Anubian","size":"Medium","type":"Elemental","subtype":"","group":null,"alignment":"chaotic evil","armor_class":13,"armor_desc":"","hit_points":44,"hit_dice":"8d8+8","speed":{"walk":30},"strength":12,"dexterity":16,"constitution":12,"intelligence":10,"wisdom":12,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":5},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","senses":"darkvision 60 ft., tremorsense 30 ft., passive Perception 11","languages":"Primordial","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The anubian makes two claw attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.","attack_bonus":5,"damage_dice":"1d6"},{"name":"Haboob (1/Day)","desc":"The anubian creates a sandstorm in a cylinder 30-feet high, that reaches to within 5 feet of it. The storm moves with the anubian. The area is heavily obscured, and each creature other than an anubian that enters the sandstorm or ends its turn there must make a successful DC 13 Strength saving throw or be restrained by it. Also, each creature other than an anubian that ends its turn inside the sandstorm takes 3 (1d6) slashing damage. The anubian can maintain the haboob for up to 10 minutes as if concentrating on a spell. While maintaining the haboob, the anubian's speed is reduced to 5 feet and it can't sand step. Creatures restrained by the sandstorm move with the anubian. A creature can free itself or an adjacent creature from the sandstorm by using its action and making a DC 13 Strength check. A successful check ends the restraint on the target creature."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Sand Stealth","desc":"The anubian gains an additional +2 (+7 in total) to Stealth in sand terrain"},{"name":"Sand Step","desc":"Instead of moving, the anubian's humanoid form collapses into loose sand and immediately reforms at another unoccupied space within 10 feet. This movement doesn't provoke opportunity attacks. After using this trait in sand terrain, the anubian can Hide as part of this movement even if under direct observation. Anubians can sand step under doors or through similar obstacles, provided there's a gap large enough for sand to sift through."},{"name":"Vulnerability to Water","desc":"For every 5 feet the anubian moves while touching water or for every gallon of water splashed on it, it takes 2 (1d4) cold damage. An anubian completely immersed in water takes 10 (4d4) cold damage at the start of its turn."}],"spell_list":[],"page_no":24,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_anubian/"},{"slug":"apau-perape","desc":"_Apau Perape Sharp teeth fill this large, demonic ape’s mouth. Its long, muscular arms stretch to the ground, ending in wickedly curved claws._  \n_**Servants of Fire.**_ These black-furred gorilla demons serve only their demon lord. Their final loyalty is unshakable, though sometimes they serve others for a time— and they have no fear of fire, gleefully setting fire to villages and crops if their master is snubbed or insulted.  \n_**Fearless Attackers.**_ The apau perape are fearless and savage, living for battle. Once in combat, their morale never breaks. Like their master, they have an insatiable hunger and do not leave any dead behind, consuming even their bones.  \n_**Eyes of Fire.**_ When this demon is angered, its eyes glow a deep, disturbing red, unlike any natural ape.","name":"Apau Perape","size":"Large","type":"Fiend","subtype":"demon","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":95,"hit_dice":"10d10+40","speed":{"walk":30,"climb":30},"strength":21,"dexterity":18,"constitution":19,"intelligence":10,"wisdom":12,"charisma":15,"strength_save":null,"dexterity_save":7,"constitution_save":7,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":4,"skills":{"intimidation":5,"perception":4,"stealth":7},"damage_vulnerabilities":"cold","damage_resistances":"fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"frightened, poisoned","senses":"darkvision 120 ft., passive Perception 14","languages":"Ape, Infernal, telepathy 120 ft.","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The apau perape makes one bite attack and two claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing damage.","attack_bonus":8,"damage_dice":"2d6"},{"name":"Claws","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.","attack_bonus":8,"damage_dice":"2d8"},{"name":"Variant: Demon Summoning","desc":"some apau perapes have an action option that allows them to summon other demons.\n\nsummon Demon (1/Day): The apau perape chooses what to summon and attempts a magical summoning\n\nthe apau perape has a 50 percent chance of summoning one apau perape or one giant ape."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Diseased Ichor","desc":"Every time the apau perape takes piercing or slashing damage, a spray of caustic blood spurts from the wound toward the attacker. This spray forms a line 10 feet long and 5 feet wide. The first creature in the line must make a successful DC 15 Constitution saving throw against disease or be infected by Mechuiti's Ichor disease. The creature is poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the Constitution saving throw or reduce its hit point maximum by 5 (2d4). The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured."},{"name":"Innate Spellcasting","desc":"the apau perape is an innate spellcaster. Its spellcasting ability is Charisma (spell save DC 13). The apau perape can innately cast the following spells, requiring no material components:\n\n1/day each: fear, wall of fire"},{"name":"Magic Resistance","desc":"The apau perape has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":75,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_apau-perape/"},{"slug":"beggar-ghoul","desc":"","name":"Beggar Ghoul","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"chaotic evil","armor_class":12,"armor_desc":"","hit_points":13,"hit_dice":"3d8","speed":{"walk":30},"strength":10,"dexterity":15,"constitution":10,"intelligence":12,"wisdom":11,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"Undercommon","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage.","attack_bonus":4,"damage_dice":"2d6"},{"name":"Claws","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. A paralyzed target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.","attack_bonus":4,"damage_dice":"2d4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Pack Tactics","desc":"The beggar ghoul has advantage on an attack roll against a creature if at least one of the beggar ghoul's allies is within 5 feet of the creature and the ally isn't incapacitated."},{"name":"Savage Hunger","desc":"A beggar ghoul that hits with its bite attack against a creature that hasn't acted yet in this combat scores a critical hit."}],"spell_list":[],"page_no":221,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_beggar-ghoul/"},{"slug":"bone-swarm","desc":"_Dank winds sweep up skeletons, both humanoid and animal. They blow forward, reaching out for living creatures like a clawed hand of bone. A scattering of bones rolls across the ground, then rises into the air, billowing like a sheet._  \n**Swarms of Fallen.** On rare occasions, the pugnacious spirits of fallen undead join together, bonded by a common craving: to feel alive again. They gather up their bones from life, as well as any other bones they come across, and form bone swarms.  \n**Nomadic Undead.** These swarms then ravage the countryside wresting life from living creatures, grabbing livestock, humanoids, and even dragons, digging in their claws in an attempt to cling to life. Bone swarms with one or more sets of jaws wail constantly in their sorrow, interrupting their cries with snippets of rational but scattered speech declaiming their woes and despair.  \n**Cliff and Pit Dwellers.** Bone swarms gather near cliffs, crevasses, and pits in the hope of forcing a victim or an entire herd of animals to fall to its death, creating more shattered bones to add to their mass.  \n**Undead Nature.** A mask wight doesn’t require air, food, drink, or sleep.","name":"Bone Swarm","size":"Large","type":"Undead","subtype":"Swarm","group":null,"alignment":"chaotic evil","armor_class":17,"armor_desc":"natural armor","hit_points":198,"hit_dice":"36d10","speed":{"walk":20,"fly":60},"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":6,"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, paralyzed, 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 can attack every hostile creature in its space with swirling bones."},{"name":"Swirling Bones","desc":"Melee Weapon Attack: +10 to hit, reach 0 ft., one creature in the swarm's space. Hit: 31 (5d8 + 9) bludgeoning, piercing, or slashing damage (includes Strength of Bone special ability).","attack_bonus":10,"damage_dice":"5d8"},{"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) and enveloped within the swarm's bones. The swarm can force the creature to move at its normal speed wherever the bone swarm wishes. Any non-area attack against the bone swarm has a 50 percent chance of hitting a creature grappled in Death's Embrace instead."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Strength of Bone","desc":"A bone swarm can choose to deal bludgeoning, piercing, or slashing damage, and adds 1.5x its Strength bonus on swarm damage rolls as bits and pieces of broken skeletons claw, bite, stab, and slam at the victim."},{"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 human skull. The swarm can't regain hit points or gain temporary hit points."}],"spell_list":[],"page_no":41,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_bone-swarm/"},{"slug":"broodiken","desc":"_Tiny and built like a caricature of a person, this creature’s enlarged head is filled with pointed teeth._  \n**Bodily Children.** Broodikens are crude servants created by humanoid spellcasters willing to grow them within their own bodies. They resemble their creators in the most obvious ways, with the same number of limbs and basic features, but all broodikens stand one foot tall with overly large heads and heavily fanged mouths. Those born to monstrous humanoids with wings or horns have ineffective, decorative versions that do not help the creature fly or fight.  \n**Emotional Echoes.** Broodikens have little personality of their own and respond to their creators’ emotions, growling when their creators feel anger and babbling happily when their creators feel joy. When their creators are more than 100 feet away, they cry loudly with a sound that resembles children of the creator’s own species. If discovered crying by anyone other than their creator, they attack. When their creators focus their anger on specific individuals, the broodikens attack as a group, using Stealth to get close and overwhelm single opponents.  \n**Born With Daggers.** Broodikens are created by eating the heart of a dead broodiken. Once this “seed” is consumed, 2d4 broodikens grow inside of the “mother” or creator. Nurturing the growing brood requires consuming specific muds, ashes, and plants, which cost 50 gp/day for each incubating broodiken. The incubation period requires one month and takes a toll on the creator’s health. During this time, the creator becomes fatigued after four hours without eight hours’ rest.  \nIf the creator is not a spellcaster, a spellcaster who meets the requirements below must supervise the incubation and birth. Most spellcasters birth the broodiken using a dagger before the broodiken tears its way out. A “mother” can only control one brood of broodiken at a time. Incubating a second brood makes the first brood furiously jealous, and it will turn on its own creator.  \n**Constructed Nature.** A broodiken doesn’t require air, food, drink, or sleep.","name":"Broodiken","size":"Tiny","type":"Construct","subtype":"","group":null,"alignment":"neutral","armor_class":13,"armor_desc":"natural armor","hit_points":55,"hit_dice":"10d4+30","speed":{"walk":20,"climb":20},"strength":8,"dexterity":14,"constitution":16,"intelligence":2,"wisdom":10,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"-","challenge_rating":"1","cr":1.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d10"},{"name":"Attach","desc":"When a broodiken succeeds on a bite attack, its teeth latch on, grappling the target (escape DC 9). On each of its turns, its bite attack hits automatically as long as it can maintain its grapple."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Immutable Form","desc":"The broodiken is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The broodiken has advantage on saving throws against spells and other magical effects."},{"name":"Shared Rage","desc":"A broodiken cannot speak with its creator telepathically, but it feels strong emotions and recognizes the objects of those emotions. A creator can telepathically order broodiken to hunt for and attack individuals by sending the broodiken an image of the creature and the appropriate emotion. As long as the broodiken is on such a hunt, it can be more than 100 feet away from its master without wailing."}],"spell_list":[],"page_no":45,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_broodiken/"},{"slug":"cambium","desc":"_Unfolding impossibly from beneath voluminous robes, this creature’s pockmarked, spindly arms end in clusters of narrow spikes. Its long, hollow, needle-like fingers and its many-jointed arms move with surprising speed and strength for such an emaciated creature._  \n**Hunched and Robed.** The cambium skulks through mortal society, hunched and contorted, concealing its nine-foot height and its supernumerary arms.  \n**Devours Bodily Humors.** The source of a cambium’s interest lies in every mortal body: the four humors, which it drains in precise amounts, sometimes to fix its own imbalances, sometimes to concoct serums meant for sale in hellish markets. Its victims are left in a desperate state, eager for a corrective fix and willing to obey the cambium’s every whim as servants and toadies.  \n**Abandons Victims.** After a sufficient crop has been harvested, the cambium abandons these addicts to die slowly from violent withdrawals, and allows the local population to lie fallow for a decade or so.","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":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":8,"skills":{"arcana":8,"deception":9,"insight":8,"medicine":8,"perception":8,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"exhaustion, poisoned","senses":"darkvision 60 ft., passive Perception 18","languages":"Common, Draconic, Infernal","challenge_rating":"14","cr":14.0,"actions":[{"name":"Multiattack","desc":"The cambium makes four needle fingers attacks."},{"name":"Needle Fingers","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage. In addition, the target must make a DC 19 Constitution saving throw; if it fails, the cambium can either inflict Ability Damage or Imbalance Humors. A target makes this saving throw just once per turn, even if struck by more than one needle fingers attack.","attack_bonus":10,"damage_dice":"3d10"},{"name":"Ability Damage (3/Day)","desc":"When the target of the cambium's needle fingers fails its Constitution saving throw, one of its ability scores (cambium's choice) is reduced by 1d4 until it finishes a long rest. If this reduces a score to 0, the creature is unconscious until it regains at least one point."},{"name":"Imbalance Humors (3/Day)","desc":"When the target of the cambium's needle fingers fails its Constitution saving throw, apply one of the following effects:"},{"name":"Sanguine Flux: The target cannot be healed","desc":"The target cannot be healed-naturally or magically-until after their next long rest."},{"name":"Choleric Flux: The target becomes confused (as the spell) for 3d6 rounds","desc":"The target can repeat the saving throw at the end of each of its turns to shrug off the flux before the duration ends."},{"name":"Melancholic Flux: The target is incapacitated for 1d4 rounds and slowed (as the spell) for 3d6 rounds","desc":"The target can repeat the saving throw at the end of each of its turns to shrug off the flux before the duration ends."},{"name":"Phlegmatic Flux: A successful DC 18 Constitution saving throw negates this effect","desc":"A failed saving throw means the target gains one level of exhaustion which lasts for 3d6 rounds."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"the cambium's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The cambium can innately cast the following spells, requiring no material components:\n\nconstant: levitate\n\nat will: alter self, detect thoughts, hold person, plane shift, spare the dying\n\n3/day: cure wounds 21 (4d8 + 3), ray of sickness 18 (4d8), protection from poison, heal\n\n1/day: finger of death"}],"spell_list":[],"page_no":51,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_cambium/"},{"slug":"chelicerae","desc":"_A chelicerae resembles a massive spider perched on tall, stilted legs. Most often, the disheveled body of a robed arcanist swings from its clenched mandibles._  \n**Feed on Spellcasters.** These massive arachnids are largely confined to the great forests and occasional wastelands, although rumors do persist of sightings in the dark alleys of magocratic cities, causing trepidation among the spellcasters there. Few creatures pose such a threat to spellcasters as chelicerae.  \n**Carry Their Prey.** Walking on high, stilted legs, these creatures resemble gigantic harvesters. More often than not, they are found with the grisly bodies of humanoids dangling from the chelicerae’s clenched mandibles.  \n**Cocoon Arcanists.** Chelicerae stalk isolated victims, striking them with a poisonous bite and then pinning its prey within its jaws. There, their helpless body can hang for days on end as the chelicerae pursues obscure and eldritch tasks. At best, victims wake up weeks later with no memory of the events, far from home, and drained of vitality and spells. Others are stored immobilized in a thick cocoon in a high treetop until their body and mind recover. A few unlucky victims are slain and animated as walking dead to protect the chelicerae.","name":"Chelicerae","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"natural armor","hit_points":153,"hit_dice":"18d10+54","speed":{"walk":40,"climb":30},"strength":22,"dexterity":17,"constitution":17,"intelligence":14,"wisdom":15,"charisma":14,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":null,"wisdom_save":5,"charisma_save":5,"perception":5,"skills":{"acrobatics":6,"athletics":9,"perception":5,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"charmed, poisoned","senses":"darkvision 60 ft., passive Perception 15","languages":"-","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The chelicerae makes one bite attack and two claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage, and the target is grappled (escape DC 16). The target must also make a successful DC 16 Constitution saving throw or become poisoned. While poisoned this way, the target is unconscious and takes 1d4 Strength damage at the start of each of its turns. The poisoning ends after 4 rounds or when the target makes a successful DC 16 Constitution save at the end of its turn.","attack_bonus":9,"damage_dice":"2d10"},{"name":"Claw","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage.","attack_bonus":9,"damage_dice":"2d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The chelicerae has advantage on saving throws against spells and other magical effects."},{"name":"Spellcasting","desc":"the chelicerae is an 8th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It requires no material components to cast its spells. The chelicerae has the following wizard spells prepared:\n\ncantrips: acid splash, mage hand, minor illusion, true strike\n\n1st level: burning hands, detect magic, expeditious retreat, ray of sickness\n\n2nd level: hold person, invisibility, scorching ray\n\n3rd level: animate dead, haste, lightning bolt\n\n4th level: phantasmal killer"},{"name":"Siphon Spell Slots","desc":"The chelicerae cannot replenish its spells naturally. Instead, it uses grappled spellcasters as spell reservoirs, draining uncast spells to power its own casting. Whenever the chelicerae wishes to cast a spell, it consumes a number of spell slots from its victim equal to the spell slots necessary to cast the spell. If the victim has too few spell slots available, the chelicerae cannot cast that spell. The chelicerae can also draw power from drained spellcasters or creatures without magic ability. It can reduce a grappled creature's Wisdom by 1d4, adding 2 spell slots to its spell reservoir for every point lowered. A creature reduced to 0 Wisdom is unconscious until it regains at least one point, and can't offer any more power. A creature regains all lost Wisdom when it finishes a long rest."},{"name":"Spider Climb","desc":"Chelicerae can climb difficult surfaces, including upside down on ceilings, without requiring an ability check."}],"spell_list":[],"page_no":54,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_chelicerae/"},{"slug":"clockwork-abomination","desc":"_At rest, a clockwork abomination resembles a pile of debris and scrap on the ground, but in motion it reveals a large insectoid form with smoke rising between the plates of its hide. Its many orange‑yellow eyes shine like dim lanterns and reveal no hint of expression or intent._  \n**Bound Devils.** Clockwork abominations result from ill‑considered attempts to bind lesser devils into clockwork or steam-driven constructs. The disciplines of devil binding and engineering seemingly do not mix well, and the results of such attempts are typically disastrous. Every now and then, however, something goes right, and a clockwork abomination is created.  \n**Junk Collectors.** Clockwork abominations are canny enough to collect bits of old wagons, tools, or machinery as camouflage. Motionless among such objects, they can often surprise a foe.  \n**Sadistic Machines.** Malevolent in the extreme, these fiendish automatons are frustrated by the limits of their new forms, and they delight in inflicting suffering on others. Constantly seeking to break free of their creators’ control, the most they can be entrusted to do is to serve as a guardian or attack something.  \n**Constructed Nature.** A clockwork abomination doesn’t require air, food, drink, or sleep.","name":"Clockwork Abomination","size":"Large","type":"Construct","subtype":"devil","group":null,"alignment":"lawful evil","armor_class":16,"armor_desc":"natural armor","hit_points":76,"hit_dice":"8d10+32","speed":{"walk":30,"climb":30},"strength":21,"dexterity":12,"constitution":18,"intelligence":10,"wisdom":10,"charisma":12,"strength_save":null,"dexterity_save":4,"constitution_save":7,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"athletics":9,"perception":4,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Infernal","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The clockwork abomination makes one bite attack and one slam attack."},{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage.","attack_bonus":9,"damage_dice":"2d8"},{"name":"Slam","desc":"Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage.","attack_bonus":9,"damage_dice":"2d6"},{"name":"Breath Weapon (Recharge 5-6)","desc":"The clockwork abomination's Infernal Power Source allows it to breathe fire in a 20-foot cone. Targets in this cone take 22 (4d10) fire damage, or half damage with a successful DC 14 Dexterity saving throw."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Additional Legs","desc":"Four legs allow the clockwork abomination to climb at a speed equal to its base speed and to ignore difficult terrain."},{"name":"Piston Reach","desc":"The abomination's melee attacks have a deceptively long reach thanks to the pistons powering them."},{"name":"Immutable Form","desc":"The clockwork abomination is immune to any spell or effect that would alter its form."},{"name":"Infernal Power Source","desc":"When a clockwork abomination falls to 0 hp, its infernal battery explodes. Creatures within 10 feet of the clockwork abomination take 14 (4d6) fire damage, or half damage with a successful DC 14 Dexterity saving throw."}],"spell_list":[],"page_no":59,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_clockwork-abomination/"}]}