{"count":3207,"next":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=type&page=35","previous":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=type&page=33","results":[{"slug":"dretch-a5e","desc":"","name":"Dretch","size":"Small","type":"Fiend","subtype":"","group":null,"alignment":"","armor_class":10,"armor_desc":"","hit_points":18,"hit_dice":"4d6+4","speed":{"walk":20},"strength":12,"dexterity":10,"constitution":12,"intelligence":5,"wisdom":8,"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":"cold, fire, lightning","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 9","languages":"Abyssal","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Chaotic Evil","desc":"The dretch radiates a Chaotic and Evil aura."},{"name":"Energy-Sucking Aura","desc":"A non-demon creature that takes an action or bonus action while within 10 feet of a dretch can't take another action, bonus action, or reaction until the start of its next turn."}],"spell_list":[],"page_no":67,"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_dretch/"},{"slug":"erinyes-a5e","desc":"","name":"Erinyes","size":"Medium","type":"Fiend","subtype":"","group":null,"alignment":"","armor_class":18,"armor_desc":"","hit_points":161,"hit_dice":"19d8+76","speed":{"walk":30,"fly":60},"strength":18,"dexterity":18,"constitution":18,"intelligence":14,"wisdom":16,"charisma":18,"strength_save":null,"dexterity_save":8,"constitution_save":8,"intelligence_save":null,"wisdom_save":7,"charisma_save":8,"perception":null,"skills":{"athletics":8,"insight":7,"perception":7},"damage_vulnerabilities":"","damage_resistances":"cold; damage from nonmagical, non-silvered weapons","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"truesight 120 ft., passive Perception 17","languages":"Infernal, telepathy 120 ft.","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The erinyes makes three attacks."},{"name":"Longsword","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 14 (4d6) poison damage."},{"name":"Longbow","desc":"Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 14 (4d6) poison damage  and the target makes a DC 14 Constitution saving throw. On a failure  it is poisoned for 24 hours or until the poison is removed by lesser restoration or similar magic."},{"name":"Lasso","desc":"Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: The target is entangled by the lasso. While entangled  it can't move more than 15 feet away from the erinyes. The entanglement ends if the erinyes releases the lasso or becomes incapacitated  or if the lasso is destroyed. The lasso is an object with AC 12 and 20 HP and is immune to piercing  poison  psychic  and thunder damage. The entanglement also ends if the target or a creature within 5 feet of it uses an action to succeed on a DC 16 Athletics or Acrobatics check to remove the lasso. The erinyes can't make a lasso attack while a creature is entangled."}],"bonus_actions":null,"reactions":[{"name":"Parry","desc":"If the erinyes is wielding a longsword and can see its attacker, it adds 4 to its AC against one melee attack that would hit it."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Lawful Evil","desc":"The erinyes radiates a Lawful and Evil aura."},{"name":"Magic Resistance","desc":"The erinyes has advantage on saving throws against spells and magical effects."}],"spell_list":[],"page_no":82,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_erinyes/"},{"slug":"fell-nightmare-a5e","desc":"","name":"Fell Nightmare","size":"Large","type":"Fiend","subtype":"","group":null,"alignment":"","armor_class":13,"armor_desc":"","hit_points":93,"hit_dice":"11d10+33","speed":{"walk":60,"fly":90},"strength":18,"dexterity":14,"constitution":16,"intelligence":10,"wisdom":12,"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":"fire","condition_immunities":"","senses":"passive Perception 11","languages":"understands Abyssal, Common, and Infernal but can't speak","challenge_rating":"5","cr":5.0,"actions":[{"name":"Hooves","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) fire damage. If the horse 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. The nightmare can move through the space of a prone creature as long as it does not end its turn there."},{"name":"Ethereal Shift (Recharge 5-6)","desc":"The nightmare and a rider magically pass from the Ethereal Plane to the Material Plane or vice versa."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Evil","desc":"The nightmare radiates an Evil aura."},{"name":"Fiery Hooves","desc":"The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The nightmare leaves charred hoofprints."},{"name":"Fire Resistance","desc":"The nightmare can grant fire resistance to a rider."},{"name":"Fiery Trail","desc":"When the nightmare moves along the ground, it can choose to leave behind a trail of fire 10 feet wide and 10 feet tall, which lasts until the beginning of the nightmares next turn. A creature that begins its turn in the fire or enters it for the first time on a turn takes 10 (3d6) fire damage. The trail ignites flammable objects."},{"name":"Telepathy","desc":"The nightmare gains telepathy with a range of 120 feet. It can telepathically communicate with the fiend that trained it over any distance as long as they are on the same plane of existence."}],"spell_list":[],"page_no":345,"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_fell-nightmare/"},{"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":"hell-hound-a5e","desc":"","name":"Hell Hound","size":"Medium","type":"Fiend","subtype":"","group":null,"alignment":"","armor_class":15,"armor_desc":"","hit_points":52,"hit_dice":"7d8+21","speed":{"walk":50},"strength":16,"dexterity":14,"constitution":16,"intelligence":6,"wisdom":12,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 15","languages":"understands Infernal but can't speak","challenge_rating":"3","cr":3.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 7 (2d6) fire damage."},{"name":"Fire Breath (Recharge 5-6)","desc":"The hound exhales fire in a 15-foot cone. Each creature in that area makes a DC 12 Dexterity saving throw  taking 21 (6d6) fire damage on a failed save or half damage on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Hearing and Smell","desc":"The hound has advantage on Perception checks that rely on hearing and smell."},{"name":"Lawful Evil","desc":"The hound radiates a Lawful and Evil aura."},{"name":"Pack Tactics","desc":"The hound has advantage on attack rolls against a creature if at least one of the hounds allies is within 5 feet of the creature and not incapacitated."}],"spell_list":[],"page_no":278,"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_hell-hound/"},{"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":"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":"horned-devil-a5e","desc":"","name":"Horned Devil","size":"Large","type":"Fiend","subtype":"","group":null,"alignment":"","armor_class":18,"armor_desc":"","hit_points":168,"hit_dice":"16d10+80","speed":{"walk":30,"fly":60},"strength":20,"dexterity":16,"constitution":20,"intelligence":12,"wisdom":16,"charisma":16,"strength_save":9,"dexterity_save":7,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":7,"perception":null,"skills":{"athletics":9,"intimidation":7},"damage_vulnerabilities":"","damage_resistances":"cold; damage from nonmagical, non-silvered weapons","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 13","languages":"Infernal, telepathy 120 ft.","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The devil makes two attacks with its fork and one with its tail. It can replace any melee attack with Hurl Flame."},{"name":"Fork","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 3 (1d6) fire damage."},{"name":"Tail","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage. If the target is a creature other than an undead or construct  it makes a DC 17 Constitution saving throw. On a failure  it receives an infernal wound and takes 11 (2d10) ongoing piercing damage. Each time the devil hits the wounded target with this attack  the ongoing damage increases by 11 (2d10). A creature can spend an action to make a DC 12 Medicine check  ending the ongoing damage on a success. At least 1 hit point of magical healing also ends the ongoing damage."},{"name":"Hurl Flame","desc":"Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 10 (3d6) fire damage. If the target is an unattended flammable object or a creature  it catches fire  taking 5 (1d10) ongoing fire damage. A creature can use an action to extinguish this fire."},{"name":"Inferno (1/Day, While Bloodied)","desc":"The devil waves its fork  igniting a trail of roaring flame. Any creature within 10 feet of the devil makes a DC 15 Dexterity saving throw  taking 49 (14d6) fire damage on a failure or half damage on a success."}],"bonus_actions":null,"reactions":[{"name":"Pin (1/Day)","desc":"When a creature misses the devil with a melee attack, the devil makes a fork attack against that creature. On a hit, the target is impaled by the fork and grappled (escape DC 17). Until this grapple ends, the devil can't make fork attacks or use Inferno, but the target takes 7 (2d6) piercing damage plus 3 (1d6) fire damage at the beginning of each of its turns."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Devils Sight","desc":"The devils darkvision penetrates magical darkness."},{"name":"Lawful Evil","desc":"The devil radiates a Lawful and Evil aura."},{"name":"Magic Resistance","desc":"The devil has advantage on saving throws against spells and magical effects."}],"spell_list":[],"page_no":83,"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_horned-devil/"},{"slug":"ice-devil-a5e","desc":"","name":"Ice Devil","size":"Large","type":"Fiend","subtype":"","group":null,"alignment":"","armor_class":18,"armor_desc":"","hit_points":180,"hit_dice":"19d10+76","speed":{"walk":40},"strength":20,"dexterity":14,"constitution":18,"intelligence":18,"wisdom":16,"charisma":18,"strength_save":null,"dexterity_save":6,"constitution_save":8,"intelligence_save":null,"wisdom_save":7,"charisma_save":8,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"damage from nonmagical, non-silvered weapons","damage_immunities":"cold, fire, poison","condition_immunities":"poisoned","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 13","languages":"Infernal, telepathy 120 ft.","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The devil makes one bite attack and one claws attack."},{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 7 (2d6) cold damage."},{"name":"Claws","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 7 (2d6) cold damage."},{"name":"Spear","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 10 (3d6) cold damage. If the target is a creature  it makes a DC 16 Constitution saving throw  becoming slowed for 1 minute on a failure. The target repeats the saving throw at the end of each of its turns  ending the effect on a success."},{"name":"Ice Wall (1/Day)","desc":"The devil magically creates a wall of ice on a solid surface it can see within 60 feet. The wall is flat  1 foot thick  and can be up to 50 feet long and 15 feet high. The wall lasts for 1 minute or until destroyed. Each 10-foot section has AC 12  30 hit points  vulnerability to fire damage  and immunity to cold  necrotic  poison  and psychic damage."},{"name":"If the wall enters a creatures space when it appears, the creature is pushed to one side of the wall (creatures choice)","desc":"The creature then makes a DC 16 Dexterity saving throw  taking 49 (14d6) cold damage on a successful save or half damage on a success."}],"bonus_actions":[{"name":"Tail","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 5) bludgeoning damage plus 7 (2d6) cold damage."}],"reactions":[{"name":"Freezing Blood (1/Day)","desc":"When a creature within 60 feet that the devil can see hits it with a ranged attack or includes it in a spells area, the creature makes a DC 16 Constitution saving throw. On a failure, the creature takes 10 (3d6) cold damage and is slowed until the end of its next turn."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Devils Sight","desc":"The devils darkvision penetrates magical darkness."},{"name":"Lawful Evil","desc":"The devil radiates a Lawful and Evil aura."},{"name":"Magic Resistance","desc":"The devil has advantage on saving throws against spells and magical effects."}],"spell_list":[],"page_no":84,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_ice-devil/"},{"slug":"imp-a5e","desc":"","name":"Imp","size":"Tiny","type":"Fiend","subtype":"","group":null,"alignment":"","armor_class":13,"armor_desc":"","hit_points":14,"hit_dice":"4d4+4","speed":{"walk":20,"fly":40},"strength":6,"dexterity":16,"constitution":12,"intelligence":10,"wisdom":12,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"deception":4,"insight":3,"perception":3,"persuasion":4,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"cold; damage from nonmagical, non-silvered weapons","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 13","languages":"Infernal, telepathy 120 ft.","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Sting (Bite While Shapeshifted)","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) poison damage."},{"name":"Shapeshift","desc":"The imp magically changes its form into a rat (speed 20 ft.)  raven (20 ft.  fly 60 ft.)  or spider (20 ft.  climb 20 ft.) or back into its true form. Its statistics are the same in each form except for its movement speeds. Equipment it carries is not transformed. It reverts to its true form if it dies."}],"bonus_actions":[{"name":"Invisibility","desc":"The imp magically turns invisible, along with any equipment carried. This invisibility ends if the imp makes an attack, falls unconscious, or dismisses the effect."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Devils Sight","desc":"The imps darkvision penetrates magical darkness."},{"name":"Ventriloquism","desc":"The imp can perfectly imitate any voice it has heard. It can make its voice appear to originate from any point within 30 feet."},{"name":"Lawful Evil","desc":"The imp radiates a Lawful and Evil aura."},{"name":"Magic Resistance","desc":"The imp has advantage on saving throws against spells and magical effects."}],"spell_list":[],"page_no":85,"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_imp/"},{"slug":"imp-familiar-a5e","desc":"","name":"Imp Familiar","size":"Tiny","type":"Fiend","subtype":"","group":null,"alignment":"","armor_class":13,"armor_desc":"","hit_points":14,"hit_dice":"4d4+4","speed":{"walk":20,"fly":40},"strength":6,"dexterity":16,"constitution":12,"intelligence":10,"wisdom":12,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"deception":4,"insight":3,"perception":3,"persuasion":4,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"cold; damage from nonmagical, non-silvered weapons","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 13","languages":"Infernal, telepathy 120 ft.","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Sting (Bite While Shapeshifted)","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) poison damage."},{"name":"Shapeshift","desc":"The imp magically changes its form into a rat (speed 20 ft.)  raven (20 ft.  fly 60 ft.)  or spider (20 ft.  climb 20 ft.) or back into its true form. Its statistics are the same in each form except for its movement speeds. Equipment it carries is not transformed. It reverts to its true form if it dies."}],"bonus_actions":[{"name":"Invisibility","desc":"The imp magically turns invisible, along with any equipment carried. This invisibility ends if the imp makes an attack, falls unconscious, or dismisses the effect."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Devils Sight","desc":"The imps darkvision penetrates magical darkness."},{"name":"Ventriloquism","desc":"The imp can perfectly imitate any voice it has heard. It can make its voice appear to originate from any point within 30 feet."},{"name":"Lawful Evil","desc":"The imp radiates a Lawful and Evil aura."},{"name":"Magic Resistance","desc":"The imp has advantage on saving throws against spells and magical effects."},{"name":"Familiar","desc":"The imp can communicate telepathically with its master while they are within 1 mile of each other. When the imp is within 10 feet of its master, its master shares its Magic Resistance trait."}],"spell_list":[],"page_no":85,"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_imp-familiar/"},{"slug":"jackalwere-a5e","desc":"","name":"Jackalwere","size":"Medium","type":"Fiend","subtype":"","group":null,"alignment":"","armor_class":12,"armor_desc":"","hit_points":18,"hit_dice":"4d8","speed":{"walk":40},"strength":10,"dexterity":14,"constitution":10,"intelligence":12,"wisdom":10,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"deception":4,"perception":2,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"damage from nonmagical, non-silvered weapons","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 12","languages":"Common (cant speak in jackal form)","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Bite (Jackal or Hybrid Form Only)","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage."},{"name":"Scimitar (Human or Hybrid Form Only)","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage."},{"name":"Sleep Gaze (Gaze, Hybrid Form Only)","desc":"One creature within 30 feet of the jackalwere makes a DC 10 Wisdom saving throw. On a failed save  the target is magically charmed. At the beginning of the jackalweres next turn  the target repeats the saving throw. On a success  the effect ends. On a failure  the creature falls unconscious for 10 minutes. Both the charmed and unconscious conditions end if the target takes damage or a creature within reach of the target uses an action to shake the target back to its senses. If the target successfully saves against Sleep Gaze  it is immune to Sleep Gaze for 24 hours. Undead and creatures immune to charm arent affected by it."}],"bonus_actions":[{"name":"Shapeshift","desc":"The jackalwere magically changes its form, along with its equipment, to that of a specific Medium humanoid or a jackal-human hybrid or its true form, which is a Small jackal. While shapeshifted, its statistics are otherwise unchanged. It reverts to its true form if it dies."},{"name":"Combat","desc":" The jackalwere shifts to hybrid form and uses Sleep Gaze on an unsuspecting target.\nIt then fights with its scimitar, staying next to at least one ally. A jackalwere is fearless when facing enemies armed with mundane weapons, but it retreats if it is outnumbered by enemies capable of bypassing its resistances."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Chaotic Evil","desc":"The jackalwere radiates a Chaotic and Evil aura."},{"name":"Keen Hearing and Smell","desc":"The jackalwere has advantage on Perception checks that rely on hearing and smell."},{"name":"Pack Tactics","desc":"The jackalwere has advantage on attack rolls against a creature if at least one of the jackalweres allies is within 5 feet of the creature and not incapacitated."},{"name":"Truth Aversion","desc":"The jackalwere must succeed on a DC 14 Wisdom saving throw to make a true statement. On a failure, it tells an unpremeditated lie."}],"spell_list":[],"page_no":291,"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_jackalwere/"},{"slug":"jackalwere-pack-leader-a5e","desc":"","name":"Jackalwere Pack Leader","size":"Medium","type":"Fiend","subtype":"","group":null,"alignment":"","armor_class":12,"armor_desc":"","hit_points":36,"hit_dice":"8d8","speed":{"walk":40},"strength":10,"dexterity":14,"constitution":10,"intelligence":12,"wisdom":10,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"deception":4,"perception":2,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"damage from nonmagical, non-silvered weapons","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 12","languages":"Common (cant speak in jackal form)","challenge_rating":"2","cr":2.0,"actions":[{"name":"Bite (Jackal or Hybrid Form Only)","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage."},{"name":"Scimitar (Human or Hybrid Form Only)","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage."},{"name":"Sleep Gaze (Gaze, Hybrid Form Only)","desc":"One creature within 30 feet of the jackalwere makes a DC 10 Wisdom saving throw. On a failed save  the target is magically charmed. At the beginning of the jackalweres next turn  the target repeats the saving throw. On a success  the effect ends. On a failure  the creature falls unconscious for 10 minutes. Both the charmed and unconscious conditions end if the target takes damage or a creature within reach of the target uses an action to shake the target back to its senses. If the target successfully saves against Sleep Gaze  it is immune to Sleep Gaze for 24 hours. Undead and creatures immune to charm arent affected by it."},{"name":"Multiattack","desc":"The jackalwere makes two scimitar attacks or makes one scimitar attack and uses Sleep Gaze."}],"bonus_actions":[{"name":"Shapeshift","desc":"The jackalwere magically changes its form, along with its equipment, to that of a specific Medium humanoid or a jackal-human hybrid or its true form, which is a Small jackal. While shapeshifted, its statistics are otherwise unchanged. It reverts to its true form if it dies."},{"name":"Combat","desc":"The jackalwere shifts to hybrid form and uses Sleep Gaze on an unsuspecting target.\nIt then fights with its scimitar, staying next to at least one ally. A jackalwere is fearless when facing enemies armed with mundane weapons, but it retreats if it is outnumbered by enemies capable of bypassing its resistances."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Chaotic Evil","desc":"The jackalwere radiates a Chaotic and Evil aura."},{"name":"Keen Hearing and Smell","desc":"The jackalwere has advantage on Perception checks that rely on hearing and smell."},{"name":"Pack Tactics","desc":"The jackalwere has advantage on attack rolls against a creature if at least one of the jackalweres allies is within 5 feet of the creature and not incapacitated."},{"name":"Truth Aversion","desc":"The jackalwere must succeed on a DC 14 Wisdom saving throw to make a true statement. On a failure, it tells an unpremeditated lie."}],"spell_list":[],"page_no":291,"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_jackalwere-pack-leader/"},{"slug":"lemure-a5e","desc":"","name":"Lemure","size":"Medium","type":"Fiend","subtype":"","group":null,"alignment":"","armor_class":7,"armor_desc":"","hit_points":13,"hit_dice":"3d8","speed":{"walk":15},"strength":10,"dexterity":4,"constitution":10,"intelligence":1,"wisdom":10,"charisma":2,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 10","languages":"understands Infernal but can't speak","challenge_rating":"1/8","cr":0.125,"actions":[{"name":"Fist","desc":"Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Devils Sight","desc":"The lemures darkvision penetrates magical darkness."},{"name":"Eerie Groan","desc":"While the lemure can see a non-devil within 100 feet, it emits a groan that is audible within 300 feet."},{"name":"Lawful Evil","desc":"The lemure radiates a Lawful and Evil aura."}],"spell_list":[],"page_no":86,"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_lemure/"},{"slug":"lemure-band-a5e","desc":"","name":"Lemure Band","size":"Large","type":"Fiend","subtype":"","group":null,"alignment":"","armor_class":7,"armor_desc":"","hit_points":67,"hit_dice":"15d8","speed":{"walk":15},"strength":10,"dexterity":4,"constitution":10,"intelligence":1,"wisdom":10,"charisma":2,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 10","languages":"understands Infernal but can't speak","challenge_rating":"2","cr":2.0,"actions":[{"name":"Fists","desc":"Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 12 (5d4) bludgeoning damage."}],"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":"Band Dispersal","desc":"When the band is reduced to 0 hit points, it turns into 2 (1d4) lemures with 6 hit points each."},{"name":"Band","desc":"The band is composed of 5 or more lemures. 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":"Devils Sight","desc":"The bands darkvision penetrates magical darkness."},{"name":"Eerie Groan","desc":"While the band can see a non-devil within 100 feet, it emits a groan that is audible within 300 feet."},{"name":"Lawful Evil","desc":"The band radiates a Lawful and Evil aura."}],"spell_list":[],"page_no":86,"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_lemure-band/"},{"slug":"malcubus-a5e","desc":"","name":"Malcubus","size":"Medium","type":"Fiend","subtype":"","group":null,"alignment":"","armor_class":14,"armor_desc":"","hit_points":78,"hit_dice":"12d8+24","speed":{"walk":30,"fly":60},"strength":10,"dexterity":16,"constitution":14,"intelligence":14,"wisdom":16,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"deception":7,"insight":5,"perception":5,"persuasion":7,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning, poison; damage from nonmagical weapons","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 15","languages":"Abyssal, Common, Infernal, telepathy 60 ft.","challenge_rating":"4","cr":4.0,"actions":[{"name":"Claw (Malcubus Form Only)","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 7 (2d6) necrotic damage."},{"name":"Charm","desc":"The malcubus targets one humanoid on the same plane of existence within 30 feet  forcing it to make a DC 15 Wisdom saving throw. On a failure  the target is magically charmed for 1 day or until the malcubus charms another creature. The charmed creature obeys the malcubuss commands. The creature repeats the saving throw whenever it takes damage or if it receives a suicidal command. If a creatures saving throw is successful or the effect ends for it  it is immune to any malcubuss Charm for 24 hours."},{"name":"Draining Kiss","desc":"The malcubus kisses a willing or charmed creature. The target makes a DC 15 Constitution saving throw  taking 22 (4d10) psychic damage on a failed save or half damage on a success. The targets hit point maximum is reduced by the same amount until it finishes a long rest  and the malcubus regains hit points equal to the same amount. If the target is charmed by the malcubus  the charm ends."},{"name":"Etherealness","desc":"The malcubus magically travels to the Ethereal Plane. While on the Ethereal Plane  the malcubus can see and hear into the Material Plane and can choose to make itself audible and hazily visible to creatures on the Material Plane. If a humanoid on the Material Plane invites the malcubus to do so  the malcubus can use an action to magically travel from the Ethereal Plane to the Material Plane."},{"name":"Dream (1/Day)","desc":"While on the Ethereal Plane  the malcubus magically touches a sleeping humanoid that is not protected by a magic circle or protection from evil and good spell or similar magic. While the touch persists  the malcubus appears in the creatures dreams. The creature can end the dream at any time. If the dream lasts for 1 hour  the target gains no benefit from the rest  and the malcubus can use Charm on the creature even if its on a different plane of existence."}],"bonus_actions":[{"name":"Shapeshift","desc":"The malcubus magically changes its form to a Medium or Small humanoid or into its true form. It can fly only in its true form. While shapeshifted, its statistics are unchanged except for its size and speed. Its equipment is not transformed. It reverts to its true form if it dies."}],"reactions":[{"name":"Living Shield","desc":"When a creature the malcubus can see hits it with an attack, the malcubus can give an order to a creature charmed by it within 5 feet. The charmed creature uses its reaction, if available, to swap places with the malcubus. The attack hits the charmed creature instead of the malcubus."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Cloaked Mind","desc":"When subjected to a divination effect that detects fiends or alignment, the malcubus makes a DC 15 Charisma saving throw. On a success, the malcubuss nature is not detected."},{"name":"Evil","desc":"The malcubus radiates an Evil aura."},{"name":"Telepathic Bond","desc":"The malcubus can communicate telepathically with a charmed creature over any distance, even on a different plane of existence."}],"spell_list":[],"page_no":319,"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_malcubus/"},{"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":"nightmare-a5e","desc":"","name":"Nightmare","size":"Large","type":"Fiend","subtype":"","group":null,"alignment":"","armor_class":13,"armor_desc":"","hit_points":68,"hit_dice":"8d10+24","speed":{"walk":60,"fly":90},"strength":18,"dexterity":14,"constitution":16,"intelligence":10,"wisdom":12,"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":"fire","condition_immunities":"","senses":"passive Perception 11","languages":"understands Abyssal, Common, and Infernal but can't speak","challenge_rating":"3","cr":3.0,"actions":[{"name":"Hooves","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) fire damage. If the horse 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. The nightmare can move through the space of a prone creature as long as it does not end its turn there."},{"name":"Ethereal Shift (Recharge 5-6)","desc":"The nightmare and a rider magically pass from the Ethereal Plane to the Material Plane or vice versa."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Evil","desc":"The nightmare radiates an Evil aura."},{"name":"Fiery Hooves","desc":"The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The nightmare leaves charred hoofprints."},{"name":"Fire Resistance","desc":"The nightmare can grant fire resistance to a rider."}],"spell_list":[],"page_no":344,"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_nightmare/"},{"slug":"pit-fiend-a5e","desc":"","name":"Pit Fiend","size":"Large","type":"Fiend","subtype":"","group":null,"alignment":"","armor_class":19,"armor_desc":"","hit_points":300,"hit_dice":"24d10+168","speed":{"walk":30,"fly":60},"strength":26,"dexterity":16,"constitution":24,"intelligence":22,"wisdom":18,"charisma":24,"strength_save":null,"dexterity_save":9,"constitution_save":13,"intelligence_save":12,"wisdom_save":10,"charisma_save":13,"perception":null,"skills":{"athletics":14,"insight":10,"perception":10},"damage_vulnerabilities":"","damage_resistances":"cold; damage from nonmagical, non-silvered weapons","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"truesight 120 ft., passive Perception 21","languages":"Infernal, telepathy 120 ft.","challenge_rating":"20","cr":20.0,"actions":[{"name":"Multiattack","desc":"The pit fiend attacks with its bite and mace."},{"name":"Bite","desc":"Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) piercing damage. If the target is a creature  it makes a DC 20 Constitution saving throw. On a failure  it is poisoned for 1 minute. While poisoned in this way  the target can't regain hit points and takes 21 (6d6) ongoing poison damage at the start of each of its turns. The target can repeat this saving throw at the end of each of its turns  ending the effect on a success."},{"name":"Mace","desc":"Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) bludgeoning damage plus 21 (6d6) fire damage. If the target is a Medium or smaller creature  it makes a DC 22 Strength saving throw. On a failure  it is pushed 15 feet away from the pit fiend and knocked prone."},{"name":"Circle of Fire (1/Day, While Bloodied)","desc":"A 15-foot-tall  1-foot-thick  20-foot-diameter ring of fire appears around the pit fiend  with the pit fiend at the center. The fire is opaque to every creature except the pit fiend. When the ring of fire appears  each creature it intersects makes a DC 18 Dexterity saving throw  taking 22 (5d8) fire damage on a failed save or half damage on a successful one. A creature takes 22 (5d8) damage the first time each turn it enters the area or when it ends its turn there. The fire lasts 1 minute or until the pit fiend dismisses it  becomes incapacitated  or leaves its area."},{"name":"Fireball (3rd-Level; V, S)","desc":"Fire streaks from the pit fiend to a point within 120 feet and explodes in a 20-foot radius  spreading around corners. Each creature in the area makes a DC 18 Dexterity saving throw  taking 21 (6d6) fire damage on a failed save or half damage on a success."},{"name":"Hold Monster (5th-Level; V, S, Concentration)","desc":"A creature within 60 feet that the pit fiend can see makes a DC 18 Wisdom saving throw. On a failure  it is paralyzed for 1 minute. The creature repeats the save at the end of each of its turns  ending the effect on a success."}],"bonus_actions":[{"name":"Claw","desc":"Melee Weapon Attack: +14 to hit, reach 10 ft., one creature. Hit: 19 (2d10 + 8) slashing damage, and the target is grappled (escape DC 22). While the target is grappled, the pit fiend can't use its claw against a different creature."},{"name":"Tail","desc":"Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Fear Aura","desc":"A creature hostile to the pit fiend that starts its turn within 20 feet of it makes a DC 18 Wisdom saving throw. On a failure, it is frightened until the start of its next turn. On a success, it is immune to this pit fiends Fear Aura for 24 hours."},{"name":"Innate Spellcasting","desc":"The pit fiends spellcasting ability is Wisdom (spell save DC 18). It can innately cast the following spells, requiring no material components: At will: detect magic, fireball, 3/day each: hold monster, sending"}],"spell_list":[],"page_no":86,"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_pit-fiend/"},{"slug":"pit-fiend-general-a5e","desc":"","name":"Pit Fiend General","size":"Huge","type":"Fiend","subtype":"","group":null,"alignment":"","armor_class":19,"armor_desc":"","hit_points":600,"hit_dice":"48d10+336","speed":{"walk":30,"fly":60},"strength":26,"dexterity":16,"constitution":24,"intelligence":22,"wisdom":18,"charisma":24,"strength_save":null,"dexterity_save":9,"constitution_save":13,"intelligence_save":12,"wisdom_save":10,"charisma_save":13,"perception":null,"skills":{"athletics":14,"insight":10,"perception":10},"damage_vulnerabilities":"","damage_resistances":"cold; damage from nonmagical, non-silvered weapons","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"truesight 120 ft., passive Perception 21","languages":"Infernal, telepathy 120 ft.","challenge_rating":"20","cr":20.0,"actions":[{"name":"Multiattack","desc":"The pit fiend attacks with its bite and mace."},{"name":"Bite","desc":"Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) piercing damage. If the target is a creature  it makes a DC 20 Constitution saving throw. On a failure  it is poisoned for 1 minute. While poisoned in this way  the target can't regain hit points and takes 21 (6d6) ongoing poison damage at the start of each of its turns. The target can repeat this saving throw at the end of each of its turns  ending the effect on a success."},{"name":"Mace","desc":"Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) bludgeoning damage plus 21 (6d6) fire damage. If the target is a Medium or smaller creature  it makes a DC 22 Strength saving throw. On a failure  it is pushed 15 feet away from the pit fiend and knocked prone."},{"name":"Circle of Fire (1/Day, While Bloodied)","desc":"A 15-foot-tall  1-foot-thick  20-foot-diameter ring of fire appears around the pit fiend  with the pit fiend at the center. The fire is opaque to every creature except the pit fiend. When the ring of fire appears  each creature it intersects makes a DC 18 Dexterity saving throw  taking 22 (5d8) fire damage on a failed save or half damage on a successful one. A creature takes 22 (5d8) damage the first time each turn it enters the area or when it ends its turn there. The fire lasts 1 minute or until the pit fiend dismisses it  becomes incapacitated  or leaves its area."},{"name":"Fireball (3rd-Level; V, S)","desc":"Fire streaks from the pit fiend to a point within 120 feet and explodes in a 20-foot radius  spreading around corners. Each creature in the area makes a DC 18 Dexterity saving throw  taking 21 (6d6) fire damage on a failed save or half damage on a success."},{"name":"Hold Monster (5th-Level; V, S, Concentration)","desc":"A creature within 60 feet that the pit fiend can see makes a DC 18 Wisdom saving throw. On a failure  it is paralyzed for 1 minute. The creature repeats the save at the end of each of its turns  ending the effect on a success."}],"bonus_actions":[{"name":"Claw","desc":"Melee Weapon Attack: +14 to hit, reach 10 ft., one creature. Hit: 19 (2d10 + 8) slashing damage, and the target is grappled (escape DC 22). While the target is grappled, the pit fiend can't use its claw against a different creature."},{"name":"Tail","desc":"Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage."}],"reactions":[],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Fear Aura","desc":"A creature hostile to the pit fiend that starts its turn within 20 feet of it makes a DC 18 Wisdom saving throw. On a failure, it is frightened until the start of its next turn. On a success, it is immune to this pit fiends Fear Aura for 24 hours."},{"name":"Innate Spellcasting","desc":"The pit fiends spellcasting ability is Wisdom (spell save DC 18). It can innately cast the following spells, requiring no material components: At will: detect magic, fireball, 3/day each: hold monster, sending"}],"spell_list":[],"page_no":88,"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_pit-fiend-general/"},{"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":"rakshasa-a5e","desc":"","name":"Rakshasa","size":"Medium","type":"Fiend","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":161,"hit_dice":"19d8+76","speed":{"walk":40},"strength":16,"dexterity":16,"constitution":18,"intelligence":16,"wisdom":16,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"deception":10,"insight":8},"damage_vulnerabilities":"","damage_resistances":"bludgeoning and slashing from nonmagical weapons","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Infernal, one other","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack","desc":"The rakshasa makes two attacks."},{"name":"Claw (True Form Only)","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature  it is cursed. Whenever a cursed creature takes a long rest  it is troubled by terrible visions and dreams and gains no benefit from the rest. The curse can be lifted with remove curse and similar magic."},{"name":"Rapier","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage."},{"name":"Sweet Promises","desc":"The rakshasa targets a creature that can hear it within 60 feet  offering something the target covets. The target makes a DC 18 Wisdom saving throw. On a failure  the target is charmed until the end of its next turn  and stunned while charmed in this way."},{"name":"Invisibility (2nd-Level; V, S, Concentration)","desc":"The rakshasa is invisible for 1 hour or until it attacks or casts a spell."},{"name":"Fly (3rd-Level; V, S, Concentration)","desc":"The rakshasa gains a fly speed of 60 feet."}],"bonus_actions":[{"name":"Shapeshift","desc":"The rakshasa magically changes its form to that of any Medium or Small humanoid or to its true form. While shapeshifted, its statistics are unchanged."},{"name":"Read Thoughts","desc":"The rakshasa magically reads the surface thoughts of one creature within 60 feet that it can see. Until the end of the rakshasas turn, it has advantage on attack rolls and on Deception, Insight, Intimidation, and Persuasion checks against the creature."},{"name":"Quickened Spell","desc":"The rakshasa casts invisibility or fly."}],"reactions":[{"name":"Counterproposal","desc":"The rakshasa uses Sweet Promises on a creature that attacked it or attempted to target it with a spell."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"The rakshasas innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components: At will: detect magic, mage hand, major image, 3/day each: charm person, dominate person, fly (self only), invisibility (self only), locate person, modify memory, true seeing"}],"spell_list":[],"page_no":367,"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_rakshasa/"},{"slug":"shadow-demon-a5e","desc":"","name":"Shadow Demon","size":"Medium","type":"Fiend","subtype":"","group":null,"alignment":"","armor_class":13,"armor_desc":"","hit_points":45,"hit_dice":"10d8","speed":{"walk":30,"fly":50},"strength":5,"dexterity":16,"constitution":10,"intelligence":12,"wisdom":14,"charisma":16,"strength_save":null,"dexterity_save":5,"constitution_save":2,"intelligence_save":null,"wisdom_save":null,"charisma_save":5,"perception":null,"skills":{"stealth":5},"damage_vulnerabilities":"radiant","damage_resistances":"acid, fire, thunder; damage from nonmagical weapons","damage_immunities":"cold, lightning, necrotic, poison","condition_immunities":"charmed, fatigue, grappled, paralyzed, petrified, poisoned, prone, restrained","senses":"darkvision 120 ft., passive Perception 12","languages":"Abyssal, telepathy 120 ft.","challenge_rating":"4","cr":4.0,"actions":[{"name":"Darken Light","desc":"The demon magically targets a nonmagical flame or an area of magical light created by a 2nd-level or lower spell slot within 60 feet. Any area of bright light created by the light source instead casts dim light for 10 minutes."},{"name":"Replace Shadow","desc":"The demon targets a humanoid within 5 feet that is in dim light and can't see the demon. The target makes a DC 13 Constitution saving throw. On a success  the target is aware of the demon. On a failure  the target is unaware of the demon  the target no longer casts a natural shadow  and the demon magically takes on the shape of the targets shadow  appearing indistinguishable from a natural shadow except when it attacks. The demon shares the targets space and moves with the target. When the demon is dealt damage while sharing the targets space  it takes half the damage (rounded down) and the other half is dealt to the target. The effect ends when the target drops to 0 hit points  the demon no longer shares the targets space  the demon or target is affected by dispel evil and good or a similar effect  or the demon begins its turn in an area of sunlight."},{"name":"Claws","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) cold damage."}],"bonus_actions":[{"name":"Shadow Sneak","desc":"The demon takes the Hide action even if obscured only by dim light or darkness."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Chaotic Evil","desc":"The demon radiates a Chaotic and Evil aura."},{"name":"Incorporeal","desc":"The demon can move through creatures and objects. It takes 3 (1d6) force damage if it ends its turn inside an object."},{"name":"Light Sensitivity","desc":"While in bright light, the demon has disadvantage on attack rolls, as well as on Perception checks that rely on sight."}],"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_shadow-demon/"},{"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":"alnaar","desc":"","name":"Alnaar","size":"Large","type":"Fiend","subtype":"demon","group":null,"alignment":"chaotic evil","armor_class":17,"armor_desc":"natural armor","hit_points":212,"hit_dice":"25d10+75","speed":{"burrow":20,"fly":40,"walk":40},"strength":20,"dexterity":22,"constitution":17,"intelligence":9,"wisdom":12,"charisma":10,"strength_save":null,"dexterity_save":10,"constitution_save":7,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"acrobatics":10,"perception":5},"damage_vulnerabilities":"cold","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"fire, poison","condition_immunities":"frightened, poisoned","senses":"darkvision 120 ft., passive Perception 15","languages":"Abyssal","challenge_rating":"9","cr":9.0,"actions":[{"desc":"The alnaar makes three fiery fangs attacks.","name":"Multiattack"},{"attack_bonus":9,"damage_dice":"2d8+5","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage and 3 (1d6) fire damage.","name":"Fiery Fangs"},{"desc":"The alnaar becomes super-heated, expelling momentous energy outwards in a 20-foot radius blast around it. Each creature caught in the blast must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 22 (4d10) fire damage and 22 (4d10) force damage and is knocked prone. On a success, a creature takes half the fire and force damage but isn't knocked prone. The fire ignites flammable objects that aren't being worn or carried. After using Flare, the alnaar is starving. It can't use Flare if it is starving.","name":"Flare (Recharge Special)"}],"bonus_actions":null,"reactions":[{"desc":"When a creature the alnaar can see moves, the alnaar can move up to 20 feet toward the moving creature. If the alnaar moves within 10 feet of that creature, it can make one fiery fangs attack against the creature.","name":"On the Hunt"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"A creature that starts its turn within 5 feet of the alnaar must make a DC 16 Constitution saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. A creature that touches the alnaar or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage. Nonmagical weapons and objects with Armor Class 15 or lower are immediately destroyed after coming into contact with the alnaar's skin. Weapons that hit the alnaar deal their damage before being destroyed. This trait is suppressed if the alnaar is starving.","name":"Skin of the Forge"},{"desc":"If an alnaar hasn't fed on a Medium-sized or larger creature within the last 12 hours, it is starving. While starving, the alnaar's Armor Class is reduced by 2, it has advantage on melee attack rolls against any creature that doesn't have all of its hp, and will direct its attacks at a single foe regardless of tactical consequences. Once it feeds on a Medium-sized or larger corpse or brings a Medium-sized or larger creature to 0 hp, it is no longer starving.","name":"Starving Wrath"}],"spell_list":[],"page_no":82,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_alnaar/"},{"slug":"alpha-yek","desc":"","name":"Alpha Yek","size":"Medium","type":"Fiend","subtype":"demon","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":129,"hit_dice":"16d8+48","speed":{"climb":30,"walk":30},"strength":16,"dexterity":16,"constitution":16,"intelligence":15,"wisdom":13,"charisma":10,"strength_save":7,"dexterity_save":7,"constitution_save":7,"intelligence_save":6,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"perception":5,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 15","languages":"Abyssal, telepathy 120 ft.","challenge_rating":"9","cr":9.0,"actions":[{"desc":"The alpha yek makes one bite attack and two claw attacks. It can make a bone shard attack in place of a claw attack if it has a bone shard available.","name":"Multiattack"},{"attack_bonus":7,"damage_dice":"4d6+3","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) piercing damage.","name":"Bite"},{"attack_bonus":7,"damage_dice":"4d4+3","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (4d4 + 3) slashing damage.","name":"Claw"},{"attack_bonus":7,"damage_dice":"2d4+3","desc":"Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (2d4 + 3) piercing damage and the target must make a DC 17 Constitution saving throw. On a failure, a piece of the bone breaks and sticks in the target's wound. The target takes 5 (2d4) piercing damage at the start of each of its turns as long as the bone remains lodged in its wound. A creature, including the target, can take its action to remove the bone by succeeding on a DC 15 Wisdom (Medicine) check. The bone also falls out of the wound if the target receives magical healing \n\nA yek typically carries 3 (1d6) bone shards, which are destroyed on a successful hit. It can use its action to tear a bone shard from a corpse within 5 feet. Derro","name":"Bone Shard"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The yek has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"The yek has advantage on attack rolls against a creature if at least one of the yek's allies is within 5 feet of the creature and the ally isn't incapacitated.","name":"Pack Tactics"}],"spell_list":[],"page_no":14,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_alpha-yek/"},{"slug":"cipactli","desc":"","name":"Cipactli","size":"Medium","type":"Fiend","subtype":"demon","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":"natural armor","hit_points":78,"hit_dice":"12d8+24","speed":{"swim":30,"walk":20},"strength":16,"dexterity":14,"constitution":14,"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":{"stealth":5},"damage_vulnerabilities":"fire","damage_resistances":"lightning","damage_immunities":"cold, poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"Primordial","challenge_rating":"5","cr":5.0,"actions":[{"desc":"The cipactli makes two bite attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the cipactli uses its Devouring Embrace.","name":"Multiattack"},{"desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.","name":"Bite"},{"desc":"The cipactli devours a Medium or smaller creature grappled by it. The devoured target is blinded, restrained, it has total cover against attacks and other effects outside the cipactli, and it takes 14 (4d6) piercing damage at the start of each of the cipactli's turns as the fiend's lesser mouths slowly consume it.\n\nIf the cipactli moves, the devoured target moves with it. The cipactli can only devour one target at a time. A creature, including the devoured target, can take its action to pry the devoured target out of the cipactli's many jaws by succeeding on a DC 14 Strength check.","name":"Devouring Embrace"},{"desc":"A cipactli sings a soporific, primordial song of eternal rest and divine repose from its many mouths. Each creature within 100 feet of the cipactli that can hear the song must succeed on a DC 14 Charisma saving throw or fall asleep and remain unconscious for 10 minutes. A creature awakens if it takes damage or another creature takes an action to wake it. This song has no effect on constructs and undead.","name":"Ancient Lullaby (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The cipactli can breathe air and water.","name":"Amphibious"},{"desc":"The cipactli has advantage on Dexterity (Stealth) checks made while underwater.","name":"Underwater Camouflage"},{"desc":"As a bonus action, the cipactli can liquefy itself, disappearing from its current location and reappearing in an unoccupied space it can see within 20 feet. Its current location and the new location must be connected by water in some way: a stream, ooze, soggy ground, or even runoff from a drain pipe.","name":"Water Step"}],"spell_list":[],"page_no":83,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_cipactli/"},{"slug":"devil-bough","desc":"","name":"Devil Bough","size":"Huge","type":"Fiend","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":"natural armor","hit_points":114,"hit_dice":"12d12+36","speed":{"walk":10},"strength":18,"dexterity":10,"constitution":17,"intelligence":10,"wisdom":10,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":6,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"tremorsense 60 ft., passive Perception 13","languages":"Abyssal, Infernal, telepathy 120 ft.","challenge_rating":"6","cr":6.0,"actions":[{"desc":"The devil bough makes one claw attack and one bite attack.","name":"Multiattack"},{"attack_bonus":7,"damage_dice":"3d6+4","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) slashing damage.","name":"Claw"},{"attack_bonus":7,"damage_dice":"3d8+4","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained and the devil bough can't make bite attacks against other targets.","name":"Bite"}],"bonus_actions":null,"reactions":[{"desc":"When a spell of 5th level or lower is cast within 100 feet of the devil bough, it attempts to synthesize the magic. The spell resolves as normal, but the devil bough has a 50% chance of regaining 5 (1d10) hp per level of the spell cast.","name":"Arcasynthesis"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The devil bough has advantage on attack rolls against any creature grappled by its bite attack.","name":"Grinding Maw"},{"desc":"The devil bough knows if a creature within 60 feet of it is evil-aligned or not.","name":"Like Calls to Like"}],"spell_list":[],"page_no":302,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_devil-bough/"},{"slug":"echo","desc":"","name":"Echo","size":"Medium","type":"Fiend","subtype":"demon","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":null,"hit_points":102,"hit_dice":"12d8+48","speed":{"fly":20,"walk":30},"strength":20,"dexterity":20,"constitution":18,"intelligence":14,"wisdom":18,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"persuasion":6,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"Abyssal, Celestial","challenge_rating":"6","cr":6.0,"actions":[{"attack_bonus":8,"damage_dice":"2d8+5","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage and if the creature is wearing metal armor, it must make a successful DC 15 Constitution saving throw or be deafened until the end of its next turn.","name":"Iron Claws"},{"desc":"The echo demon teleports up to 60 feet to an unoccupied space. Immediately after teleporting, it can make an iron claws attack with advantage as a bonus action.","name":"Everywhere at Once (Recharge 5-6)"},{"desc":"The echo demon summons horrible wails from the deep crevasses of the Abyss. Creatures within 60 feet who can hear the wails must succeed on a DC 15 Wisdom saving throw or be stunned until the start of the echo demon's next turn. An affected creature continues hearing the troubling echoes of these cries until it finishes a long rest, and it has disadvantage on Intelligence checks until then.","name":"Echoes of the Abyss (1/Day)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The demon's presence is extremely distracting. Each creature within 100 feet of the echo demon and that can hear it has disadvantage on concentration checks.","name":"Aura of Cacophony"}],"spell_list":[],"page_no":84,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_echo/"},{"slug":"execrable-shrub","desc":"","name":"Execrable Shrub","size":"Medium","type":"Fiend","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":"natural armor","hit_points":40,"hit_dice":"9d8","speed":{"burrow":10,"walk":10},"strength":12,"dexterity":14,"constitution":10,"intelligence":7,"wisdom":14,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"piercing, poison","damage_immunities":"fire","condition_immunities":"poisoned","senses":"tremorsense 60 ft., passive Perception 14","languages":"-","challenge_rating":"1/2","cr":0.5,"actions":[{"attack_bonus":5,"damage_dice":"1d4+2","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage plus 2 (1d4) fire damage.","name":"Burning Slash"},{"desc":"The execrable shrub releases a billowing cloud of smoke in a 10-foot-radius that lasts for 1 minute and moves with the shrub. The area affected by the smoke is heavily obscured.","name":"Smolder (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"Whenever a creature is reduced to 0 hp within 60 feet of the execrable shrub, the shrub regains 5 (1d10) hp.","name":"Healed by Blood"},{"desc":"The execrable shrub knows if a creature within 60 feet of it is evil-aligned or not.","name":"Like Calls to Like"},{"desc":"Using telepathy, the execrable shrub can magically communicate with any other evil-aligned creature within 100 feet of it. This communication is primarily through images and emotions rather than actual words.","name":"Limited Telepathy"}],"spell_list":[],"page_no":304,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_execrable-shrub/"},{"slug":"fire-imp","desc":"","name":"Fire Imp","size":"Tiny","type":"Fiend","subtype":"devil","group":null,"alignment":"lawful evil","armor_class":13,"armor_desc":"natural armor","hit_points":14,"hit_dice":"4d4+4","speed":{"fly":40,"walk":20},"strength":5,"dexterity":14,"constitution":12,"intelligence":10,"wisdom":10,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"deception":3,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silver","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 10","languages":"Common, Infernal","challenge_rating":"1/2","cr":0.5,"actions":[{"attack_bonus":4,"damage_dice":"2d4+2","desc":"Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) fire damage and if the target is a flammable object that isn't being worn or carried, it also catches fire. If the target is a creature, it must succeed on a DC 12 Dexterity saving throw or take another 2 (1d4) fire damage at the start of its next turn.","name":"Fire Touch"},{"attack_bonus":4,"damage_dice":"2d4","desc":"Ranged Spell Attack: +4 to hit, range 150 ft., one target. Hit: 5 (2d4) fire damage and if the target is a flammable object that isn't being worn or carried, it also catches fire.","name":"Hurl Flame"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"Magical darkness doesn't impede the imp's darkvision.","name":"Devil's Sight"},{"desc":"Whenever the imp is subjected to fire damage, it takes no damage and instead regains a number of hp equal to the fire damage dealt.","name":"Fire Absorption"},{"desc":"As a bonus action, the imp casts the heat metal spell without expending any material components (spell save DC 12).","name":"Heat Metal (1/Day)"},{"desc":"The imp has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"}],"spell_list":[],"page_no":103,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_fire-imp/"},{"slug":"fulad-zereh","desc":"","name":"Fulad-Zereh","size":"Huge","type":"Fiend","subtype":"demon","group":null,"alignment":"chaotic evil","armor_class":18,"armor_desc":"plate","hit_points":115,"hit_dice":"10d12+50","speed":{"fly":40,"walk":40},"strength":19,"dexterity":11,"constitution":20,"intelligence":17,"wisdom":15,"charisma":17,"strength_save":8,"dexterity_save":null,"constitution_save":9,"intelligence_save":null,"wisdom_save":6,"charisma_save":7,"perception":null,"skills":{"insight":6,"intimidation":7},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"poisoned","senses":"truesight 120 ft., passive Perception 12","languages":"Abyssal, telepathy 120 ft.","challenge_rating":"9","cr":9.0,"actions":[{"desc":"The demon makes two attacks: one with its barbed whip and one with its battleaxe.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"3d6+4","desc":"Melee Weapon Attack: +8 to hit, reach 30 ft., one target. Hit: 14 (3d6 + 4) slashing damage, and, if the target is Large or smaller, it is pulled up to 25 feet toward the demon. If the target is a creature other than an undead or a construct, it must succeed on a DC 16 Constitution saving throw or take 5 (1d10) necrotic damage at the start of each of its turns as a barb of pure Abyssal energy lodges itself in the wound. Each time the demon hits the barbed target with this attack, the damage dealt by the wound each round increases by 5 (1d10). Any creature can take an action to remove the barb with a successful DC 14 Wisdom (Medicine) check. The barb crumbles to dust if the target receives magical healing.","name":"Barbed Whip"},{"attack_bonus":8,"damage_dice":"3d8+4","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) slashing damage.","name":"Battleaxe"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"When a creature that can see the fulad-zereh's eyes starts its turn within 30 feet of the demon, the fulad-zereh can force it to make a DC 16 Constitution saving throw if the demon isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the saving throw begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or similar magic.\n\nUnless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the demon until the start of its next turn, when it can avert is eyes again. If the creature looks at the demon, it must immediately make the save.","name":"Petrifying Gaze"},{"desc":"A creature that touches the fulad-zereh or hits it with a melee attack while within 5 feet of it must succeed on a DC 16 Dexterity saving throw or take 9 (2d8) acid damage.","name":"Weeping Acid"}],"spell_list":[],"page_no":85,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_fulad-zereh/"},{"slug":"greater-rakshasa","desc":"","name":"Greater Rakshasa","size":"Medium","type":"Fiend","subtype":"","group":null,"alignment":"lawful evil","armor_class":18,"armor_desc":"natural armor","hit_points":144,"hit_dice":"17d8+68","speed":{"walk":40},"strength":14,"dexterity":18,"constitution":18,"intelligence":15,"wisdom":16,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"deception":10,"insight":8},"damage_vulnerabilities":"piercing from magic weapons wielded by good creatures","damage_resistances":"","damage_immunities":"bludgeoning, piercing, and slashing from nonmagical attacks","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Infernal","challenge_rating":"15","cr":15.0,"actions":[{"desc":"The greater rakshasa makes two claw attacks.","name":"Multiattack"},{"attack_bonus":7,"damage_dice":"2d6+2","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic.","name":"Claw"},{"desc":"The greater rakshasa chooses a point it can see within 60 feet, conjuring a terrifying manifestation of its enemies' worst fears in a 30-foot-radius around the point. Each non-rakshasa in the area must make a DC 18 Wisdom saving throw. On a failed save, a creature takes 66 (12d10) psychic damage and becomes frightened for 1 minute. On a success, the target takes half the damage and isn't frightened. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","name":"Harrowing Visions (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"The greater rakshasa can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The greater rakshasa regains spent legendary actions at the start of its turn.","legendary_actions":[{"desc":"The greater rakshasa makes one claw attack.","name":"Claw Attack"},{"desc":"The greater rakshasa becomes invisible at the same time that an illusory double of itself appears where it is standing. This switch is indiscernible to others. After the double appears, the greater rakshasa can move up to its speed. Both effects last until the start of the greater rakshasa's next turn, but the invisibility ends if the greater rakshasa makes an attack or casts a spell before then.","name":"Misleading Escape (Costs 2 Actions)"},{"desc":"The greater rakshasa casts a spell from its list of innate spells, consuming a use of the spell as normal.","name":"Cast a Spell (Costs 3 Actions)"}],"special_abilities":[{"desc":"The greater rakshasa can't be affected or detected by spells of 7th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.","name":"Limited Magic Immunity"},{"desc":"When the greater rakshasa casts the charm person spell, it can target up to five creatures. When it casts the dominate person spell, the spell's duration is concentration, up to 8 hours.","name":"Puppet Master"},{"desc":"The greater rakshasa's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The greater rakshasa can innately cast the following spells, requiring no material components:\nAt will: detect thoughts, disguise self, mage hand, minor illusion\n3/day each: charm person, detect magic, invisibility, major image, suggestion\n1/day each: dominate person, fly, plane shift, true seeing","name":"Innate Spellcasting"}],"spell_list":[],"page_no":0,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_greater-rakshasa/"},{"slug":"gumienniki","desc":"","name":"Gumienniki","size":"Small","type":"Fiend","subtype":"shapechanger","group":null,"alignment":"neutral evil","armor_class":13,"armor_desc":null,"hit_points":22,"hit_dice":"5d6+5","speed":{"walk":30},"strength":12,"dexterity":16,"constitution":13,"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":{"acrobatics":5,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"Abyssal, Common, Infernal","challenge_rating":"1","cr":1.0,"actions":[{"attack_bonus":5,"damage_dice":"1d4+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage and 7 (2d6) fire damage.","name":"Flaming Hand Scythe"},{"desc":"The gumienniki flashes its glowing eyes, illuminating a 15-foot cone. Each creature in that area that can see the gumienniki must succeed on a DC 12 Constitution saving throw or be blinded for 1 minute.","name":"Fiendish Blink (1/Day)"}],"bonus_actions":null,"reactions":[{"desc":"When the gumienniki is missed by an attack, it can taunt the attacker. The attacking creature must succeed on a DC 12 Wisdom saving throw or have disadvantage on its next attack roll or saving throw.","name":"Taunting Cackle"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"As a bonus action, the gumienniki can change its form into a Tiny housecat, or back into its true form. Its statistics, other than its size, are the same in each form except it loses its flaming hand scythe attack when in cat form.","name":"Shapechanger"},{"desc":"The gumienniki's speed is doubled when traveling over grassy areas or through planted crops.","name":"Through Grass and Sheaves"}],"spell_list":[],"page_no":213,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_gumienniki/"},{"slug":"infernal-knight","desc":"","name":"Infernal Knight","size":"Medium","type":"Fiend","subtype":"devil","group":null,"alignment":"lawful evil","armor_class":18,"armor_desc":"plate","hit_points":247,"hit_dice":"26d8+130","speed":{"fly":60,"walk":30},"strength":24,"dexterity":14,"constitution":20,"intelligence":17,"wisdom":21,"charisma":20,"strength_save":null,"dexterity_save":7,"constitution_save":10,"intelligence_save":null,"wisdom_save":10,"charisma_save":null,"perception":10,"skills":{"athletics":12,"insight":10,"perception":10},"damage_vulnerabilities":"","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered","damage_immunities":"fire, necrotic, poison","condition_immunities":"charmed, exhaustion, frightened, poisoned","senses":"truesight 60 ft., passive Perception 20","languages":"Infernal, telepathy 120 ft.","challenge_rating":"16","cr":16.0,"actions":[{"desc":"The infernal knight makes two melee attacks or uses its Hellfire Bolt twice. It can replace one attack with Reave Soul.","name":"Multiattack"},{"attack_bonus":12,"damage_dice":"2d6+7","desc":"Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 17 (5d6) necrotic damage. A creature hit by the sword must succeed on a DC 18 Constitution saving throw or suffer disadvantage on attack rolls and ability checks based on Strength or Dexterity until the end of its next turn.","name":"Greatsword"},{"attack_bonus":10,"damage_dice":"3d6","desc":"Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 10 (3d6) fire damage plus 17 (5d6) necrotic damage. A creature hit must succeed on a DC 18 Constitution saving throw or its hp maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0.","name":"Hellfire Bolt"},{"desc":"The infernal knight targets a creature with 0 hp that it can see within 60 feet of it. If the creature is alive, it must succeed on a DC 18 Constitution saving throw or die and have its soul drawn into the infernal knight's greatsword. If the creature is dead and has been dead for less than 1 minute, its soul is automatically captured. When the infernal knight captures a soul, it regains 30 hp, and Reave Soul recharges at the start of its next turn. While a creature's soul is trapped, that creature can't be returned to life by any means short of a wish spell.\n\nA banishment spell targeted at the greatsword forces the infernal knight to make a Charisma saving throw against the spell. On a failed save, any souls trapped in the blade are released instead of the spell's normal effect. Trapped souls are also released when the infernal knight dies.","name":"Reave Soul (Recharge 5-6)"},{"desc":"The infernal knight magically tears a rift in the fabric of the multiverse. The rift is a portal to a plane of the infernal knight's choice. The portal remains open for 1 hour, during which time any creature can pass through it, moving from one plane to the other. A dispel magic spell targeting the rift can destroy it if the caster succeeds on a DC 18 spellcasting ability check.","name":"Planar Rift (1/Day)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"If the infernal knight is given a quarry by its lord, the knight knows the direction and distance to its quarry as long as the two of them are on the same plane of existence.","name":"Faultless Tracker"},{"desc":"The infernal knight has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"The infernal knight's weapon attacks are magical.","name":"Magic Weapons"},{"desc":"The infernal knight regains 10 hp at the start of its turn if it has at least 1 hp.","name":"Regeneration"}],"spell_list":[],"page_no":104,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_infernal-knight/"},{"slug":"karakura","desc":"","name":"Karakura","size":"Medium","type":"Fiend","subtype":"shapechanger","group":null,"alignment":"neutral evil","armor_class":15,"armor_desc":"natural armor","hit_points":76,"hit_dice":"17d8","speed":{"fly":40,"walk":30},"strength":7,"dexterity":18,"constitution":11,"intelligence":15,"wisdom":13,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":8,"perception":4,"skills":{"deception":8,"perception":4,"persuasion":8,"stealth":7},"damage_vulnerabilities":"radiant","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"Abyssal, Common, Infernal, telepathy 60 ft.","challenge_rating":"5","cr":5.0,"actions":[{"desc":"The karakura makes three claw attacks and can use Charm or Shroud in Darkness, if it is available.","name":"Multiattack"},{"attack_bonus":7,"damage_dice":"1d6+4","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.","name":"Claw"},{"desc":"One humanoid the karakura can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed until dawn. The charmed target obeys the fiend's commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw to end the effect. If the target successfully saves, or if the effect on it ends, the target is immune to this karakura's Charm for the next 24 hours. \n\nThe karakura can have only one target charmed at a time. If it charms another, the effect on the previous target ends.","name":"Charm"},{"desc":"Bands of shadow stretch out from the karakura and wrap around a target it can see within 30 feet. The target must succeed on a DC 15 Charisma saving throw or be translocated to the Plane of Shadow for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. When a target exits the shroud, it appears in an unoccupied space within 10 feet of the karakura. \n\nThe karakura can have only one target in its shroud at a time. It can release a target as a bonus action. \n\nWhile in the Plane of Shadow, the target is bombarded with horrific images and sensations. Each round it remains in the Plane of Shadow, it must succeed on a DC 15 Charisma saving throw or gain one short-term madness. A target held in the shroud is released when the karakura dies.","name":"Shroud in Darkness (Recharge 5-6)"},{"desc":"The karakura can magically enter the Plane of Shadow from the Material Plane, or vice versa.","name":"Shadow Walk"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The karakura can only exist on the Material Plane at night or underground. Spells or effects that count as sunlight cast the fiend back to the Plane of Shadow for 1d4 hours.","name":"Night Walkers"},{"desc":"The karakura can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Other than its size, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.","name":"Shapechanger"},{"desc":"The karakura can telepathically communicate with any creature it has charmed at any distance and across different planes.","name":"Telepathic Bond"}],"spell_list":[],"page_no":235,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_karakura/"},{"slug":"kuunganisha","desc":"","name":"Kuunganisha","size":"Small","type":"Fiend","subtype":"","group":null,"alignment":"any evil","armor_class":13,"armor_desc":null,"hit_points":17,"hit_dice":"5d6","speed":{"fly":40,"walk":20},"strength":6,"dexterity":17,"constitution":11,"intelligence":10,"wisdom":12,"charisma":13,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"insight":3,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks not made with silver","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 11","languages":"Abyssal, Common, Infernal","challenge_rating":"2","cr":2.0,"actions":[{"desc":"The kuunganisha makes one claw attack and one bite attack.","name":"Multiattack"},{"attack_bonus":5,"damage_dice":"1d4+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","name":"Bite"},{"attack_bonus":5,"damage_dice":"2d4+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.","name":"Claw"},{"desc":"The kuunganisha magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the fiend wears or carries becomes invisible with it.","name":"Invisibility"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"Magical darkness doesn't impede the fiend's darkvision.","name":"Fiend Sight"},{"desc":"The kuunganisha has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"The fiend regains 1 hp at the start of its turn if it has at least 1 hp.","name":"Regeneration"},{"desc":"The master of the kuunganisha can cast a spell through the familiar, using the fiend's senses to target the spell. The range limitations are treated as if the spell originated from the kuunganisha, not the master. The spell effect occurs on the kuunganisha's turn, though the master must cast the spell during the master's turn. Concentration spells must still be maintained by the master.","name":"Will of the Master"}],"spell_list":[],"page_no":245,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_kuunganisha/"},{"slug":"neophron","desc":"","name":"Neophron","size":"Medium","type":"Fiend","subtype":"demon, shapechanger","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":114,"hit_dice":"12d8+60","speed":{"fly":90,"walk":40},"strength":19,"dexterity":16,"constitution":20,"intelligence":8,"wisdom":16,"charisma":14,"strength_save":null,"dexterity_save":6,"constitution_save":8,"intelligence_save":null,"wisdom_save":6,"charisma_save":null,"perception":null,"skills":{"survival":6},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 13","languages":"Abyssal, telepathy 120 ft.","challenge_rating":"8","cr":8.0,"actions":[{"desc":"The neophron makes three attacks: one with its bite and two with its claws.","name":"Multiattack"},{"attack_bonus":7,"damage_dice":"2d10+4","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 must succeed on a DC 16 Dexterity saving throw or be swallowed. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the neophron, and it takes 14 (4d6) acid damage at the start of each of the neophron's turns. \n\nThe neophron can only swallow one creature at a time. If a humanoid dies while swallowed, it transforms into a ghast. At the start of its next turn, the neophron regurgitates the ghast into an unoccupied space within 10 feet. The ghast is under the neophron's control and acts immediately after the neophron in the initiative count. \n\nIf the neophron takes 20 or more damage in a single turn from a creature inside it, the neophron must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 10 feet of the neophron. If the neophron dies, a swallowed creature is no longer restrained by it and can escape the corpse by using 5 feet of movement, exiting prone.","name":"Bite"},{"attack_bonus":7,"damage_dice":"2d6+4","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. The target must succeed on a DC 16 Constitution saving throw or be poisoned until the end of its next turn.","name":"Claw"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The neophron can use its action to polymorph into a Large giant vulture, or back into its true form. Its statistics, other than its size and speed, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.","name":"Shapechanger"},{"desc":"The neophron has advantage on Wisdom (Perception) checks that rely on sight or smell.","name":"Keen Sight and Smell"},{"desc":"The neophron has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"}],"spell_list":[],"page_no":87,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_neophron/"},{"slug":"pishacha","desc":"","name":"Pishacha","size":"Medium","type":"Fiend","subtype":"shapechanger","group":null,"alignment":"chaotic evil","armor_class":13,"armor_desc":"natural armor","hit_points":55,"hit_dice":"10d8+10","speed":{"walk":30},"strength":16,"dexterity":14,"constitution":13,"intelligence":10,"wisdom":16,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"arcana":2,"perception":5},"damage_vulnerabilities":"radiant","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 60ft., passive Perception 15","languages":"Abyssal, Common, Darakhul; telepathy 60 ft.","challenge_rating":"3","cr":3.0,"actions":[{"desc":"The pishacha makes two attacks: one with its bite and one with its claws.","name":"Multiattack"},{"attack_bonus":5,"damage_dice":"2d8+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.","name":"Bite"},{"attack_bonus":5,"damage_dice":"2d6+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.","name":"Claws"},{"desc":"One humanoid that the pishacha can see within 5 feet of it must succeed on a DC 13 Wisdom saving throw or be possessed by the pishacha; the pishacha then disappears, and the target is incapacitated and loses some control of its body, succumbing to a random short-term madness (see the System Reference Document 5.1) each round for 3d6 rounds. At the end of the 3d6 rounds, the pishacha becomes dormant within the body. \n\nWhile possessing a victim, the pishacha attempts to seize control of the body again every 1d4 hours. The target must succeed on a DC 13 Wisdom saving throw or succumb to another 3d6 round period of random short-term madness. Even if the target succeeds, it is still possessed. If the target is still possessed at the end of a long rest, it must succeed on a DC 13 Wisdom saving throw or gain a long-term madness. \n\nWhile possessing a victim, the pishacha can't be targeted by any attack, spell, or other effect, except those that can turn or repel fiends, and it retains its alignment, Intelligence, Wisdom, and Charisma. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. \n\nThe possession lasts until the body drops to 0 hp, the pishacha ends it as a bonus action, or the pishacha is turned or forced out by an effect like the dispel evil and good spell. The pishacha can also be forced out if the victim eats a bowl of rice that has been cooked in holy water. When the possession ends, the pishacha reappears in an unoccupied space within 5 feet of the body. \n\nThe target is immune to possession by the same pishacha for 24 hours after succeeding on the initial saving throw or after the possession ends.","name":"Demonic Possession (Recharge 6)"},{"desc":"The pishacha magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell).","name":"Invisibility"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The pishacha can use its action to polymorph into a tiger or a wolf, or back into its true form. Other than its size, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.","name":"Shapechanger"}],"spell_list":[],"page_no":88,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_pishacha/"},{"slug":"plaresh","desc":"","name":"Plaresh","size":"Medium","type":"Fiend","subtype":"demon","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":"natural armor","hit_points":30,"hit_dice":"4d8+12","speed":{"burrow":30,"swim":30,"walk":30},"strength":2,"dexterity":17,"constitution":16,"intelligence":6,"wisdom":12,"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":"cold, fire, lightning; bludgeoning, slashing, and piercing","damage_immunities":"poison","condition_immunities":"charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned","senses":"blindsight 30 ft. (blind beyond this radius), tremorsense 60 ft., passive Perception 11","languages":"understands Abyssal but can't speak","challenge_rating":"3","cr":3.0,"actions":[{"attack_bonus":5,"damage_dice":"4d6","desc":"Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 13 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the target is wearing nonmagical armor, the armor takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 is destroyed.","name":"Bites"},{"desc":"The plaresh targets one dead humanoid in its space. The body is destroyed, and a new plaresh rises from the corpse. The newly created plaresh is free-willed but usually joins its creator.","name":"Infest Corpse (Recharges after a Long Rest)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The plaresh can burrow through harder substances such as wood, stone, or even metal. While doing so its burrow speed is reduced to half, and it creates a cluster of bore holes that leaves the material porous and weak. The material has -5 to its AC and half the usual hp.","name":"Grinding Maws"},{"desc":"The plaresh has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"The plaresh can occupy another creature's space and vice versa, and the plaresh can move through any opening large enough for a Tiny worm. The plaresh can't regain hp or gain temporary hp.","name":"Swarm"}],"spell_list":[],"page_no":89,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_plaresh/"},{"slug":"rattok","desc":"","name":"Rattok","size":"Small","type":"Fiend","subtype":"demon","group":null,"alignment":"chaotic evil","armor_class":14,"armor_desc":"natural armor","hit_points":66,"hit_dice":"12d6+24","speed":{"swim":20,"walk":30},"strength":10,"dexterity":16,"constitution":14,"intelligence":14,"wisdom":6,"charisma":9,"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, lightning","damage_immunities":"fire, necrotic, poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 8","languages":"Abyssal, Common, Void Speech","challenge_rating":"4","cr":4.0,"actions":[{"desc":"The rattok makes three attacks: one with its bite and two with its claws.","name":"Multiattack"},{"attack_bonus":5,"damage_dice":"1d8+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 3 (1d6) necrotic damage.","name":"Bite"},{"attack_bonus":5,"damage_dice":"1d4+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.","name":"Claws"},{"desc":"The rattok unleashes a wave of shadowy versions of itself that fan out and rake dark claws across all creatures within 15 feet. Each creature in that area must make a DC 13 Dexterity saving throw, taking 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one.","name":"Necrotic Rush (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"As a bonus action, the rattok demon consumes one of the bottled souls in its possession, regaining 7 (2d4 + 2) hp and gaining advantage on all attack rolls and ability checks for 1 round. Any non-fiend who consumes a bottled soul regains 7 (2d4 + 2) hit points and must make a DC 14 Constitution saving throw. On a failure, the creature is stunned for 1 round and poisoned for 1 hour. On a success, the creature is poisoned for 1 hour.","name":"Bottled Soul (3/Day)"},{"desc":"Whenever the rattok demon is subjected to fire or necrotic damage, it takes no damage and instead is unaffected by spells and other magical effects that would impede its movement. This trait works like the freedom of movement spell, except it only lasts for 1 minute.","name":"Fire Dancer"},{"desc":"The rattok has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"}],"spell_list":[],"page_no":90,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_rattok/"},{"slug":"spawn-of-chernobog","desc":"","name":"Spawn of Chernobog","size":"Large","type":"Fiend","subtype":"","group":null,"alignment":"chaotic evil","armor_class":14,"armor_desc":"natural armor","hit_points":95,"hit_dice":"10d10+40","speed":{"walk":40},"strength":22,"dexterity":12,"constitution":18,"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":{"athletics":8,"stealth":3},"damage_vulnerabilities":"radiant","damage_resistances":"necrotic","damage_immunities":"","condition_immunities":"charmed, frightened","senses":"darkvision 60 ft., passive Perception 11","languages":"understands Common, Umbral, and Undercommon but can't speak","challenge_rating":"4","cr":4.0,"actions":[{"desc":"The spawn of Chernobog makes two attacks: one with its bite and one with its claws.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"1d8+6","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) piercing damage, and the creature must succeed on a DC 14 Constitution saving throw or become infected with the night's blood disease (see the Night's Blood trait).","name":"Bite"},{"attack_bonus":8,"damage_dice":"2d6+6","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.","name":"Claws"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"If a bite wound from the spawn of Chernobog results in an infection, the black oil that drips from the spawn's jaws seeps into the wound and vanishes. After each long rest, the creature must make a DC 14 Constitution saving throw. On two successes, the disease is cured. On a failure, the disease progresses, forcing the creature to undergo a series of changes, in the following order.\n# The creature can't speak, and its tongue turns black.\n# The creature's eyes turn a deep red, and it gains darkvision 60 feet and the Sunlight Sensitivity trait. \n# The creature secretes black oil from its skin, and it has advantage on ability checks and saving throws made to escape a grapple.\n# The creature's veins turn black, slowly working their way up through the body from the appendages over 24 hours. \n# When the blackened veins reach its head after the final long rest, the creature experiences excruciating, stabbing pains in its temples. At sunset, the creature dies as the antlers of an elk burst from its head. The oil secreting from the corpse pools and forms a spawn of Chernobog at midnight.","name":"Night's Blood"},{"desc":"While in sunlight, the spawn of Chernobog has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","name":"Sunlight Sensitivity"}],"spell_list":[],"page_no":347,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_spawn-of-chernobog/"},{"slug":"spree","desc":"","name":"Spree","size":"Small","type":"Fiend","subtype":"demon","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":"natural armor","hit_points":84,"hit_dice":"13d6+39","speed":{"walk":30},"strength":11,"dexterity":17,"constitution":16,"intelligence":10,"wisdom":8,"charisma":15,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":null,"wisdom_save":2,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"frightened, poisoned","senses":"darkvision 60 ft., passive Perception 9","languages":"Abyssal, Common, Gnomish","challenge_rating":"5","cr":5.0,"actions":[{"desc":"The spree demon makes two claw attacks. If both attacks hit the same target, the target must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. While frightened this way, the creature believes it has shrunk to half its normal size. All attacks against the creature do an extra 7 (2d6) psychic damage, and the creature's attacks do half damage. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","name":"Multiattack"},{"attack_bonus":6,"damage_dice":"1d6+3","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 10 (3d6) poison damage, and the creature must make a DC 14 Constitution saving throw. On a failure, the target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn for 1 minute. This works like the confusion spell. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.","name":"Claw"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The spree demon has advantage on attacks if it saw another spree demon make a successful attack within the last minute.","name":"Frothing Rage"},{"desc":"If a creature confused by the spree demon's claw attack reduces a target to 0 hp, the confused creature must make a successful DC 14 Wisdom saving throw or gain a short-term madness (see the System Reference Document 5.1). If a creature fails this saving throw again while already suffering from a madness, it gains a long-term madness instead.","name":"Spree Madness"}],"spell_list":[],"page_no":91,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_spree/"},{"slug":"thorned-sulfurlord","desc":"","name":"Thorned Sulfurlord","size":"Huge","type":"Fiend","subtype":"","group":null,"alignment":"chaotic evil","armor_class":17,"armor_desc":"natural armor","hit_points":171,"hit_dice":"18d12+54","speed":{"walk":20},"strength":20,"dexterity":14,"constitution":16,"intelligence":10,"wisdom":9,"charisma":12,"strength_save":9,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":7,"skills":{"athletics":9,"perception":7},"damage_vulnerabilities":"cold","damage_resistances":"","damage_immunities":"fire, poison","condition_immunities":"charmed, poisoned","senses":"truesight 120 ft., passive Perception 17","languages":"Abyssal, Infernal, telepathy 120 ft.","challenge_rating":"11","cr":11.0,"actions":[{"desc":"The thorned sulfurlord makes two sulfur slam attacks or two fiery spike attacks.","name":"Multiattack"},{"attack_bonus":9,"damage_dice":"2d8+5","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 9 (2d8) fire damage. The target must succeed on a DC 17 Constitution saving throw or be blinded until the end of its next turn.","name":"Sulfur Slam"},{"attack_bonus":6,"damage_dice":"3d6+2","desc":"Ranged Weapon Attack: +6 to hit, range 60/240 ft., one target. Hit: 12 (3d6 + 2) piercing damage plus 9 (2d8) fire damage.","name":"Fiery Spike"},{"desc":"The thorned sulfurlord targets a creature that has taken fire damage from it within the last minute and causes a burst of fire to expand out from that creature in a 30-foot-radius. Each creature in the area, including the target, must make a DC 17 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried.","name":"The World Shall Know Fire (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The ground within 10 feet of the thorned sulfurlord is difficult terrain.","name":"Burning Tangle"},{"desc":"At the start of each of the thorned sulfurlord's turns, each creature within 10 feet of the sulfurlord takes 7 (2d6) fire damage. If the thorned sulfurlord takes cold damage, this trait doesn't function at the start of its next turn.","name":"Hell Core"},{"desc":"The thorned sulfurlord knows if a creature within 100 feet of it is evil-aligned or not.","name":"Like Calls to Like"},{"desc":"As a bonus action, the thorned sulfurlord sends its roots deep into the ground. For 1 minute, the sulfurlord's speed is halved, it is immune to effects that would move it, and it can't be knocked prone.","name":"Root (3/Day)"}],"spell_list":[],"page_no":306,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_thorned-sulfurlord/"},{"slug":"vellso","desc":"","name":"Vellso","size":"Medium","type":"Fiend","subtype":"demon","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":"natural armor","hit_points":120,"hit_dice":"16d8+48","speed":{"climb":40,"walk":40},"strength":18,"dexterity":15,"constitution":16,"intelligence":9,"wisdom":14,"charisma":7,"strength_save":null,"dexterity_save":5,"constitution_save":6,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"perception":5,"stealth":8,"survival":5},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning","damage_immunities":"necrotic, poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 15","languages":"Abyssal, telepathy 120 ft.","challenge_rating":"7","cr":7.0,"actions":[{"desc":"The vellso makes two attacks: one with its bite and one with its claws.","name":"Multiattack"},{"attack_bonus":7,"damage_dice":"2d8+4","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage and the target must succeed on a DC 15 Constitution saving throw or take 13 (3d8) necrotic damage and contract the carrion curse disease (see sidebar).","name":"Bite"},{"attack_bonus":7,"damage_dice":"2d6+4","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.\n\nConstitution saving throw or gain one level of exhaustion. If an infected creature succeeds on the saving throw, it no longer gains exhaustion levels each day. A second successful save at the end of a long rest cures the disease. The abyssal disease resists many efforts at treatment and can only be cured by a greater restoration spell or similar magic. A living creature that dies from the effects of carrion curse has a 75% chance of rising again as a blood zombie (see page 393) within 24 hours.","name":"Claws"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The vellso has advantage on Wisdom (Perception) checks that rely on smell.","name":"Keen Smell"},{"desc":"The vellso has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"The vellso's weapon attacks are magical.","name":"Magic Weapons"},{"desc":"The vellso can climb surfaces, including upside down on ceilings, without needing to make an ability check.","name":"Spider Climb"}],"spell_list":[],"page_no":92,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_vellso/"},{"slug":"wind-demon","desc":"","name":"Wind Demon","size":"Small","type":"Fiend","subtype":"demon","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":"natural armor","hit_points":28,"hit_dice":"8d6","speed":{"fly":60,"walk":30},"strength":10,"dexterity":18,"constitution":10,"intelligence":10,"wisdom":7,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":8},"damage_vulnerabilities":"","damage_resistances":"fire, lightning","damage_immunities":"cold, poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 8","languages":"Abyssal, Common, Void Speech","challenge_rating":"2","cr":2.0,"actions":[{"desc":"The wind demon makes two frost claw attacks.","name":"Multiattack"},{"attack_bonus":6,"damage_dice":"1d4+4","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage plus 3 (1d6) cold damage.","name":"Frost Claw"}],"bonus_actions":null,"reactions":[{"desc":"After a creature the wind demon can see damages it with an attack, the wind demon can move up to its speed without provoking opportunity attacks.","name":"Swift as Frost"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"When the wind demon is targeted by an attack or spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the attacker has disadvantage on the attack roll. On a 6, the wind demon is unaffected, and the attack is reflected back at the attacker as though it originated from the wind demon, turning the attacker into the target.","name":"Arrow Bane"},{"desc":"The wind demon has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"}],"spell_list":[],"page_no":381,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_wind-demon/"},{"slug":"winds-harp","desc":"","name":"Wind's Harp","size":"Medium","type":"Fiend","subtype":"devil","group":null,"alignment":"lawful evil","armor_class":12,"armor_desc":"natural armor","hit_points":63,"hit_dice":"14d8","speed":{"fly":10,"walk":30},"strength":10,"dexterity":13,"constitution":10,"intelligence":10,"wisdom":10,"charisma":19,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":2,"charisma_save":6,"perception":null,"skills":{"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold, fire, poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"Common, Infernal","challenge_rating":"4","cr":4.0,"actions":[{"desc":"The wind's harp devil makes two infernal noise attacks.","name":"Multiattack"},{"attack_bonus":6,"damage_dice":"2d8","desc":"Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 9 (2d8) psychic damage plus 3 (1d6) thunder damage.","name":"Infernal Noise"},{"desc":"The wind's harp devil creates an infernal cacophony. Each creature within 30 feet of it must make a DC 14 Dexterity saving throw, taking 13 (3d8) psychic damage and 7 (2d6) thunder damage on a failed save, or half as much damage on a successful one. Devils are immune to the hellish chorus.","name":"Hellish Chorus (Recharge 5-6)"}],"bonus_actions":null,"reactions":[{"desc":"When a spell is cast within 60 feet of it, the wind's harp devil plays a single, infernal note, interrupting the spell. This reaction works like the counterspell spell, except it only works on spells of 3rd level or lower.","name":"Diabolical Countersong"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"While the wind's harp devil remains motionless, it is indistinguishable from an ordinary object.","name":"False Appearance"},{"desc":"The wind's harp devil has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"The wind's harp devil has advantage on attack rolls against a creature if at least one of its allies is an air elemental, wind demon, or similar creature of air, is within 20 feet of the target, and isn't incapacitated. rP","name":"Strong Winds"}],"spell_list":[],"page_no":105,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_winds-harp/"}]}