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

GET /monsters/?format=api&ordering=intelligence&page=64
HTTP 200 OK
Allow: GET, HEAD, OPTIONS
Content-Type: application/json
Vary: Accept

{
    "count": 3207,
    "next": "https://api.open5e.com/monsters/?format=api&ordering=intelligence&page=65",
    "previous": "https://api.open5e.com/monsters/?format=api&ordering=intelligence&page=63",
    "results": [
        {
            "slug": "sinstar",
            "desc": "",
            "name": "Sinstar",
            "size": "Tiny",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 275,
            "hit_dice": "50d4+150",
            "speed": {
                "walk": 5
            },
            "strength": 5,
            "dexterity": 14,
            "constitution": 17,
            "intelligence": 21,
            "wisdom": 18,
            "charisma": 15,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 9,
            "intelligence_save": 1,
            "wisdom_save": 1,
            "charisma_save": null,
            "perception": 4,
            "skills": {
                "perception": 4
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold, fire, lightning",
            "damage_immunities": "poison",
            "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, paralyzed, poisoned, prone",
            "senses": "tremorsense 120', blindsight 60' (blind beyond), passive Perception 14",
            "languages": "Common, Deep Speech, telepathy 120'",
            "challenge_rating": "17",
            "cr": 17.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Alluring Whispers then three Spines or Psychic Lash attacks."
                },
                {
                    "name": "Spines",
                    "desc": "Melee or Ranged Weapon Attack: +8 to hit 5 ft. or range 20/60' one target 16 (4d6+2) piercing damage and if the target is a Humanoid it must make DC 19 Con save or contract the thrall sickness disease (see the Thrall Sickness trait)."
                },
                {
                    "name": "Psychic Lash",
                    "desc": "Ranged Spell Attack: +11 to hit, 120 ft., one target, 18 (3d8+5) psychic."
                },
                {
                    "name": "Alluring Whispers",
                    "desc": "The sinstar telepathically whispers soothing and beckoning words in the minds of all Humanoids within 120' of it. Each target must make DC 19 Wis save or be charmed for 1 min. While charmed a creature is incapacitated and if it is more than 5 ft. away from the sinstar it must move on its turn toward the sinstar by the most direct route trying to get within 5 ft. of the sinstar and touch it. The creature doesn't avoid opportunity attacks but before moving into damaging terrain such as lava or a pit and whenever it takes damage from a source other than the sinstar the creature can repeat the save. A charmed creature can also re-save at end of each of its turns. If the save is successful the effect ends on it. A creature that successfully saves is immune to this sinstar's Alluring Whispers for the next 24 hrs."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": [
                {
                    "name": "Spines",
                    "desc": "Makes one Spines attack."
                },
                {
                    "name": "Teleport",
                    "desc": "Magically teleports up to 120' to an unoccupied spot it sees."
                },
                {
                    "name": "Detonate Thrall (2)",
                    "desc": "Orders one of its star thralls to explode. Each creature within 10 ft. of the thrall must make a DC 19 Dex save taking 10 (3d6) bludgeoning damage and 7 (2d6) piercing damage on a failed save or half damage if made."
                }
            ],
            "special_abilities": [
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "Choose to succeed failed save."
                },
                {
                    "name": "Spiny Defense",
                    "desc": "A creature that touches the sinstar or hits it with melee attack while within 5 ft. of it takes 10 (3d6) piercing damage and if the target is a Humanoid it must make DC 19 Con save or contract the thrall sickness disease (see the Thrall Sickness trait)."
                },
                {
                    "name": "Thrall Sickness",
                    "desc": "A Humanoid infected with this disease manifests symptoms 1d4 days after infection which include excessive thirst increased desire for exposure to sunlight and the appearance of itchy bumps on the skin. This disease wears down the victim's psyche while slowly transforming its body. Until the disease is cured at the end of each long rest the infected creature must make a DC 19 Con save. On a failure the creature's Dex and Int scores are each reduced by 1d4. The reductions last until the infected creature finishes a long rest after the disease is cured. The infected creature dies if the disease reduces its Dex or Int score to 0. A Humanoid that dies from this disease transforms into a star thrall under the complete psychic control of the sinstar that infected it. This otherworldly disease can be removed by the greater restoration spell or similar magic."
                }
            ],
            "spell_list": [],
            "page_no": 345,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_sinstar/"
        },
        {
            "slug": "angel-of-judgment",
            "desc": "With faces of light and stern appraisal, these angels see both sides and render a verdict._  \nAngels of judgment are cosmic agents of balance. Unlike most angels, they exist to enforce equality between law and chaos. They prefer to solve disputes verbally but use force when prudent.  \n**Two-Faced.** Each angel of judgment bears two aspects: a dispassionate angel and a fiendish judge. When called to violence by the heavenly host or infernal legions, its dispassionate face changes to that of an avenging angel.  \n**Witnesses to History.** In times of turmoil and upheaval, angels of judgment watch over events. While observing, the angel is a stoic spectator, intervening only if it sees a threat to universal harmony. Even then, they prefer to send Open Game License",
            "name": "Angel of Judgment",
            "size": "Huge",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 19,
            "armor_desc": "natural armor",
            "hit_points": 229,
            "hit_dice": "17d12+119",
            "speed": {
                "walk": 40,
                "fly": 120
            },
            "strength": 23,
            "dexterity": 18,
            "constitution": 25,
            "intelligence": 22,
            "wisdom": 24,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": 12,
            "wisdom_save": 13,
            "charisma_save": 11,
            "perception": 13,
            "skills": {
                "history": 12,
                "investigation": 12,
                "perception": 13,
                "religion": 12
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic, poison, radiant; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "charmed, exhaustion, frightened",
            "senses": "truesight 120 ft., passive Perception 23",
            "languages": "all, telepathy 120 ft.",
            "challenge_rating": "18",
            "cr": 18.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The angel of judgment makes two melee attacks."
                },
                {
                    "name": "Greataxe",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage plus 27 (6d8) force damage.",
                    "attack_bonus": 12,
                    "damage_dice": "3d12+6"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Change Face",
                    "desc": "As a bonus action, the angel of judgment can change its face and demeanor to exhibit aspects of chaos or law, as needed by its assignment. It can have only one face active at a time and can end the effect on its turn as a bonus action. \n* Face of Chaos. The angel of judgment becomes a harbinger of chaos. It is treated as a fiend by spells and other magical effects that affect fiends and has advantage on attack rolls against celestials and devils. \n* Face of Law. The angel becomes a harbinger of law and has advantage on attack rolls against demons, fey, and undead."
                },
                {
                    "name": "Divine Awareness",
                    "desc": "The angel of judgment knows if it hears a lie."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The angel of judgment has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Penance Gaze",
                    "desc": "When a creature that can see the angel of judgment's eyes starts its turn within 30 feet of the angel, the angel can force it to make a DC 18 Wisdom saving throw if the angel isn't incapacitated and can see the creature. On a failure, the creature is stunned until the start of its next turn. On a success, the creature is restrained. Unless 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 angel until the start of its next turn, when it can avert its eyes again. If the creature looks at the angel in the meantime, it must immediately make the save."
                },
                {
                    "name": "Weapons of Balance",
                    "desc": "The angel of judgment's weapon attacks are magical. When the angel of judgment hits with any weapon, the weapon deals an extra 6d8 force damage (included in the attack)."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The angel of judgment's spellcasting ability is Charisma (spell save DC 19). The angel can cast the following spells, requiring no material components:\nAt will: detect evil and good, detect magic, detect thoughts, invisibility (self only)\n3/day each: calm emotions, dispel evil and good, speak with dead\n1/day each: divine word, holy aura, raise dead"
                }
            ],
            "spell_list": [],
            "page_no": 16,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_angel-of-judgment/"
        },
        {
            "slug": "nephirron-devil",
            "desc": "This devilish monster has a draconic body covered in thick, greenish-gold scales and the head of a handsome giant with gleaming red eyes. It opens its mouth in a sardonic smile, and the head of a serpent appears between its lips, hissing with malevolent, mirthful relish._  \n**Devilish Infiltrators.** Nephirron devils are powerful fiends with draconic features that are adept at corrupting good-aligned dragons and bending evil dragons to their will. The older and more powerful the dragon, the bigger the challenge in the eyes of the nephirron devil. When two of these devils meet, they typically boast about the number and types of dragons they have manipulated and destroyed. This pride can also be a nephirron devil’s undoing, however, for it often overlooks humanoids attempting to interfere with its plans, and more than one nephirron devil has been brought low by a band of mortal heroes.  \n**Hellish Nobles.** Nephirron devils are treated as lesser nobility in the hells, second only to pit fiends and arch-devils in the infernal pecking order. A nephirron devil is often served by Open Game License",
            "name": "Nephirron Devil",
            "size": "Huge",
            "type": "Fiend",
            "subtype": "devil",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 19,
            "armor_desc": "natural armor",
            "hit_points": 225,
            "hit_dice": "18d12+108",
            "speed": {
                "walk": 40,
                "fly": 80
            },
            "strength": 27,
            "dexterity": 14,
            "constitution": 23,
            "intelligence": 22,
            "wisdom": 19,
            "charisma": 25,
            "strength_save": null,
            "dexterity_save": 7,
            "constitution_save": 11,
            "intelligence_save": null,
            "wisdom_save": 9,
            "charisma_save": null,
            "perception": 9,
            "skills": {
                "arcana": 11,
                "deception": 12,
                "insight": 9,
                "intimidation": 12,
                "perception": 9,
                "persuasion": 12
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "fire, poison",
            "condition_immunities": "frightened, poisoned",
            "senses": "truesight 90 ft., passive Perception 19",
            "languages": "Draconic, Infernal, telepathy 120 ft.",
            "challenge_rating": "16",
            "cr": 16.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The nephirron devil makes one bite attack and two claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 26 (4d8 + 8) piercing damage. If the target is a creature, it must succeed on a DC 19 Constitution saving throw or fall unconscious for 1 minute, or until it takes damage or someone uses an action to shake or slap it awake. Dragons and dragon-like creatures, such as dragonborn, have disadvantage on this saving throw.",
                    "attack_bonus": 13,
                    "damage_dice": "4d8+8"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.",
                    "attack_bonus": 13,
                    "damage_dice": "2d6+8"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Sculpt Breath (Recharge 6)",
                    "desc": "When the nephirron is in the area of a spell, such as fireball, or a breath weapon, it can create a hole in the spell or breath weapon, protecting itself from the effects. If it does so, the nephirron automatically succeeds on its saving throw against the spell or breath weapon and takes no damage if it would normally take half damage on a successful save."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Devil's Sight",
                    "desc": "Magical darkness doesn't impede the nephirron's darkvision."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The nephirron has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Master Liar",
                    "desc": "The nephirron has advantage on Charisma (Deception) checks when telling a lie."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The nephirron devil's spellcasting ability is Charisma (spell save DC 20). The nephirron can innately cast the following spells, requiring no material components:\nAt will: detect thoughts, protection from evil and good, teleport (self plus 150 pounds only)\n3/day each: flame strike, scrying, wall of ice\n1/day each: confusion, mass suggestion, shapechange (dragon or humanoid form only)"
                }
            ],
            "spell_list": [],
            "page_no": 104,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_nephirron-devil/"
        },
        {
            "slug": "adult_green_dragon_bf",
            "desc": "",
            "name": "Adult Green Dragon",
            "size": "huge",
            "type": "Dragon",
            "subtype": "",
            "group": "Dragons",
            "alignment": "",
            "armor_class": 19,
            "armor_desc": "natural armor",
            "hit_points": 255,
            "hit_dice": "",
            "speed": {
                "walk": 40,
                "fly": 80,
                "swim": 40
            },
            "strength": 22,
            "dexterity": 22,
            "constitution": 30,
            "intelligence": 22,
            "wisdom": 24,
            "charisma": 26,
            "strength_save": 6,
            "dexterity_save": 6,
            "constitution_save": 10,
            "intelligence_save": 6,
            "wisdom_save": 7,
            "charisma_save": 8,
            "perception": 22,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison,poisoned",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., keensense 60 ft.",
            "languages": "Common,Draconic",
            "challenge_rating": "15",
            "cr": 15.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "_Melee Weapon Attack:_ +11 to hit, reach 10 ft., one target. _Hit:_ 17 (2d10+6) piercing damage plus 7 (2d6) poison damage."
                },
                {
                    "name": "Claw",
                    "desc": "_Melee Weapon Attack:_ +11 to hit, reach 5 ft., one target. _Hit:_ 13 (2d6+6) slashing damage."
                },
                {
                    "name": "Tail",
                    "desc": "_Melee Weapon Attack:_ +11 to hit, reach 15 ft., one target. _Hit:_ 15 (2d8+6) bludgeoning damage."
                },
                {
                    "name": "Frightful Presence",
                    "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 WIS save or be frightened for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. If a creature's save is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."
                },
                {
                    "name": "Poison Breath (Recharge 5-6)",
                    "desc": "The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 CON save, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": "The dragon 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 dragon regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "name": "Detect",
                    "desc": "The dragon automatically detects every creature and trap within 30 feet of it, pinpointing the current location of each."
                },
                {
                    "name": "Tail Attack",
                    "desc": "The dragon makes a Tail attack."
                },
                {
                    "name": "Elemental Roar (Costs 2 Actions)",
                    "desc": "The dragon roars at up to two creatures of its choice within 120 feet of it. Each target must succeed on a DC 16 CHA save or be vulnerable to poison damage until the end of its next turn. A target resistant to poison damage isn't resistant to it for the duration. A target immune to poison damage is still immune to it, even if the target fails the save."
                },
                {
                    "name": "Wing Attack (Costs 2 Actions)",
                    "desc": "The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 DEX save or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed without provoking opportunity attacks."
                }
            ],
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The dragon can breathe air and water."
                },
                {
                    "name": "Hallucinogenic Gas",
                    "desc": "After the green dragon exhales its Poison Breath, wisps of poisonous gas laced with the alchemical taint that permeates the dragon's body linger around it. While the dragon's Poison Breath is unavailable, each creature that starts its turn within 20 feet of the dragon must succeed on a DC 18 WIS save or be terrified, as the gas causes the creature to experience frightful hallucinations. A terrified creature is frightened, and its speed is reduced to 0."
                },
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "If the dragon fails a save, it can choose to succeed instead."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_adult-green-dragon/"
        },
        {
            "slug": "archdruid_bf",
            "desc": "",
            "name": "Archdruid",
            "size": "medium",
            "type": "Humanoid",
            "subtype": "Any Lineage",
            "group": "NPCs",
            "alignment": "",
            "armor_class": 17,
            "armor_desc": "Nature's Champion",
            "hit_points": 210,
            "hit_dice": "",
            "speed": {
                "walk": 30
            },
            "strength": 16,
            "dexterity": 14,
            "constitution": 12,
            "intelligence": 22,
            "wisdom": 28,
            "charisma": 12,
            "strength_save": 3,
            "dexterity_save": 2,
            "constitution_save": 1,
            "intelligence_save": 6,
            "wisdom_save": 9,
            "charisma_save": 1,
            "perception": 19,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "Nature's Champion",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "-",
            "languages": "Common,Druidic,plus any one language",
            "challenge_rating": "12",
            "cr": 12.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The archdruid makes three Thorned Staff or Nature's Wrath attacks. It can replace one attack with a use of Spellcasting."
                },
                {
                    "name": "Thorned Staff",
                    "desc": "_Melee Weapon Attack:_+7 to hit, reach 5. ft., one target. _Hit:_ 10 (2d6+3) piercing damage plus 18 (4d8) cold, fire, lightning, poison, or thunder damage (the archdruid's choice)."
                },
                {
                    "name": "Nature's Wrath",
                    "desc": "_Ranged Spell Attack:_+9 to hit, range 120 ft., one target. _Hit:_ 27 (5d8+5) cold, fire, lightning, poison, or thunder damage (the archdruid's choice)."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The archdruid casts one of the following spells, using WIS as the spellcasting ability (spell save DC 17).<br>At will: _animal friendship_, _druidcraft_, _entangle_, _speak with animals_<br>3/day each: _heat metal_, _spike growth_, _plant growth_, _speak with plants_<br>1/day each: _polymorph_, _insect plague_"
                }
            ],
            "bonus_actions": [
                {
                    "name": "Change Shape",
                    "desc": "The archdruid magically transforms into a Beast that has a challenge rating no higher than its own, or back into its true form, which is Humanoid. Any equipment it is wearing or carrying transforms with it. It reverts to its true form if it dies. In a new form, the archdruid retains its HP, ability to speak, proficiencies, and INT, WIS, and CHA modifiers, as well as this bonus action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. The archdruid can choose to instead magically transform into an Elemental that has a challenge rating no higher than 6, or back into its true form. If it transforms into an Elemental, the archdruid can remain in that form for up to 6 hours then must finish a short or long rest before it can transform into an Elemental again."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Nature's Champion",
                    "desc": "While the archdruid is conscious, wearing no armor, and in a natural environment or terrain, such as a desert, forest, or mountain, it adds its WIS modifier to its AC (included above). In addition, it is resistant to cold, fire, lightning, poison, and thunder damage."
                },
                {
                    "name": "Nature's Weapons",
                    "desc": "When the archdruid hits with any weapon, the weapon deals an extra 4d8 cold, fire, lightning, poison, or thunder damage (included in the attack), the archdruid's choice."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_archdruid/"
        },
        {
            "slug": "mage_bf",
            "desc": "",
            "name": "Mage",
            "size": "medium",
            "type": "Humanoid",
            "subtype": "Any Lineage",
            "group": "NPCs",
            "alignment": "",
            "armor_class": 10,
            "armor_desc": "13 with mage armor",
            "hit_points": 140,
            "hit_dice": "",
            "speed": {
                "walk": 30
            },
            "strength": 8,
            "dexterity": 10,
            "constitution": 10,
            "intelligence": 22,
            "wisdom": 12,
            "charisma": 10,
            "strength_save": -1,
            "dexterity_save": 0,
            "constitution_save": 0,
            "intelligence_save": 6,
            "wisdom_save": 1,
            "charisma_save": 0,
            "perception": 11,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "-",
            "languages": "any four languages",
            "challenge_rating": "6",
            "cr": 6.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The mage makes three Dagger or Arcane Bolt attacks. It can replace one attack with a use of Spellcasting."
                },
                {
                    "name": "Dagger",
                    "desc": "_Melee or Ranged Weapon Attack:_ +3 to hit, reach 5 ft. or range 20/60 ft., one target. _Hit:_ 2 (1d4) piercing damage plus 13 (3d8) force damage."
                },
                {
                    "name": "Arcane Bolt",
                    "desc": "_Ranged Spell Attack:_ +6 to hit, range 60 ft., one target. _Hit:_ 16 (3d8+3) force damage."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The mage casts one of the following spells, using INT as the spellcasting ability (spell save DC 14).<br>At will: _detect magic_, _light_, _mage hand_, _prestidigitation_<br>3/day each: _fly_, _mage armor_, _mirror image_<br>2/day each: _fireball_, _haste_, _slow_<br>1/day each: _cone of cold_, _greater invisibility_"
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Arcane Weapons",
                    "desc": "The mage's weapon attacks are magical. When the mage hits with any weapon, the weapon deals an extra 3d8 force damage (included in the attack)."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The mage has advantage on saves against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_mage/"
        },
        {
            "slug": "pit_fiend_bf",
            "desc": "",
            "name": "Pit Fiend",
            "size": "large",
            "type": "Fiend",
            "subtype": "Devil",
            "group": "Devils",
            "alignment": "",
            "armor_class": 19,
            "armor_desc": "natural armor",
            "hit_points": 323,
            "hit_dice": "",
            "speed": {
                "walk": 30,
                "fly": 60
            },
            "strength": 26,
            "dexterity": 26,
            "constitution": 36,
            "intelligence": 22,
            "wisdom": 30,
            "charisma": 24,
            "strength_save": 8,
            "dexterity_save": 8,
            "constitution_save": 13,
            "intelligence_save": 6,
            "wisdom_save": 10,
            "charisma_save": 7,
            "perception": 20,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "Devilish Resilience",
            "damage_immunities": "charmed,frightened,Devilish Resilience",
            "condition_immunities": "",
            "senses": "truesight 120 ft.",
            "languages": "Infernal,telepathy 120 ft.",
            "challenge_rating": "20",
            "cr": 20.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The pit fiend makes one Bite attack, one Gore attack, one Mace attack, and one Tail attack, or it makes four Hurl Flame attacks. If two Hurl Flame attacks hit one creature, each creature within 10 feet of the target must make a DC 21 DEX save as the fire bursts outward from the target, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one."
                },
                {
                    "name": "Bite",
                    "desc": "_Melee Weapon Attack:_ +14 to hit, reach 5 ft., one target. _Hit:_ 22 (4d6+8) piercing damage plus 14 (4d6) fire damage and 13 (3d8) poison damage. The target must succeed on a DC 21 CON save or be poisoned. While poisoned in this way, the target can't regain HP. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success."
                },
                {
                    "name": "Gore",
                    "desc": "_Melee Weapon Attack:_ +14 to hit, reach 10 ft., one target. _Hit:_ 17 (2d8+8) piercing damage plus 14 (4d6) fire damage."
                },
                {
                    "name": "Mace",
                    "desc": "_Melee Weapon Attack:_ +14 to hit, reach 10 ft., one target. _Hit:_ 15 (2d6+8) bludgeoning damage plus 14 (4d6) fire damage."
                },
                {
                    "name": "Tail",
                    "desc": "_Melee Weapon Attack:_ +14 to hit, reach 10 ft., one target. _Hit:_ 24 (3d10+8) bludgeoning damage plus 14 (4d6) fire damage, and the target must succeed on a DC 21 STR save or be knocked prone."
                },
                {
                    "name": "Hurl Flame",
                    "desc": "_Ranged Spell Attack:_ +10 to hit, range 120 ft., one target. _Hit:_ 25 (6d6+4) fire damage."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Aura of the Devil Lord",
                    "desc": "Each hostile creature that starts its turn within 20 feet of the pit fiend must succeed on a DC 21 WIS save or be frightened until the start of its next turn. Each friendly devil within 20 feet of the pit fiend is immune to the charmed and frightened conditions and has advantage on the first attack roll it makes on each of its turns."
                },
                {
                    "name": "Devilish Resilience",
                    "desc": "The devil is resistant to cold damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to fire damage and poison damage and to the poisoned condition."
                },
                {
                    "name": "Flaming Weapons",
                    "desc": "The pit fiend's weapon attacks are magical. When the fiend hits with any weapon, the weapon deals an extra 4d6 fire damage (included in the attack)."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The pit fiend has advantage on saves against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_pit-fiend/"
        },
        {
            "slug": "flying-polyp",
            "desc": "",
            "name": "Flying Polyp",
            "size": "Huge",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 171,
            "hit_dice": "18d12+54",
            "speed": {
                "fly": 60,
                "hover": true,
                "walk": 0
            },
            "strength": 20,
            "dexterity": 12,
            "constitution": 17,
            "intelligence": 22,
            "wisdom": 14,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": 5,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 6,
            "charisma_save": null,
            "perception": 6,
            "skills": {
                "arcana": 10,
                "history": 10,
                "perception": 6
            },
            "damage_vulnerabilities": "lightning",
            "damage_resistances": "acid, cold, fire, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "",
            "condition_immunities": "prone",
            "senses": "blindsight 60 ft., passive Perception 16",
            "languages": "Deep Speech, telepathy 120 ft.",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "desc": "The polyp makes two melee attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 9,
                    "damage_dice": "3d6+5",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained and is not affected by the flying polyp's Aura of Wind. The flying polyp can grapple up to two creatures at one time.",
                    "name": "Tentacle"
                },
                {
                    "attack_bonus": 9,
                    "damage_dice": "3d8+5",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target grappled by the polyp. Hit: 18 (3d8 + 5) piercing damage.",
                    "name": "Bite"
                },
                {
                    "desc": "Each creature within 30 feet of the polyp must make a DC 17 Strength saving throw. On a failure, a creature takes 27 (5d10) bludgeoning damage and is knocked prone. On a success, a creature takes half the damage but isn't knocked prone.",
                    "name": "Cyclone (Recharge 5-6)"
                },
                {
                    "desc": "The flying polyp magically enters the Ethereal Plane from the Material Plane, or vice versa.",
                    "name": "Etherealness"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "desc": "When a creature the flying polyp can see targets it with an attack, the flying polyp can unleash a line of strong wind 60 feet long and 10 feet wide in the direction of the attacker. The wind lasts until the start of the flying polyp's next turn. Each creature in the wind when it appears or that starts its turn in the wind must succeed on a DC 17 Strength saving throw or be pushed 15 feet away from the flying polyp in a direction following the line. Any creature in the line treats all movement as difficult terrain.",
                    "name": "Fist of Wind"
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "A creature that starts its turn within 15 feet of the polyp must succeed on a DC 17 Strength saving throw or be pushed up to 15 feet away from the polyp.",
                    "name": "Aura of Wind"
                },
                {
                    "desc": "The polyp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.",
                    "name": "Incorporeal Movement"
                },
                {
                    "desc": "The polyp has advantage on saving throws against spells and other magical effects.",
                    "name": "Magic Resistance"
                },
                {
                    "desc": "The polyp's innate spellcasting ability is Intelligence (spell save DC 18). The polyp can innately cast the following spells, requiring no material components:\nAt will: invisibility (self only)\n3/day: wind walk\n1/day: control weather",
                    "name": "Innate Spellcasting"
                }
            ],
            "spell_list": [],
            "page_no": 162,
            "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_flying-polyp/"
        },
        {
            "slug": "ophanim",
            "desc": "",
            "name": "Ophanim",
            "size": "Large",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "lawful good",
            "armor_class": 19,
            "armor_desc": "natural armor",
            "hit_points": 200,
            "hit_dice": "16d10+112",
            "speed": {
                "fly": 120,
                "hover": true,
                "walk": 50
            },
            "strength": 24,
            "dexterity": 22,
            "constitution": 25,
            "intelligence": 22,
            "wisdom": 24,
            "charisma": 26,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": 11,
            "wisdom_save": 12,
            "charisma_save": 13,
            "perception": 12,
            "skills": {
                "insight": 12,
                "perception": 12
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "radiant; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, poisoned",
            "senses": "truesight 120 ft., passive Perception 22",
            "languages": "all, telepathy 120 ft.",
            "challenge_rating": "16",
            "cr": 16.0,
            "actions": [
                {
                    "desc": "The ophanim makes four Light of Judgment attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 13,
                    "damage_dice": "4d8",
                    "desc": "Ranged Spell Attack: +13 to hit, range 80/320 ft., one target. Hit: 18 (4d8) radiant damage.",
                    "name": "Light of Judgment"
                },
                {
                    "desc": "The ophanim emits a burst of holy fire. Each creature within 30 feet of the ophanim must make a DC 19 Dexterity saving throw, taking 63 (18d6) radiant damage on a failed save, or half as much damage on a successful one. A humanoid reduced to 0 hp by this damage dies, leaving only a pile of fine ash.",
                    "name": "Holy Fire (Recharge 5-6)"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The ophanim knows if it hears a lie.",
                    "name": "Divine Awareness"
                },
                {
                    "desc": "The ophanim has advantage on saving throws against spells and other magical effects.",
                    "name": "Magic Resistance"
                },
                {
                    "desc": "The ophanim's innate spellcasting ability is Charisma (spell save DC 21). It can innately cast the following spells, requiring no material components:\nAt will: bless, detect evil and good, invisibility (self only), scrying, thaumaturgy\n3/day each: dispel evil and good, earthquake, holy aura\n1/day each: commune, forbiddance, true resurrection",
                    "name": "Innate Spellcasting"
                }
            ],
            "spell_list": [],
            "page_no": 18,
            "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_ophanim/"
        },
        {
            "slug": "kraken",
            "desc": "",
            "name": "Kraken",
            "size": "Gargantuan",
            "type": "Monstrosity",
            "subtype": "titan",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 472,
            "hit_dice": "27d20+189",
            "speed": {
                "walk": 20,
                "swim": 60
            },
            "strength": 30,
            "dexterity": 11,
            "constitution": 25,
            "intelligence": 22,
            "wisdom": 18,
            "charisma": 20,
            "strength_save": 17,
            "dexterity_save": 7,
            "constitution_save": 14,
            "intelligence_save": 13,
            "wisdom_save": 11,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "lightning; bludgeoning, piercing, and slashing from nonmagical attacks",
            "condition_immunities": "frightened, paralyzed",
            "senses": "truesight 120 ft., passive Perception 14",
            "languages": "understands Abyssal, Celestial, Infernal, and Primordial but can't speak, telepathy 120 ft.",
            "challenge_rating": "23",
            "cr": 23.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The kraken makes three tentacle attacks, each of which it can replace with one use of Fling."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 23 (3d8 + 10) piercing damage. If the target is a Large or smaller creature grappled by the kraken, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the kraken, and it takes 42 (12d6) acid damage at the start of each of the kraken's turns. If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the kraken. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.",
                    "attack_bonus": 7,
                    "damage_dice": "3d8",
                    "damage_bonus": 10
                },
                {
                    "name": "Tentacle",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 20 (3d6 + 10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target.",
                    "attack_bonus": 7,
                    "damage_dice": "3d6",
                    "damage_bonus": 10
                },
                {
                    "name": "Fling",
                    "desc": "One Large or smaller object held or creature grappled by the kraken is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone."
                },
                {
                    "name": "Lightning Storm",
                    "desc": "The kraken magically creates three bolts of lightning, each of which can strike a target the kraken can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.",
                    "attack_bonus": 0,
                    "damage_dice": "4d10"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "The kraken can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The kraken regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "name": "Tentacle Attack or Fling",
                    "desc": "The kraken makes one tentacle attack or uses its Fling."
                },
                {
                    "name": "Lightning Storm (Costs 2 Actions)",
                    "desc": "The kraken uses Lightning Storm."
                },
                {
                    "name": "Ink Cloud (Costs 3 Actions)",
                    "desc": "While underwater, the kraken expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the kraken. Each creature other than the kraken that ends its turn there must succeed on a DC 23 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the kraken's next turn."
                }
            ],
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The kraken can breathe air and water."
                },
                {
                    "name": "Freedom of Movement",
                    "desc": "The kraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled."
                },
                {
                    "name": "Siege Monster",
                    "desc": "The kraken deals double damage to objects and structures."
                }
            ],
            "spell_list": [],
            "page_no": 324,
            "environments": [
                "Underwater",
                "Plane Of Water",
                "Water"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_kraken/"
        },
        {
            "slug": "pit-fiend",
            "desc": "",
            "name": "Pit Fiend",
            "size": "Large",
            "type": "Fiend",
            "subtype": "devil",
            "group": "Devils",
            "alignment": "lawful evil",
            "armor_class": 19,
            "armor_desc": "natural armor",
            "hit_points": 300,
            "hit_dice": "24d10+168",
            "speed": {
                "walk": 30,
                "fly": 60
            },
            "strength": 26,
            "dexterity": 14,
            "constitution": 24,
            "intelligence": 22,
            "wisdom": 18,
            "charisma": 24,
            "strength_save": null,
            "dexterity_save": 8,
            "constitution_save": 13,
            "intelligence_save": null,
            "wisdom_save": 10,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "fire, poison",
            "condition_immunities": "poisoned",
            "senses": "truesight 120 ft., passive Perception 14",
            "languages": "Infernal, telepathy 120 ft.",
            "challenge_rating": "20",
            "cr": 20.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
                    "attack_bonus": 14,
                    "damage_dice": "4d6",
                    "damage_bonus": 8
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage.",
                    "attack_bonus": 14,
                    "damage_dice": "2d8",
                    "damage_bonus": 8
                },
                {
                    "name": "Mace",
                    "desc": "Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage plus 21 (6d6) fire damage.",
                    "attack_bonus": 14,
                    "damage_dice": "2d6",
                    "damage_bonus": 8
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage.",
                    "attack_bonus": 14,
                    "damage_dice": "3d10",
                    "damage_bonus": 8
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Fear Aura",
                    "desc": "Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw, unless the pit fiend is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the pit fiend's Fear Aura for the next 24 hours."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The pit fiend has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The pit fiend's weapon attacks are magical."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The pit fiend's spellcasting ability is Charisma (spell save DC 21). The pit fiend can innately cast the following spells, requiring no material components:\nAt will: detect magic, fireball\n3/day each: hold monster, wall of fire"
                }
            ],
            "spell_list": [
                "https://api.open5e.com/v2/spells/detect-magic/?format=api",
                "https://api.open5e.com/v2/spells/fireball/?format=api",
                "https://api.open5e.com/v2/spells/hold-monster/?format=api",
                "https://api.open5e.com/v2/spells/wall-of-fire/?format=api"
            ],
            "page_no": 278,
            "environments": [
                "Hell"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_pit-fiend/"
        },
        {
            "slug": "adult-amethyst-dragon-a5e",
            "desc": "",
            "name": "Adult Amethyst Dragon",
            "size": "Huge",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 18,
            "armor_desc": "",
            "hit_points": 220,
            "hit_dice": "21d12+84",
            "speed": {
                "walk": 40,
                "burrow": 30,
                "fly": 60
            },
            "strength": 18,
            "dexterity": 20,
            "constitution": 18,
            "intelligence": 22,
            "wisdom": 14,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 10,
            "intelligence_save": 12,
            "wisdom_save": 8,
            "charisma_save": 11,
            "perception": null,
            "skills": {
                "deception": 11,
                "insight": 8,
                "perception": 8,
                "persuasion": 11
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "force, psychic",
            "damage_immunities": "",
            "condition_immunities": "fatigue",
            "senses": "darkvision 120 ft., passive Perception 18",
            "languages": "Common, Deep Speech, Draconic, Undercommon, telepathy 120 ft.",
            "challenge_rating": "17",
            "cr": 17.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon attacks once with its bite and twice with its claws. In place of its bite  it can use Psionic Wave."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) piercing damage plus 4 (1d8) force damage."
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) slashing damage."
                },
                {
                    "name": "Psionic Wave",
                    "desc": "The dragon psionically emits a wave of crushing mental pressure. Each creature within 20 feet makes a DC 19 Wisdom saving throw  taking 16 (3d10) psychic damage on a failed save or half damage on a success. Creatures charmed by the dragon make this saving throw with disadvantage."
                },
                {
                    "name": "Concussive Breath (Recharge 5-6)",
                    "desc": "The dragon psionically unleashes telekinetic energy in a 60-foot cone. Each creature in that area makes a DC 18 Constitution saving throw  taking 60 (11d10) force damage on a failed save or half damage on a success."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Assume Control (While Bloodied)",
                    "desc": "When a creature charmed by the dragon begins its turn, the dragon telepathically commands the charmed creature until the end of the creatures turn. If the dragon commands the creature to take an action that would harm itself or an ally, the creature makes a DC 19 Wisdom saving throw. On a success, the creatures turn immediately ends."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": [
                {
                    "name": "The dragon can take 3 legendary actions",
                    "desc": "Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."
                },
                {
                    "name": "Charm",
                    "desc": "The dragon targets a creature within 60 feet, forcing it to make a DC 16 Wisdom saving throw. On a failure, the creature is charmed by the dragon for 24 hours, regarding it as a trusted friend to be heeded and protected. Although it isnt under the dragons control, it takes the dragons requests or actions in the most favorable way it can. At the end of each of the targets turns and at the end of any turn during which the dragon or its companions harmed the target, it repeats the saving throw, ending the effect on a success."
                },
                {
                    "name": "Stupefy",
                    "desc": "The dragon targets a creature within 60 feet. If the target is concentrating on a spell, it must make a DC 19 Constitution saving throw or lose concentration."
                },
                {
                    "name": "Psionic Wave (Costs 2 Actions)",
                    "desc": "The dragon uses Psionic Wave."
                },
                {
                    "name": "Captivating Harmonics (1/Day)",
                    "desc": "Each creature of the dragons choice within 90 feet makes a DC 16 Wisdom saving throw. On a failure, it becomes psionically charmed by the dragon for 1 minute. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "special_abilities": [
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "When the dragon fails a saving throw, it can choose to succeed instead. When it does, its scales dull briefly, and it can't use telepathy or psionic abilities until the end of its next turn."
                },
                {
                    "name": "Psionic Powers",
                    "desc": "The dragons psionic abilities are considered both magical and psionic."
                },
                {
                    "name": "Far Thoughts",
                    "desc": "The dragon is aware of any creature that uses a psionic ability or communicates telepathically within 100 miles of it. As an action, the dragon can psionically observe a creature, object, or location it is familiar with within 100 miles. While observing a subject in this way, the dragon can see, hear, and communicate telepathically, but it is blind and deaf in regard to its physical senses and does not require food or water. The dragon can psionically observe a subject indefinitely and can end this effect and return to its own senses as an action."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The dragons spellcasting ability is Charisma (save DC 19). It can innately cast the following spells, requiring no material components. 3/day each:calm emotions, charm person, mass suggestion, modify memory"
                }
            ],
            "spell_list": [],
            "page_no": 141,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/mmenag_adult-amethyst-dragon/"
        },
        {
            "slug": "adult-earth-dragon-a5e",
            "desc": "",
            "name": "Adult Earth Dragon",
            "size": "Huge",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 19,
            "armor_desc": "",
            "hit_points": 287,
            "hit_dice": "23d12+138",
            "speed": {
                "walk": 40,
                "fly": 40,
                "burrow": 60
            },
            "strength": 22,
            "dexterity": 14,
            "constitution": 22,
            "intelligence": 22,
            "wisdom": 14,
            "charisma": 20,
            "strength_save": 12,
            "dexterity_save": null,
            "constitution_save": 12,
            "intelligence_save": 8,
            "wisdom_save": 8,
            "charisma_save": 7,
            "perception": null,
            "skills": {
                "athletics": 12,
                "insight": 8,
                "nature": 12,
                "perception": 8
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "damage from nonmagical weapons",
            "damage_immunities": "",
            "condition_immunities": "petrified",
            "senses": "darkvision 120 ft., tremorsense 90 ft., passive Perception 21",
            "languages": "Common, Draconic, Terran",
            "challenge_rating": "18",
            "cr": 18.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon attacks once with its bite and twice with its slam. In place of its bite attack  it can use Rock Spire."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 28 (4d10 + 6) piercing damage. Instead of dealing piercing damage  the dragon can grapple the target (escape DC 20)  and a Large or smaller creature grappled in this way is restrained. While grappling a creature  the dragon can't bite another target."
                },
                {
                    "name": "Slam",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage."
                },
                {
                    "name": "Scouring Breath (Recharge 5-6)",
                    "desc": "The dragon exhales scouring sand and stones in a 60-foot cone. Each creature in that area makes a DC 20 Dexterity saving throw  taking 56 (16d6) slashing damage on a failed save or half damage on a success. A creature that fails the save is also blinded until the end of its next turn."
                },
                {
                    "name": "Rock Spire",
                    "desc": "A permanent  25-foot-tall  5-foot-radius spire of rock magically rises from a point on the ground within 60 feet. A creature in the spires area when it appears makes a DC 19 Dexterity saving throw  taking 13 (3d8) piercing damage on a failure or half damage on a success. A creature that fails this saving throw by 10 or more is impaled at the top of the spire. A creature can use an action to make a DC 12 Strength check  freeing the implaced creature on a success. The impaled creature is also freed if the spire is destroyed. The spire is an object with AC 16  30 hit points and immunity to poison and psychic damage."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": [
                {
                    "name": "The dragon can take 3 legendary actions",
                    "desc": "Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."
                },
                {
                    "name": "Shake the Foundation",
                    "desc": "The dragon causes the ground to roil, creating a permanent, 40-foot-radius area of difficult terrain centered on a point the dragon can see. If the dragon is bloodied, creatures in the area make a DC 20 Dexterity saving throw, falling prone on a failure."
                },
                {
                    "name": "Slam Attack (Costs 2 Actions)",
                    "desc": "The dragon makes a slam attack."
                },
                {
                    "name": "Entomb (While Bloodied",
                    "desc": "The dragon targets a creature on the ground within 60 feet, forcing it to make a DC 15 Dexterity saving throw. On a failure, the creature is magically entombed 5 feet under the earth. While entombed, the target is blinded, restrained, and can't breathe. A creature can use an action to make a DC 15 Strength check, freeing an entombed creature on a success."
                }
            ],
            "special_abilities": [
                {
                    "name": "Earth Glide",
                    "desc": "The dragon can burrow through nonmagical, unworked earth and stone without disturbing it."
                },
                {
                    "name": "False Appearance",
                    "desc": "While the dragon remains motionless within its linked area, it is indistinguishable from a natural rocky outcropping."
                },
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "When the dragon fails a saving throw, it can choose to succeed instead. When it does, it becomes more like rock. Its movement is halved until the end of its next turn."
                },
                {
                    "name": "Essence Link",
                    "desc": "The essence dragon is spiritually linked to a specific area or landmark. The dragon gains no benefit from a long rest when more than 1 mile away from its linked area. If the dragon dies, the area it is linked to loses its vital essence until it forms a new essence dragon, which can take centuries. When a creature first enters an area that has lost its vital essence in this way, they gain a level of fatigue and a level of strife. This fatigue and strife can be removed only by completing a long rest outside the area."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The dragons spellcasting ability is Charisma (save DC 15). It can innately cast the following spells, requiring no material components. 3/day each:locate animals or plants, spike growth, stone shape, wall of stone"
                }
            ],
            "spell_list": [],
            "page_no": 127,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/mmenag_adult-earth-dragon/"
        },
        {
            "slug": "adult-emerald-dragon-a5e",
            "desc": "",
            "name": "Adult Emerald Dragon",
            "size": "Huge",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 18,
            "armor_desc": "",
            "hit_points": 241,
            "hit_dice": "23d12+92",
            "speed": {
                "walk": 40,
                "burrow": 30,
                "fly": 60
            },
            "strength": 22,
            "dexterity": 22,
            "constitution": 18,
            "intelligence": 22,
            "wisdom": 12,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 10,
            "intelligence_save": 12,
            "wisdom_save": 7,
            "charisma_save": 10,
            "perception": null,
            "skills": {
                "deception": 10,
                "history": 12,
                "perception": 7,
                "stealth": 12
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "psychic, thunder",
            "damage_immunities": "",
            "condition_immunities": "fatigue",
            "senses": "darkvision 120 ft., passive Perception 17",
            "languages": "Common, Deep Speech, Draconic, Undercommon, telepathy 120 ft.",
            "challenge_rating": "17",
            "cr": 17.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon attacks once with its bite and twice with its claws. In place of its bite  it can use Psionic Wave."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage plus 4 (1d8) thunder damage."
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) slashing damage."
                },
                {
                    "name": "Psionic Wave",
                    "desc": "The dragon psionically emits a wave of crushing mental pressure. Each creature within 20 feet makes a DC 18 Wisdom saving throw  taking 16 (3d10) psychic damage on a failed save or half damage on a success. Confused creatures make this saving throw with disadvantage."
                },
                {
                    "name": "Maddening Breath (Recharge 5-6)",
                    "desc": "The dragon screams  stripping flesh from bones and reason from minds in a 60-foot cone. Each creature in that area makes a DC 18 Constitution saving throw  taking 71 (13d10) thunder damage on a failed save or half damage on a success. Creatures that fail this saving throw by 10 or more are also psionically confused until the end of their next turn."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Spiteful Retort (While Bloodied)",
                    "desc": "When a creature the dragon can see damages the dragon, the dragon lashes out with a psionic screech. The attacker makes a DC 15 Wisdom saving throw, taking 18 (4d8) thunder damage on a failed save or half damage on a success. Confused creatures make this saving throw with disadvantage."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": [
                {
                    "name": "The dragon can take 3 legendary actions",
                    "desc": "Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."
                },
                {
                    "name": "Paranoid Ranting",
                    "desc": "The dragon psionically rants nonsense at a creature that can hear it within 60 feet. The target makes a DC 15 Wisdom saving throw. On a failed save, the creature gains a randomly determined short-term mental stress effect or madness."
                },
                {
                    "name": "Pandorum (Costs 2 Actions)",
                    "desc": "The dragon psionically targets one creature within 60 feet. The target makes a DC 15 Wisdom saving throw, becoming confused on a failure. While confused in this way, the target regards their allies as traitorous enemies. When rolling to determine its actions, treat a roll of 1 to 4 as a result of 8. The target repeats the saving throw at the end of each of its turns, ending the effect on a success."
                },
                {
                    "name": "Psionic Wave (Costs 2 Actions)",
                    "desc": "The dragon makes a psionic wave attack."
                },
                {
                    "name": "Maddening Harmonics (1/Day)",
                    "desc": "Each creature of the dragons choice that can hear within 90 feet makes a DC 15 Wisdom saving throw. On a failure, a creature becomes psionically confused for 1 minute. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "special_abilities": [
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "When the dragon fails a saving throw, it can choose to succeed instead. When it does, its eyes flash red as it goes into a fit of rage. Until the end of its next turn, it makes melee attacks against the creature that triggered the saving throw with advantage and with disadvantage against all other creatures."
                },
                {
                    "name": "Psionic Powers",
                    "desc": "The dragons psionic abilities are considered both magical and psionic."
                },
                {
                    "name": "Far Thoughts",
                    "desc": "The dragon is aware of any creature that uses a psionic ability or communicates telepathically within 100 miles of it. As an action, the dragon can psionically observe a creature, object, or location it is familiar with within 100 miles. While observing a subject in this way, the dragon can see, hear, and communicate telepathically, but it is blind and deaf in regard to its physical senses and does not require food or water. The dragon can psionically observe a subject indefinitely and can end this effect and return to its own senses as an action."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The dragons spellcasting ability is Charisma (save DC 18). It can innately cast the following spells, requiring no material components. 3/day each:confusion, dominate person, hideous laughter, suggestion"
                }
            ],
            "spell_list": [],
            "page_no": 146,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/mmenag_adult-emerald-dragon/"
        },
        {
            "slug": "adult-sapphire-dragon-a5e",
            "desc": "",
            "name": "Adult Sapphire Dragon",
            "size": "Huge",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 19,
            "armor_desc": "",
            "hit_points": 304,
            "hit_dice": "29d12+116",
            "speed": {
                "walk": 40,
                "burrow": 30,
                "fly": 80
            },
            "strength": 22,
            "dexterity": 22,
            "constitution": 18,
            "intelligence": 22,
            "wisdom": 20,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 10,
            "intelligence_save": 12,
            "wisdom_save": 11,
            "charisma_save": 10,
            "perception": null,
            "skills": {
                "arcana": 12,
                "deception": 10,
                "history": 12,
                "insight": 11,
                "perception": 11,
                "persuasion": 10
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "psychic",
            "condition_immunities": "fatigue",
            "senses": "darkvision 120 ft., passive Perception 24",
            "languages": "Common, Deep Speech, Draconic, Undercommon, telepathy 120 ft.",
            "challenge_rating": "19",
            "cr": 19.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon attacks once with its bite and twice with its claws. In place of its bite  it can use Psionic Wave."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage plus 4 (1d8) psychic damage."
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) slashing damage."
                },
                {
                    "name": "Psionic Wave",
                    "desc": "The dragon psionically emits a wave of crushing mental pressure. Each creature within 20 feet makes a DC 18 Wisdom saving throw  taking 16 (3d10) psychic damage on a failed save or half damage on a success. Creatures suffering ongoing psychic damage make this saving throw with disadvantage."
                },
                {
                    "name": "Discognitive Breath (Recharge 5-6)",
                    "desc": "The dragon unleashes psychic energy in a 60-foot cone. Each creature in that area makes a DC 18 Intelligence saving throw  taking 60 (11d10) psychic damage and 11 (2d10) ongoing psychic damage on a failed save or half as much psychic damage and no ongoing psychic damage on a success. The ongoing damage ends if a creature falls unconscious. A creature can also use an action to ground itself in reality  ending the ongoing damage."
                },
                {
                    "name": "Prognosticate (3/Day)",
                    "desc": "The dragon psionically makes a prediction of an event up to 100 years in the future. This prediction has a 67 percent chance of being perfectly accurate and a 33 percent chance of being partially or wholly wrong. Alternatively  the dragon can choose to gain truesight to a range of 90 feet for 1 minute."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": [
                {
                    "name": "The dragon can take 3 legendary actions",
                    "desc": "Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."
                },
                {
                    "name": "Foretell",
                    "desc": "The dragon psionically catches a glimpse of a fast-approaching moment and plans accordingly. The dragon rolls a d20 and records the number rolled. Until the end of the dragons next turn, the dragon can replace the result of any d20 rolled by it or a creature within 120 feet with the foretold number. Each foretold roll can be used only once."
                },
                {
                    "name": "Psionic Wave (Costs 2 Actions)",
                    "desc": "The dragon uses Psionic Wave."
                },
                {
                    "name": "Shatter Mind (Costs 2 Actions)",
                    "desc": "The dragon targets a creature within 60 feet, forcing it to make a DC 23 Intelligence saving throw. On a failure, the creature takes 22 (4d10) ongoing psychic damage. An affected creature repeats the saving throw at the end of each of its turns, ending the ongoing psychic damage on a success. A creature can also use an action to ground itself in reality, ending the ongoing damage."
                }
            ],
            "special_abilities": [
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "When the dragon fails a saving throw, it can choose to succeed instead. When it does, its eyes dull as it briefly loses its connection to the future. Until the end of its next turn, it can't use Foretell, Prognosticate, or Prophesy Doom, and it loses its Predictive Harmonics trait."
                },
                {
                    "name": "Predictive Harmonics",
                    "desc": "The dragon is psionically aware of its own immediate future. The dragon cannot be surprised, and any time the dragon would make a roll with disadvantage, it makes that roll normally instead."
                },
                {
                    "name": "Psionic Powers",
                    "desc": "The dragons psionic abilities are considered both magical and psionic."
                },
                {
                    "name": "Far Thoughts",
                    "desc": "The dragon is aware of any creature that uses a psionic ability or communicates telepathically within 100 miles of it. As an action, the dragon can psionically observe a creature, object, or location it is familiar with within 100 miles. While observing a subject in this way, the dragon can see, hear, and communicate telepathically, but it is blind and deaf in regard to its physical senses and does not require food or water. The dragon can psionically observe a subject indefinitely and can end this effect and return to its own senses as an action."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The dragons spellcasting ability is Charisma (save DC 18). It can innately cast the following spells, requiring no material components. 3/day each:comprehend languages, detect thoughts, telekinesis, wall of force"
                }
            ],
            "spell_list": [],
            "page_no": 150,
            "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/mmenag_adult-sapphire-dragon/"
        },
        {
            "slug": "aklea-a5e",
            "desc": "",
            "name": "Aklea",
            "size": "Gargantuan",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 21,
            "armor_desc": "",
            "hit_points": 656,
            "hit_dice": "32d20+320",
            "speed": {
                "walk": 60,
                "fly": 60
            },
            "strength": 30,
            "dexterity": 24,
            "constitution": 30,
            "intelligence": 22,
            "wisdom": 24,
            "charisma": 26,
            "strength_save": 17,
            "dexterity_save": null,
            "constitution_save": 17,
            "intelligence_save": 13,
            "wisdom_save": 14,
            "charisma_save": 15,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "radiant; damage from nonmagical weapons",
            "condition_immunities": "",
            "senses": "truesight 120 ft., passive Perception 17",
            "languages": "Celestial, Common, six more",
            "challenge_rating": "22",
            "cr": 22.0,
            "actions": [
                {
                    "name": "Maul",
                    "desc": "Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 38 (8d6 + 10) bludgeoning damage plus 14 (4d6) radiant damage  and the target makes a DC 25 Strength saving throw. On a failure  the target is pushed up to 30 feet away and knocked prone."
                },
                {
                    "name": "Lightning Bolt (3rd-Level; V, S)",
                    "desc": "A bolt of lightning 5 feet wide and 100 feet long arcs from the empyrean. Each creature in the area makes a DC 23 Dexterity saving throw  taking 28 (8d6) lightning damage on a failure or half damage on a success."
                },
                {
                    "name": "Flame Strike (5th-Level; V, S)",
                    "desc": "A column of divine flame fills a 10-foot-radius  40-foot-high cylinder within 60 feet. Creatures in the area make a DC 23 Dexterity saving throw  taking 14 (4d6) fire damage and 14 (4d6) radiant damage on a failure or half damage on a success."
                },
                {
                    "name": "Hold Monster (5th-Level; V, S, Concentration)",
                    "desc": "One creature the empyrean can see within 60 feet makes a DC 23 Wisdom saving throw. On a failure  the target is paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns  ending the effect on a success."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Immortal Form",
                    "desc": "The empyrean magically changes its size between Gargantuan and Medium. While Medium, the empyrean has disadvantage on Strength checks. Its statistics are otherwise unchanged."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": [
                {
                    "name": "The empyrean can take 1 legendary action",
                    "desc": "Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."
                },
                {
                    "name": "Attack",
                    "desc": "The empyrean makes a weapon attack."
                },
                {
                    "name": "Cast Spell",
                    "desc": "The empyrean casts a spell. The empyrean can't use this option if it has cast a spell since the start of its last turn."
                },
                {
                    "name": "Fly",
                    "desc": "The empyrean flies up to half its fly speed."
                },
                {
                    "name": "Shout (Recharge 5-6)",
                    "desc": "Each creature within 120 feet that can hear the empyrean makes a DC 25 Constitution saving throw. On a failure, a creature takes 24 (7d6) thunder damage and is stunned until the end of the empyreans next turn. On a success, a creature takes half damage."
                }
            ],
            "special_abilities": [
                {
                    "name": "Divine Grace",
                    "desc": "If the empyrean makes a saving throw against an effect that deals half damage on a success, it takes no damage on a success and half damage on a failure. Furthermore, while wearing medium armor, the empyrean adds its full Dexterity bonus to its Armor Class (already included)."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The empyreans innate spellcasting ability is Charisma (spell save DC 23). It can innately cast the following spells, requiring no material components: At will: charm person, command, telekinesis, 3/day: flame strike, hold monster, lightning bolt, 1/day: commune, greater restoration, heroes feast, plane shift (self only, can't travel to or from the Material Plane)"
                }
            ],
            "spell_list": [],
            "page_no": 405,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/mmenag_aklea/"
        },
        {
            "slug": "empyrean-a5e",
            "desc": "",
            "name": "Empyrean",
            "size": "Gargantuan",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 21,
            "armor_desc": "",
            "hit_points": 328,
            "hit_dice": "16d20+160",
            "speed": {
                "walk": 60,
                "fly": 60
            },
            "strength": 30,
            "dexterity": 24,
            "constitution": 30,
            "intelligence": 22,
            "wisdom": 24,
            "charisma": 26,
            "strength_save": 17,
            "dexterity_save": null,
            "constitution_save": 17,
            "intelligence_save": 13,
            "wisdom_save": 14,
            "charisma_save": 15,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "radiant; damage from nonmagical weapons",
            "condition_immunities": "",
            "senses": "truesight 120 ft., passive Perception 17",
            "languages": "Celestial, Common, six more",
            "challenge_rating": "22",
            "cr": 22.0,
            "actions": [
                {
                    "name": "Maul",
                    "desc": "Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 38 (8d6 + 10) bludgeoning damage plus 14 (4d6) radiant damage  and the target makes a DC 25 Strength saving throw. On a failure  the target is pushed up to 30 feet away and knocked prone."
                },
                {
                    "name": "Lightning Bolt (3rd-Level; V, S)",
                    "desc": "A bolt of lightning 5 feet wide and 100 feet long arcs from the empyrean. Each creature in the area makes a DC 23 Dexterity saving throw  taking 28 (8d6) lightning damage on a failure or half damage on a success."
                },
                {
                    "name": "Flame Strike (5th-Level; V, S)",
                    "desc": "A column of divine flame fills a 10-foot-radius  40-foot-high cylinder within 60 feet. Creatures in the area make a DC 23 Dexterity saving throw  taking 14 (4d6) fire damage and 14 (4d6) radiant damage on a failure or half damage on a success."
                },
                {
                    "name": "Hold Monster (5th-Level; V, S, Concentration)",
                    "desc": "One creature the empyrean can see within 60 feet makes a DC 23 Wisdom saving throw. On a failure  the target is paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns  ending the effect on a success."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Immortal Form",
                    "desc": "The empyrean magically changes its size between Gargantuan and Medium. While Medium, the empyrean has disadvantage on Strength checks. Its statistics are otherwise unchanged."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": [
                {
                    "name": "The empyrean can take 1 legendary action",
                    "desc": "Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."
                },
                {
                    "name": "Attack",
                    "desc": "The empyrean makes a weapon attack."
                },
                {
                    "name": "Cast Spell",
                    "desc": "The empyrean casts a spell. The empyrean can't use this option if it has cast a spell since the start of its last turn."
                },
                {
                    "name": "Fly",
                    "desc": "The empyrean flies up to half its fly speed."
                },
                {
                    "name": "Shout (Recharge 5-6)",
                    "desc": "Each creature within 120 feet that can hear the empyrean makes a DC 25 Constitution saving throw. On a failure, a creature takes 24 (7d6) thunder damage and is stunned until the end of the empyreans next turn. On a success, a creature takes half damage."
                }
            ],
            "special_abilities": [
                {
                    "name": "Divine Grace",
                    "desc": "If the empyrean makes a saving throw against an effect that deals half damage on a success, it takes no damage on a success and half damage on a failure. Furthermore, while wearing medium armor, the empyrean adds its full Dexterity bonus to its Armor Class (already included)."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The empyreans innate spellcasting ability is Charisma (spell save DC 23). It can innately cast the following spells, requiring no material components: At will: charm person, command, telekinesis, 3/day: flame strike, hold monster, lightning bolt, 1/day: commune, greater restoration, heroes feast, plane shift (self only, can't travel to or from the Material Plane)"
                }
            ],
            "spell_list": [],
            "page_no": 405,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/mmenag_empyrean/"
        },
        {
            "slug": "fallen-planetar-a5e",
            "desc": "",
            "name": "Fallen Planetar",
            "size": "Large",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 19,
            "armor_desc": "",
            "hit_points": 250,
            "hit_dice": "20d10+140",
            "speed": {
                "walk": 40,
                "fly": 120
            },
            "strength": 22,
            "dexterity": 22,
            "constitution": 24,
            "intelligence": 22,
            "wisdom": 24,
            "charisma": 24,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 12,
            "charisma_save": 12,
            "perception": null,
            "skills": {
                "athletics": 11,
                "insight": 12,
                "perception": 12,
                "religion": 12
            },
            "damage_vulnerabilities": "radiant",
            "damage_resistances": "radiant; damage from nonmagical weapons",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, poisoned",
            "senses": "truesight 60 ft., passive Perception 22",
            "languages": "all, telepathy 120 ft.",
            "challenge_rating": "16",
            "cr": 16.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The planetar attacks twice with its flaming sword."
                },
                {
                    "name": "Flaming Sword",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) slashing damage plus 21 (6d6) ongoing fire or radiant damage (the planetars choice). A creature can use an action to extinguish this holy flame on itself or a creature within 5 feet."
                },
                {
                    "name": "Heavenly Bolt",
                    "desc": "The planetar fires a lightning bolt in a line 100 feet long and 5 feet wide. Each creature in the line makes a Dexterity saving throw  taking 56 (16d6) lightning damage on a failed save  or half damage on a success."
                },
                {
                    "name": "Heal (2/Day)",
                    "desc": "The planetar touches a creature other than itself  magically healing 60 hit points of damage and ending any blindness  curse  deafness  disease  or poison on the target."
                },
                {
                    "name": "Consume Life Energy (1/Day)",
                    "desc": "The angel feasts on the departing life energy of a humanoid within 5 feet. The target must have been slain within the last hour. The angel magically gains temporary hit points equal to half the dead creatures maximum hit points. These hit points last until depleted. Only a spell cast with a 9th-level slot can raise the corpse from the dead."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Awe-Inspiring Gaze (Gaze)",
                    "desc": "The planetar targets a creature within 90 feet. The target makes a DC 20 Wisdom saving throw. On a failure, it is frightened until the end of its next turn. If the target makes its saving throw, it is immune to any angels Awe-Inspiring Gaze for the next 24 hours."
                }
            ],
            "reactions": [
                {
                    "name": "Protective Parry",
                    "desc": "When a creature within 5 feet would be hit with a melee attack, the planetar applies disadvantage to the attack roll."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Champion of Truth",
                    "desc": "The planetar automatically detects lies. Additionally, it cannot lie."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The planetars spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components: 1/day each: commune, control weather, raise dead"
                }
            ],
            "spell_list": [],
            "page_no": 19,
            "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/mmenag_fallen-planetar/"
        },
        {
            "slug": "fallen-solar-a5e",
            "desc": "",
            "name": "Fallen Solar",
            "size": "Large",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 21,
            "armor_desc": "",
            "hit_points": 319,
            "hit_dice": "22d10+198",
            "speed": {
                "walk": 50,
                "fly": 150
            },
            "strength": 28,
            "dexterity": 22,
            "constitution": 28,
            "intelligence": 22,
            "wisdom": 30,
            "charisma": 30,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 0,
            "charisma_save": 17,
            "perception": null,
            "skills": {
                "athletics": 16,
                "history": 16,
                "insight": 17,
                "perception": 17,
                "religion": 17
            },
            "damage_vulnerabilities": "radiant",
            "damage_resistances": "radiant; damage from nonmagical weapons",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, poisoned",
            "senses": "truesight 120 ft., Passive Perception 27",
            "languages": "all, telepathy 120 ft.",
            "challenge_rating": "21",
            "cr": 21.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The solar attacks twice with its holy sword."
                },
                {
                    "name": "Holy Sword",
                    "desc": "Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 23 (4d6 + 9) slashing damage plus 21 (6d6) radiant damage."
                },
                {
                    "name": "Column of Flame",
                    "desc": "Flame erupts in a 10-foot-radius  30-foot-tall cylinder centered on a point the solar can see within 60 feet of it. Each creature in the area makes a DC 21 Dexterity saving throw  taking 21 (6d6) fire damage and 21 (6d6) radiant damage of a failure  or half as much damage on a success."
                },
                {
                    "name": "Consume Life Energy (1/Day)",
                    "desc": "The angel feasts on the departing life energy of a humanoid within 5 feet. The target must have been slain within the last hour. The angel magically gains temporary hit points equal to half the dead creatures maximum hit points. These hit points last until depleted. Only a spell cast with a 9th-level slot can raise the corpse from the dead."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Forceful Parry (While Bloodied)",
                    "desc": "When a creature misses the solar with a melee attack, the solars parrying sword sparks with energy. The attacker takes 21 (6d6) lightning damage and makes a DC 24 Constitution saving throw. On a failure, it is pushed 10 feet away and falls prone."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": [
                {
                    "name": "The solar can take 3 legendary actions",
                    "desc": "Only one legendary action can be used at a time and only at the end of another creatures turn. The solar regains spent legendary actions at the start of its turn."
                },
                {
                    "name": "Teleport",
                    "desc": "The solar magically teleports up to 120 feet to an empty space it can see."
                },
                {
                    "name": "Heal (3/Day)",
                    "desc": "The solar touches a creature other than itself, magically healing 60 hit points of damage and ending any blindness, curse, deafness, disease, or poison on the target."
                },
                {
                    "name": "Deafening Command (Costs 2 Actions)",
                    "desc": "The solar speaks an echoing command. Each creature of the solars choice within 30 feet that can hear the solar and understands a language makes a DC 24 Charisma saving throw. Each creature that succeeds on the saving throw takes 21 (6d6) thunder damage. Each creature that fails its saving throw immediately takes a certain action, depending on the solars command. This is a magical charm effect."
                },
                {
                    "name": "Abase yourself! The creature falls prone",
                    "desc": ""
                },
                {
                    "name": "Approach! The creature must use its reaction",
                    "desc": ""
                },
                {
                    "name": "Flee! The creature must use its reaction",
                    "desc": ""
                },
                {
                    "name": "Surrender! The creature drops anything it is holding",
                    "desc": ""
                }
            ],
            "special_abilities": [
                {
                    "name": "Champion of Truth",
                    "desc": "The solar automatically detects lies. Additionally, it cannot lie."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The solars spellcasting ability is Charisma (spell save DC 25). The solar can innately cast the following spells, requiring no material components: 1/day each: commune, control weather, resurrection"
                }
            ],
            "spell_list": [],
            "page_no": 19,
            "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/mmenag_fallen-solar/"
        },
        {
            "slug": "king-fomor-a5e",
            "desc": "",
            "name": "King Fomor",
            "size": "Gargantuan",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 21,
            "armor_desc": "",
            "hit_points": 656,
            "hit_dice": "32d20+320",
            "speed": {
                "walk": 60,
                "fly": 60
            },
            "strength": 30,
            "dexterity": 24,
            "constitution": 30,
            "intelligence": 22,
            "wisdom": 24,
            "charisma": 26,
            "strength_save": 17,
            "dexterity_save": null,
            "constitution_save": 17,
            "intelligence_save": 13,
            "wisdom_save": 14,
            "charisma_save": 15,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "radiant; damage from nonmagical weapons",
            "condition_immunities": "",
            "senses": "truesight 120 ft., passive Perception 17",
            "languages": "Celestial, Common, six more",
            "challenge_rating": "22",
            "cr": 22.0,
            "actions": [
                {
                    "name": "Maul",
                    "desc": "Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 38 (8d6 + 10) bludgeoning damage plus 14 (4d6) radiant damage  and the target makes a DC 25 Strength saving throw. On a failure  the target is pushed up to 30 feet away and knocked prone."
                },
                {
                    "name": "Lightning Bolt (3rd-Level; V, S)",
                    "desc": "A bolt of lightning 5 feet wide and 100 feet long arcs from the empyrean. Each creature in the area makes a DC 23 Dexterity saving throw  taking 28 (8d6) lightning damage on a failure or half damage on a success."
                },
                {
                    "name": "Flame Strike (5th-Level; V, S)",
                    "desc": "A column of divine flame fills a 10-foot-radius  40-foot-high cylinder within 60 feet. Creatures in the area make a DC 23 Dexterity saving throw  taking 14 (4d6) fire damage and 14 (4d6) radiant damage on a failure or half damage on a success."
                },
                {
                    "name": "Hold Monster (5th-Level; V, S, Concentration)",
                    "desc": "One creature the empyrean can see within 60 feet makes a DC 23 Wisdom saving throw. On a failure  the target is paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns  ending the effect on a success."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Immortal Form",
                    "desc": "The empyrean magically changes its size between Gargantuan and Medium. While Medium, the empyrean has disadvantage on Strength checks. Its statistics are otherwise unchanged."
                },
                {
                    "name": "Burning Gaze",
                    "desc": "A line of fire 5 feet wide and 60 feet long blasts from King Fomors eye. Each creature in the area makes a DC 23 Constitution saving throw, taking 35 (10d6) fire damage and 35 (10d6) radiant damage on a failure or half damage on a success. When King Fomor is bloodied, his Burning Gazes shape is a 60-foot cone instead of a line."
                },
                {
                    "name": "Elite Recovery (While Bloodied)",
                    "desc": "King Fomor ends one negative effect currently affecting him. He can do so as long as he has at least 1 hit point, even while unconscious or incapacitated."
                }
            ],
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": [
                {
                    "name": "The empyrean can take 1 legendary action",
                    "desc": "Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."
                },
                {
                    "name": "Attack",
                    "desc": "The empyrean makes a weapon attack."
                },
                {
                    "name": "Cast Spell",
                    "desc": "The empyrean casts a spell. The empyrean can't use this option if it has cast a spell since the start of its last turn."
                },
                {
                    "name": "Fly",
                    "desc": "The empyrean flies up to half its fly speed."
                },
                {
                    "name": "Shout (Recharge 5-6)",
                    "desc": "Each creature within 120 feet that can hear the empyrean makes a DC 25 Constitution saving throw. On a failure, a creature takes 24 (7d6) thunder damage and is stunned until the end of the empyreans next turn. On a success, a creature takes half damage."
                }
            ],
            "special_abilities": [
                {
                    "name": "Divine Grace",
                    "desc": "If the empyrean makes a saving throw against an effect that deals half damage on a success, it takes no damage on a success and half damage on a failure. Furthermore, while wearing medium armor, the empyrean adds its full Dexterity bonus to its Armor Class (already included)."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The empyreans innate spellcasting ability is Charisma (spell save DC 23). It can innately cast the following spells, requiring no material components: At will: charm person, command, telekinesis, 3/day: flame strike, hold monster, lightning bolt, 1/day: commune, greater restoration, heroes feast, plane shift (self only, can't travel to or from the Material Plane)"
                }
            ],
            "spell_list": [],
            "page_no": 406,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/mmenag_king-fomor/"
        },
        {
            "slug": "kraken-a5e",
            "desc": "",
            "name": "Kraken",
            "size": "Gargantuan",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 20,
            "armor_desc": "",
            "hit_points": 444,
            "hit_dice": "24d20+192",
            "speed": {
                "walk": 20,
                "swim": 60
            },
            "strength": 30,
            "dexterity": 10,
            "constitution": 26,
            "intelligence": 22,
            "wisdom": 18,
            "charisma": 18,
            "strength_save": 18,
            "dexterity_save": 8,
            "constitution_save": 16,
            "intelligence_save": 14,
            "wisdom_save": 12,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, fire, thunder",
            "damage_immunities": "lightning; damage from nonmagical weapons",
            "condition_immunities": "",
            "senses": "truesight 120 ft., passive Perception 14",
            "languages": "understands Primordial but can't speak, telepathy 120 ft.",
            "challenge_rating": "25",
            "cr": 25.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 36 (4d12 + 10) piercing damage. If the target is a Huge or smaller creature grappled by the kraken  the target is swallowed. A swallowed creature is blinded and restrained  its Speed is 0  it has total cover from attacks from outside the kraken  and it takes 42 (12d6) acid damage at the start of each of the krakens turns."
                },
                {
                    "name": "If a swallowed creature deals 50 or more damage to the kraken in a single turn, or if the kraken dies, the kraken vomits up the creature",
                    "desc": ""
                },
                {
                    "name": "Ink Cloud",
                    "desc": "While underwater  the kraken exudes a cloud of ink in a 90-foot-radius sphere. The ink extends around corners  and the area is heavily obscured until the end of the krakens next turn or until a strong current dissipates the cloud. Each non-kraken creature in the area when the cloud appears makes a DC 24 Constitution saving throw. On a failure  it takes 27 (5d10) poison damage and is poisoned for 1 minute. On a success  it takes half damage. A poisoned creature can repeat the saving throw at the end of each of its turns. ending the effect on a success."
                },
                {
                    "name": "Summon Storm (1/Day)",
                    "desc": "Over the next 10 minutes  storm clouds magically gather. At the end of 10 minutes  a storm rages for 1 hour in a 5-mile radius."
                },
                {
                    "name": "Lightning (Recharge 5-6)",
                    "desc": "If the kraken is outside and the weather is stormy  three lightning bolts crack down from the sky  each of which strikes a different target within 120 feet of the kraken. A target makes a DC 24 Dexterity saving throw  taking 28 (8d6) lightning damage or half damage on a save."
                },
                {
                    "name": "Tentacle",
                    "desc": "Melee Weapon Attack: +18 to hit, reach 30 ft., one target. Hit: 28 (4d8 + 10) bludgeoning damage  and the target is grappled (escape DC 26). Until this grapple ends  the target is restrained. A tentacle can be targeted individually by an attack. It shares the krakens hit points  but if 30 damage is dealt to the tentacle  it releases a creature it is grappling. The kraken can grapple up to 10 creatures."
                },
                {
                    "name": "Fling",
                    "desc": "One Large or smaller object or creature grappled by the kraken is thrown up to 60 feet in a straight line. The target lands prone and takes 21 (6d6) bludgeoning damage. If the kraken throws the target at another creature  that creature makes a DC 26 saving throw  taking the same damage on a failure."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": [
                {
                    "name": "The kraken can take 3 legendary actions",
                    "desc": "Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."
                },
                {
                    "name": "Tentacle",
                    "desc": "The kraken makes one tentacle attack."
                },
                {
                    "name": "Fling",
                    "desc": "The kraken uses Fling."
                },
                {
                    "name": "Squeeze (Costs 2 Actions)",
                    "desc": "The kraken ends any magical effect that is restraining it or reducing its movement and then swims up to half its swim speed without provoking opportunity attacks. During this movement, it can fit through gaps as narrow as 10 feet wide without squeezing."
                }
            ],
            "special_abilities": [
                {
                    "name": "Immortal Nature",
                    "desc": "The kraken doesnt require air, sustenance, or sleep."
                },
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "If the kraken fails a saving throw, it can choose to succeed instead. When it does so, it can use its reaction, if available, to attack with its tentacle."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The kraken has advantage on saving throws against spells and magical effects."
                },
                {
                    "name": "Siege Monster",
                    "desc": "The kraken deals double damage to objects and structures."
                }
            ],
            "spell_list": [],
            "page_no": 300,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/mmenag_kraken/"
        },
        {
            "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/mmenag_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/mmenag_pit-fiend-general/"
        },
        {
            "slug": "planetar-a5e",
            "desc": "",
            "name": "Planetar",
            "size": "Large",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 19,
            "armor_desc": "",
            "hit_points": 250,
            "hit_dice": "20d10+140",
            "speed": {
                "walk": 40,
                "fly": 120
            },
            "strength": 22,
            "dexterity": 22,
            "constitution": 24,
            "intelligence": 22,
            "wisdom": 24,
            "charisma": 24,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 12,
            "charisma_save": 12,
            "perception": null,
            "skills": {
                "athletics": 11,
                "insight": 12,
                "perception": 12,
                "religion": 12
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "radiant; damage from nonmagical weapons",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, poisoned",
            "senses": "truesight 60 ft., passive Perception 22",
            "languages": "all, telepathy 120 ft.",
            "challenge_rating": "16",
            "cr": 16.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The planetar attacks twice with its flaming sword."
                },
                {
                    "name": "Flaming Sword",
                    "desc": "Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) slashing damage plus 21 (6d6) ongoing fire or radiant damage (the planetars choice). A creature can use an action to extinguish this holy flame on itself or a creature within 5 feet."
                },
                {
                    "name": "Heavenly Bolt",
                    "desc": "The planetar fires a lightning bolt in a line 100 feet long and 5 feet wide. Each creature in the line makes a Dexterity saving throw  taking 56 (16d6) lightning damage on a failed save  or half damage on a success."
                },
                {
                    "name": "Heal (2/Day)",
                    "desc": "The planetar touches a creature other than itself  magically healing 60 hit points of damage and ending any blindness  curse  deafness  disease  or poison on the target."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Awe-Inspiring Gaze (Gaze)",
                    "desc": "The planetar targets a creature within 90 feet. The target makes a DC 20 Wisdom saving throw. On a failure, it is frightened until the end of its next turn. If the target makes its saving throw, it is immune to any angels Awe-Inspiring Gaze for the next 24 hours."
                }
            ],
            "reactions": [
                {
                    "name": "Protective Parry",
                    "desc": "When a creature within 5 feet would be hit with a melee attack, the planetar applies disadvantage to the attack roll."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Champion of Truth",
                    "desc": "The planetar automatically detects lies. Additionally, it cannot lie."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The planetars spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components: 1/day each: commune, control weather, raise dead"
                }
            ],
            "spell_list": [],
            "page_no": 20,
            "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/mmenag_planetar/"
        },
        {
            "slug": "solar-a5e",
            "desc": "",
            "name": "Solar",
            "size": "Large",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 21,
            "armor_desc": "",
            "hit_points": 319,
            "hit_dice": "22d10+198",
            "speed": {
                "walk": 50,
                "fly": 150
            },
            "strength": 28,
            "dexterity": 22,
            "constitution": 28,
            "intelligence": 22,
            "wisdom": 30,
            "charisma": 30,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 0,
            "charisma_save": 17,
            "perception": null,
            "skills": {
                "athletics": 16,
                "history": 16,
                "insight": 17,
                "perception": 17,
                "religion": 17
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "radiant; damage from nonmagical weapons",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, poisoned",
            "senses": "truesight 120 ft., Passive Perception 27",
            "languages": "all, telepathy 120 ft.",
            "challenge_rating": "21",
            "cr": 21.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The solar attacks twice with its holy sword."
                },
                {
                    "name": "Holy Sword",
                    "desc": "Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 23 (4d6 + 9) slashing damage plus 21 (6d6) radiant damage."
                },
                {
                    "name": "Column of Flame",
                    "desc": "Flame erupts in a 10-foot-radius  30-foot-tall cylinder centered on a point the solar can see within 60 feet of it. Each creature in the area makes a DC 21 Dexterity saving throw  taking 21 (6d6) fire damage and 21 (6d6) radiant damage of a failure  or half as much damage on a success."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Forceful Parry (While Bloodied)",
                    "desc": "When a creature misses the solar with a melee attack, the solars parrying sword sparks with energy. The attacker takes 21 (6d6) lightning damage and makes a DC 24 Constitution saving throw. On a failure, it is pushed 10 feet away and falls prone."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": [
                {
                    "name": "The solar can take 3 legendary actions",
                    "desc": "Only one legendary action can be used at a time and only at the end of another creatures turn. The solar regains spent legendary actions at the start of its turn."
                },
                {
                    "name": "Teleport",
                    "desc": "The solar magically teleports up to 120 feet to an empty space it can see."
                },
                {
                    "name": "Heal (3/Day)",
                    "desc": "The solar touches a creature other than itself, magically healing 60 hit points of damage and ending any blindness, curse, deafness, disease, or poison on the target."
                },
                {
                    "name": "Deafening Command (Costs 2 Actions)",
                    "desc": "The solar speaks an echoing command. Each creature of the solars choice within 30 feet that can hear the solar and understands a language makes a DC 24 Charisma saving throw. Each creature that succeeds on the saving throw takes 21 (6d6) thunder damage. Each creature that fails its saving throw immediately takes a certain action, depending on the solars command. This is a magical charm effect."
                },
                {
                    "name": "Abase yourself! The creature falls prone",
                    "desc": ""
                },
                {
                    "name": "Approach! The creature must use its reaction",
                    "desc": ""
                },
                {
                    "name": "Flee! The creature must use its reaction",
                    "desc": ""
                },
                {
                    "name": "Surrender! The creature drops anything it is holding",
                    "desc": ""
                }
            ],
            "special_abilities": [
                {
                    "name": "Champion of Truth",
                    "desc": "The solar automatically detects lies. Additionally, it cannot lie."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The solars spellcasting ability is Charisma (spell save DC 25). The solar can innately cast the following spells, requiring no material components: 1/day each: commune, control weather, resurrection"
                }
            ],
            "spell_list": [],
            "page_no": 20,
            "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/mmenag_solar/"
        },
        {
            "slug": "titanic-kraken-a5e",
            "desc": "",
            "name": "Titanic Kraken",
            "size": "Titanic",
            "type": "Monstrosity",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 20,
            "armor_desc": "",
            "hit_points": 888,
            "hit_dice": "48d20+384",
            "speed": {
                "walk": 20,
                "swim": 60
            },
            "strength": 30,
            "dexterity": 10,
            "constitution": 26,
            "intelligence": 22,
            "wisdom": 18,
            "charisma": 18,
            "strength_save": 18,
            "dexterity_save": 8,
            "constitution_save": 16,
            "intelligence_save": 14,
            "wisdom_save": 12,
            "charisma_save": null,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, fire, thunder",
            "damage_immunities": "lightning; damage from nonmagical weapons",
            "condition_immunities": "",
            "senses": "truesight 120 ft., passive Perception 14",
            "languages": "understands Primordial but can't speak, telepathy 120 ft.",
            "challenge_rating": "25",
            "cr": 25.0,
            "actions": [
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 36 (4d12 + 10) piercing damage. If the target is a Huge or smaller creature grappled by the kraken  the target is swallowed. A swallowed creature is blinded and restrained  its Speed is 0  it has total cover from attacks from outside the kraken  and it takes 42 (12d6) acid damage at the start of each of the krakens turns."
                },
                {
                    "name": "If a swallowed creature deals 50 or more damage to the kraken in a single turn, or if the kraken dies, the kraken vomits up the creature",
                    "desc": ""
                },
                {
                    "name": "Ink Cloud",
                    "desc": "While underwater  the kraken exudes a cloud of ink in a 90-foot-radius sphere. The ink extends around corners  and the area is heavily obscured until the end of the krakens next turn or until a strong current dissipates the cloud. Each non-kraken creature in the area when the cloud appears makes a DC 24 Constitution saving throw. On a failure  it takes 27 (5d10) poison damage and is poisoned for 1 minute. On a success  it takes half damage. A poisoned creature can repeat the saving throw at the end of each of its turns. ending the effect on a success."
                },
                {
                    "name": "Summon Storm (1/Day)",
                    "desc": "Over the next 10 minutes  storm clouds magically gather. At the end of 10 minutes  a storm rages for 1 hour in a 5-mile radius."
                },
                {
                    "name": "Lightning (Recharge 5-6)",
                    "desc": "If the kraken is outside and the weather is stormy  three lightning bolts crack down from the sky  each of which strikes a different target within 120 feet of the kraken. A target makes a DC 24 Dexterity saving throw  taking 28 (8d6) lightning damage or half damage on a save."
                },
                {
                    "name": "Tentacle",
                    "desc": "Melee Weapon Attack: +18 to hit, reach 30 ft., one target. Hit: 28 (4d8 + 10) bludgeoning damage  and the target is grappled (escape DC 26). Until this grapple ends  the target is restrained. A tentacle can be targeted individually by an attack. It shares the krakens hit points  but if 30 damage is dealt to the tentacle  it releases a creature it is grappling. The kraken can grapple up to 10 creatures."
                },
                {
                    "name": "Fling",
                    "desc": "One Large or smaller object or creature grappled by the kraken is thrown up to 60 feet in a straight line. The target lands prone and takes 21 (6d6) bludgeoning damage. If the kraken throws the target at another creature  that creature makes a DC 26 saving throw  taking the same damage on a failure."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": [
                {
                    "name": "The kraken can take 3 legendary actions",
                    "desc": "Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."
                },
                {
                    "name": "Tentacle",
                    "desc": "The kraken makes one tentacle attack."
                },
                {
                    "name": "Fling",
                    "desc": "The kraken uses Fling."
                },
                {
                    "name": "Squeeze (Costs 2 Actions)",
                    "desc": "The kraken ends any magical effect that is restraining it or reducing its movement and then swims up to half its swim speed without provoking opportunity attacks. During this movement, it can fit through gaps as narrow as 10 feet wide without squeezing."
                }
            ],
            "special_abilities": [
                {
                    "name": "Immortal Nature",
                    "desc": "The kraken doesnt require air, sustenance, or sleep."
                },
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "If the kraken fails a saving throw, it can choose to succeed instead. When it does so, it can use its reaction, if available, to attack with its tentacle."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The kraken has advantage on saving throws against spells and magical effects."
                },
                {
                    "name": "Siege Monster",
                    "desc": "The kraken deals double damage to objects and structures."
                },
                {
                    "name": "Bloodied Ichor",
                    "desc": "While the Kraken is bloodied and in the water, black ichor leaks from it in a 60-foot radius, spreading around corners but not leaving the water. The area is lightly obscured to all creatures except the Kraken. A creature that starts its turn in the area takes 10 (3d6) acid damage."
                }
            ],
            "spell_list": [],
            "page_no": 301,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/mmenag_titanic-kraken/"
        },
        {
            "slug": "psychic-vampire",
            "desc": "This creature is a well-coifed humanoid with perfectly arranged hair, manicured hands, and noble dress. Its baleful red eyes and pointed ears betray its supernatural origin._  \n**Alternate Form of Vampire.** Psychic vampires originate in much the same way as traditional Open Game License",
            "name": "Psychic Vampire",
            "size": "Medium",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 144,
            "hit_dice": "17d8+68",
            "speed": {
                "walk": 30
            },
            "strength": 18,
            "dexterity": 18,
            "constitution": 18,
            "intelligence": 23,
            "wisdom": 15,
            "charisma": 18,
            "strength_save": null,
            "dexterity_save": 9,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 7,
            "charisma_save": 9,
            "perception": null,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "psychic",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., passive Perception 12",
            "languages": "the languages it knew in life",
            "challenge_rating": "13",
            "cr": 13.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The psychic vampire can use Imprison Mind. It then makes two attacks, only one of which can be a psychic assault."
                },
                {
                    "name": "Unarmed Strike",
                    "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).",
                    "attack_bonus": 9,
                    "damage_dice": "1d8+4"
                },
                {
                    "name": "Imprison Mind",
                    "desc": "The vampire chooses one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw or be incapacitated for 1 minute. While incapacitated, its speed is reduced to 0 and its mind is overwhelmed with a flood of its own insecurities, shortcomings and inability to accomplish its goals. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The target can also repeat the saving throw if another creature uses an action to shake the target out of its stupor."
                },
                {
                    "name": "Psychic Assault",
                    "desc": "The vampire chooses one creature it can see within 30 feet of it. The target must succeed on a DC 17 Intelligence saving throw or take 18 (4d8) psychic damage and suffer memory loss, and the vampire regains hp equal to the psychic damage dealt. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control. The target's memory loss can manifest in a variety of ways. Roll a d4 and consult the table below. If the target is already affected by one of these options, roll again, unless otherwise noted. The memory loss lasts until it is cured by a greater restoration spell or similar magic.\n| d4 | Memory Loss |\n|----|-------------|\n| 1 | The target forgets how to use a particular skill or tool. It has disadvantage on one random skill or tool proficiency. If the target is already affected by this memory loss, randomly choose an additional skill or tool proficiency to also be affected. |\n| 2 | The target forgets one of its current allies and now views the ally as hostile. If the target is already affected by this memory loss, choose an additional ally. |\n| 3 | The target forgets key aspects of fighting and has disadvantage on its first attack roll each turn. |\n| 4 | The target forgets how to defend itself properly, and the first attack roll against it each turn has advantage. |"
                },
                {
                    "name": "Knowledge Keepers (1/Day)",
                    "desc": "The vampire magically calls 2d4 inklings or 1 paper golem swarm. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The creatures remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "The psychic vampire 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 vampire regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "name": "Move",
                    "desc": "The vampire moves up to its speed without provoking opportunity attacks. If it uses this legendary action while levitating, the vampire can move up to half its speed horizontally instead."
                },
                {
                    "name": "Unarmed Strike",
                    "desc": "The vampire makes one unarmed strike."
                },
                {
                    "name": "Psychic Pulse (Costs 3 Actions)",
                    "desc": "The vampire releases a powerful wave of psychic energy. Each creature within 20 feet of the vampire must succeed on a DC 17 Intelligence saving throw or be stunned until the end of its next turn."
                }
            ],
            "special_abilities": [
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "If the vampire fails a saving throw, it can choose to succeed instead."
                },
                {
                    "name": "Levitate",
                    "desc": "As a bonus action, the vampire can rise or descend vertically up to 20 feet and can remain suspended there. This trait works like the levitate spell, except there is no duration, and the vampire doesn't need to concentrate to continue levitating each round."
                },
                {
                    "name": "Regeneration",
                    "desc": "The vampire regains 20 hp at the start of its turn if it has at least 1 hp and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of its next turn."
                },
                {
                    "name": "Spider Climb",
                    "desc": "The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
                },
                {
                    "name": "Vampire Weaknesses",
                    "desc": "The vampire has the following flaws:\n* Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.\n* Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.\n* Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.\n* Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks."
                }
            ],
            "spell_list": [],
            "page_no": 0,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_psychic-vampire/"
        },
        {
            "slug": "orobas-devil",
            "desc": "_Tall and powerful, this creature resembles a strong man with well‑chiseled muscles, save its equine head, flaring nostrils, and hoofed feet._  \nThe orobas thrive in Hell, selling their knowledge to those who have the coin (or other form of payment). The common phrase, “never trust a gift horse,” stems from these corrupting devils.  \n**Horse-Headed but Wise.** When called to the mortal world, they sometimes take the shape of a destrier. Orobas devils prefer to take the horrific form of a horse-headed man. Sulfuric smoke curls from their nostrils and their fingers sport ragged claws. This beast‑like appearance belies their true strength; the orobas possess an uncanny knowledge of the past, as well as of things to come.  \n**Masters of Deceit.** When bargaining with an orobas, one must speak truthfully—or possess an exceptionally quick tongue and the most charming smile. Practitioners of the dark arts know these devils as the Lords of Distortion, for their ability to practice deceit. They prize reality-warping magic above all else, and bribes of that sort can win concessions when making a pact.  \n**Surrounded by Lessers.** Orobas devils gather lesser devils both as chattel and defense. Their analytical minds telepathically confer the strengths and weaknesses of foes to their allies. With surprising speed, the deceivers can assess a battlefield, weigh outcomes, and redirect forces. Enemies of the orobas almost never catch them off guard. They have frequent, clear visions of their immediate future.",
            "name": "Orobas Devil",
            "size": "Large",
            "type": "Fiend",
            "subtype": "devil",
            "group": null,
            "alignment": "lawful evil",
            "armor_class": 19,
            "armor_desc": "natural armor",
            "hit_points": 261,
            "hit_dice": "14d10+126",
            "speed": {
                "walk": 40
            },
            "strength": 26,
            "dexterity": 14,
            "constitution": 28,
            "intelligence": 23,
            "wisdom": 26,
            "charisma": 21,
            "strength_save": 12,
            "dexterity_save": 7,
            "constitution_save": 14,
            "intelligence_save": null,
            "wisdom_save": 13,
            "charisma_save": null,
            "perception": 13,
            "skills": {
                "deception": 10,
                "history": 11,
                "insight": 13,
                "perception": 13,
                "persuasion": 10
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "fire, poison",
            "condition_immunities": "poisoned",
            "senses": "truesight 90 ft., passive Perception 23",
            "languages": "Celestial, Darakhul, Draconic, Giant, Infernal, Undercommon, Void Speech; telepathy 100 ft.",
            "challenge_rating": "14",
            "cr": 14.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The orobas makes four attacks: one with its bite, one with its claw, one with its flail, and one with its stomp."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 18 (3d6 + 8) piercing damage. The target must succeed on a DC 18 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points and it takes 14 (4d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage."
                },
                {
                    "name": "Flail",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage plus 18 (4d8) acid damage."
                },
                {
                    "name": "Stomp",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Knowing (3/day)",
                    "desc": "An orobas can predict actions and alter chance accordingly. Three times per day, it can choose to have advantage on any attack or skill check."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The orobas has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Magic Weapons",
                    "desc": "The orobas's weapon attacks are magical."
                },
                {
                    "name": "Sage Advice",
                    "desc": "An orobas sometimes twists responses to a divination. It softens the answer, leaves crucial information out of the response, manipulates a convoluted answer, or outright lies. An orobas always has advantage on Deception and Persuasion checks when revealing the result of a divination."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the orobas' spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nconstant: detect evil and good\n\nat will: augury, protection from evil and good, teleport (self plus 50 lb of objects only)\n\n5/day each: bestow curse, fireball, scorching ray\n\n3/day each: antimagic field, chain lightning, contact other plane, dimension door, wall of fire\n\n1/day each: eyebite, find the path, foresight"
                }
            ],
            "spell_list": [],
            "page_no": 111,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_orobas-devil/"
        },
        {
            "slug": "orobasdevil-tob1-2023",
            "desc": "False",
            "name": "Orobas Devil",
            "size": "Large",
            "type": "Fiend",
            "subtype": "",
            "group": "null",
            "alignment": "Lawful Evil",
            "armor_class": 19,
            "armor_desc": "natural armor, shield",
            "hit_points": 203,
            "hit_dice": "14d10 + 126",
            "speed": {
                "walk": 40
            },
            "strength": 26,
            "dexterity": 14,
            "constitution": 28,
            "intelligence": 23,
            "wisdom": 26,
            "charisma": 21,
            "strength_save": 13,
            "dexterity_save": 7,
            "constitution_save": 14,
            "intelligence_save": null,
            "wisdom_save": 13,
            "charisma_save": null,
            "perception": 23,
            "skills": {
                "Deception": 10,
                "History": 11,
                "Insight": 13,
                "Perception": 13,
                "Persuasion": 10
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons",
            "damage_immunities": "fire, poison",
            "condition_immunities": "poisoned",
            "senses": "truesight 90 ft., passive Perception 23",
            "languages": "Celestial, Infernal, telepathy 100 ft.",
            "challenge_rating": "14",
            "cr": 14.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The orobas makes one Bite attack, one Flail attack, and one Stomp attack, or it makes four Hurl Flame attacks."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) piercing damage plus 13 (3d8) fire damage and 10 (3d6) poison damage, and the target must succeed on a DC 18 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
                },
                {
                    "name": "Flail",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage plus 13 (3d8) fire damage."
                },
                {
                    "name": "Stomp",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 11 (1d6 + 8) bludgeoning damage plus 13 (3d8) fire damage."
                },
                {
                    "name": "Hurl Flame",
                    "desc": "Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 23 (4d8 + 5) fire damage."
                },
                {
                    "name": "Teleport",
                    "desc": "The orobas magically teleports, along with any equipment, up to 120 feet to an unoccupied space it can see."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The orobas casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18):\nAt will: augury, detect thoughts, guidance\n3/day each: locate creature, nondetection\n1/day each: contact other plane (as an action), legend lore (as an action)"
                }
            ],
            "bonus_actions": [],
            "reactions": [
                {
                    "name": "Prediction (3/Day)",
                    "desc": "When the orobas makes an ability check or attack, it can choose to have advantage on the roll."
                }
            ],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Deceptive Advice",
                    "desc": "When the orobas casts a spell of the divination school, it has advantage on Charisma (Deception) checks for 1 minute."
                },
                {
                    "name": "Hellish Weapons",
                    "desc": "The orobas's weapon attacks are magical. When the orobas hits with any weapon, the weapon deals an extra 3d8 fire damage (included in the attack)."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The orobas has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Sense Consecrated",
                    "desc": "The orobas can pinpoint the location of Celestials, consecrated places or objects, and creatures wielding divine or celestial power, such as clerics, paladins, or aasimars, within 60 feet of it."
                }
            ],
            "spell_list": [],
            "page_no": 99,
            "environments": [],
            "img_main": "http://api.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_orobas-devil/"
        },
        {
            "slug": "ancient_green_dragon_bf",
            "desc": "",
            "name": "Ancient Green Dragon",
            "size": "gargantuan",
            "type": "Dragon",
            "subtype": "",
            "group": "Dragons",
            "alignment": "",
            "armor_class": 21,
            "armor_desc": "natural armor",
            "hit_points": 333,
            "hit_dice": "",
            "speed": {
                "walk": 40,
                "fly": 80,
                "swim": 40
            },
            "strength": 26,
            "dexterity": 24,
            "constitution": 36,
            "intelligence": 24,
            "wisdom": 28,
            "charisma": 30,
            "strength_save": 8,
            "dexterity_save": 7,
            "constitution_save": 13,
            "intelligence_save": 7,
            "wisdom_save": 9,
            "charisma_save": 10,
            "perception": 25,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "poison,poisoned",
            "condition_immunities": "",
            "senses": "darkvision 120 ft., keensense 60 ft.",
            "languages": "Common,Draconic",
            "challenge_rating": "19",
            "cr": 19.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "_Melee Weapon Attack:_ +15 to hit, reach 15 ft., one target. _Hit:_ 19 (2d10+8) piercing damage plus 10 (3d6) poison damage."
                },
                {
                    "name": "Claw",
                    "desc": "_Melee Weapon Attack:_ +15 to hit, reach 10 ft., one target. _Hit:_ 22 (4d6+8) slashing damage."
                },
                {
                    "name": "Tail",
                    "desc": "_Melee Weapon Attack:_ +15 to hit, reach 20 ft., one target. _Hit:_ 17 (2d8+8) bludgeoning damage."
                },
                {
                    "name": "Frightful Presence",
                    "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 WIS save or be frightened for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. If a creature's save is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."
                },
                {
                    "name": "Poison Breath (Recharge 5-6)",
                    "desc": "The dragon exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 21 CON save, taking 84 (24d6) poison damage on a failed save, or half as much damage on a successful one."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": "The dragon 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 dragon regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "name": "Detect",
                    "desc": "The dragon automatically detects every creature and trap within 30 feet of it, pinpointing the current location of each."
                },
                {
                    "name": "Tail Attack",
                    "desc": "The dragon makes a Tail attack."
                },
                {
                    "name": "Elemental Roar (Costs 2 Actions)",
                    "desc": "The dragon roars at up to two creatures of its choice within 120 feet of it. Each target must succeed on a DC 18 CHA save or be vulnerable to poison damage until the end of its next turn. A target resistant to poison damage isn't resistant to it for the duration. A target immune to poison damage is still immune to it, even if the target fails the save."
                },
                {
                    "name": "Wing Attack (Costs 2 Actions)",
                    "desc": "The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 DEX save or take 22 (4d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed without provoking opportunity attacks."
                }
            ],
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The dragon can breathe air and water."
                },
                {
                    "name": "Hallucinogenic Gas",
                    "desc": "After the green dragon exhales its Poison Breath, wisps of poisonous gas laced with the alchemical taint that permeates the dragon's body linger around it. While the dragon's Poison Breath is unavailable, each creature that starts its turn within 30 feet of the dragon must succeed on a DC 21 WIS save or be terrified, as the gas causes the creature to experience frightful hallucinations. A terrified creature is frightened, and its speed is reduced to 0."
                },
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "If the dragon fails a save, it can choose to succeed instead."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_ancient-green-dragon/"
        },
        {
            "slug": "efreeti_bf",
            "desc": "",
            "name": "Efreeti",
            "size": "large",
            "type": "Elemental",
            "subtype": "Outsider",
            "group": "Genies",
            "alignment": "",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 223,
            "hit_dice": "",
            "speed": {
                "walk": 40,
                "fly": 60
            },
            "strength": 22,
            "dexterity": 12,
            "constitution": 24,
            "intelligence": 24,
            "wisdom": 22,
            "charisma": 24,
            "strength_save": 6,
            "dexterity_save": 1,
            "constitution_save": 7,
            "intelligence_save": 7,
            "wisdom_save": 6,
            "charisma_save": 7,
            "perception": 16,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "fire",
            "condition_immunities": "",
            "senses": "darkvision 120 ft.",
            "languages": "Common,Ignan",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The efreeti makes three Scimitar or Hurl Flame attacks."
                },
                {
                    "name": "Scimitar",
                    "desc": "_Melee Weapon Attack:_ +10 to hit, reach 5 ft., one target. _Hit:_ 13 (2d6+6) slashing damage plus 10 (3d6) fire damage."
                },
                {
                    "name": "Hurl Flame",
                    "desc": "_Ranged Spell Attack:_ +7 to hit, range 120 ft., one target. _Hit:_ 24 (6d6+3) fire damage."
                },
                {
                    "name": "Create Fire Elemental (1/Day)",
                    "desc": "The efreeti magically creates one fire-based Elemental of CR 5 or lower in an unoccupied space the efreeti can see within 30 feet of it. The elemental acts as an ally of the efreeti, obeying its spoken commands. The elemental remains for 1 hour, until the efreeti dies, or until the efreeti dismisses it as a bonus action."
                },
                {
                    "name": "Travel the Planes (1/Day)",
                    "desc": "The efreeti transports itself to a different plane of existence. This works like the plane shift spell, except it can affect only itself and can't use this action to banish an unwilling creature."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Blazing Palisade",
                    "desc": "The efreeti magically creates a translucent wall of fire along a solid surface at a point it can see within 30 feet of it. The wall can be up to 1 foot thick, up to 45 feet long, and up to 5 feet high, and it can be any shape. Each creature in a space where the fire appears must succeed on a DC 15 DEX save or take 7 (2d6) fire damage. A creature that successfully saves can move to the wall's edge, out of the fire. A creature that enters the wall for the first time on a turn or ends its turn within 5 feet of the wall must succeed on a DC 15 DEX save or take 7 (2d6) fire damage. The efreeti can have only one fire wall active at a time. If it creates another, the previous fire wall disappears."
                },
                {
                    "name": "Genie Shape",
                    "desc": "The efreeti magically transforms into a Medium cloud of thick smoke filled with sparks of fire or back into its bipedal form. Its statistics are the same in each form. Any equipment it is wearing or carrying transforms with it. It reverts to its bipedal form if it dies. The efreeti can't use this bonus action to transform into its bipedal form while inside a Medium or smaller container."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Nebulous (Cloud Form Only)",
                    "desc": "The efreeti's Stealth is 16, it can hover while flying, can't manipulate objects or attack, and it can pass through any space air can pass through without squeezing. In addition, it can enter and hide in any Tiny or larger container, such as a pouch, lamp, backpack, or barrel."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_efreeti/"
        },
        {
            "slug": "guardian_naga_bf",
            "desc": "",
            "name": "Guardian Naga",
            "size": "large",
            "type": "Monstrosity",
            "subtype": "",
            "group": "Nagas",
            "alignment": "",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 176,
            "hit_dice": "",
            "speed": {
                "walk": 40
            },
            "strength": 18,
            "dexterity": 26,
            "constitution": 24,
            "intelligence": 24,
            "wisdom": 26,
            "charisma": 26,
            "strength_save": 4,
            "dexterity_save": 8,
            "constitution_save": 7,
            "intelligence_save": 7,
            "wisdom_save": 8,
            "charisma_save": 8,
            "perception": 18,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "necrotic,radiant,Monstrosity Resilience",
            "damage_immunities": "poison,charmed,poisoned",
            "condition_immunities": "",
            "senses": "darkvision 60 ft.",
            "languages": "Abyssal,Celestial,Common,Infernal",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The guardian naga makes three Slam or Spit Poison attacks, or it makes one Constrict attack and two Slam attacks. It can replace one attack with a use of Spellcasting."
                },
                {
                    "name": "Constrict",
                    "desc": "_Melee Weapon Attack:_ +8 to hit, reach 10 ft., one target. _Hit:_ 8 (1d8+4) bludgeoning damage plus 13 (3d8) necrotic damage or radiant damage (the naga's choice), and the target is grappled (escape DC 16) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the naga can't Constrict another target."
                },
                {
                    "name": "Slam",
                    "desc": "_Melee Weapon Attack:_ +8 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6+4) bludgeoning damage plus 13 (3d8) necrotic damage or radiant damage (the naga's choice)."
                },
                {
                    "name": "Spit Poison",
                    "desc": "_Ranged Weapon Attack:_ +8 to hit, range 20/60 ft., one target. _Hit:_ 11 (2d6+4) poison damage plus 13 (3d8) necrotic damage or radiant damage (the naga's choice)."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The guardian naga casts one of the following spells, requiring only verbal components and using WIS as the spellcasting ability (spell save DC 16).<br>At will: _augury_ (as an action), _command_, _mending_, _thaumaturgy_<br>3/day each: _bestow curse_, _cure wounds_<br>2/day each: _freedom of movement_, _hold_<br>1/day: _geas_ (as an action)"
                }
            ],
            "bonus_actions": [
                {
                    "name": "Protector's Step",
                    "desc": "The naga magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space within the sacred site or temple it protects or within 30 feet of the exterior of such a site. Swirls of golden light or tendrils of inky shadow (the naga's choice) appear at the origin and destination when it uses this bonus action."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Divine Strikes",
                    "desc": "The naga's weapon attacks are magical. When the naga hits with any weapon attack, the weapon deals an extra 3d8 necrotic damage or radiant damage (included in the attack), the naga's choice."
                },
                {
                    "name": "Monstrosity Resilience",
                    "desc": "The naga is resistant to exhaustion and to the frightened condition."
                },
                {
                    "name": "Rejuvenation",
                    "desc": "If it dies, the naga returns to life in 1d6 days, regaining all its HP and becoming active again. Only a wish spell can prevent this trait from functioning."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_guardian-naga/"
        },
        {
            "slug": "master_alchemist_bf",
            "desc": "",
            "name": "Master Alchemist",
            "size": "medium",
            "type": "Humanoid",
            "subtype": "Any Lineage",
            "group": "NPCs",
            "alignment": "",
            "armor_class": 16,
            "armor_desc": "studded leather",
            "hit_points": 152,
            "hit_dice": "",
            "speed": {
                "walk": 30
            },
            "strength": 10,
            "dexterity": 18,
            "constitution": 22,
            "intelligence": 24,
            "wisdom": 12,
            "charisma": 14,
            "strength_save": 0,
            "dexterity_save": 4,
            "constitution_save": 6,
            "intelligence_save": 7,
            "wisdom_save": 1,
            "charisma_save": 2,
            "perception": 11,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "-",
            "languages": "any two languages",
            "challenge_rating": "7",
            "cr": 7.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The master alchemist makes three Hasty Concoction attacks."
                },
                {
                    "name": "Hasty Concoction",
                    "desc": "_Melee or Ranged Weapon Attack:_ +7 to hit, reach 5 ft. or range 20/60 ft., one target. _Hit:_ 17 (3d8+4) acid, cold, fire, or poison damage (the alchemist's choice). The concoction then causes one of the following effects of the master alchemist's choice.\n- **Disorienting Vapors.** Overly sweet-smelling, pink vapors erupt from where the concoction hit the target. The target and each creature within 5 feet of it must make a DC 15 INT save. When a creature that failed this save moves on its next turn, it moves in a random direction.\n- **Poisonous Cloud.** An acrid-smelling, green gas pours out from where the concoction hit the target. The gas fills a 10-foot-radius sphere centered on the target. The gas spreads around corners, and its area is lightly obscured. A creature that enters the gas for the first time on a turn or starts its turn there must succeed on a DC 15 CON save or be poisoned until the end of its next turn. The gas disperses at the start of the master alchemist's next turn.\n- **Slick Floor.** A thick, purple foam bursts out from where the concoction hit the target. The floor within 10 feet of the target is coated in slick goop until the start of the master alchemist's next turn, when the foam dries. For the duration, when a creature moves through the area, it must succeed on a DC 15 DEX save or fall prone. When the master alchemist makes a Hasty Concoction attack, it can choose to target a point on the ground it can see within 60 feet instead. If it does so, the concoction causes only one of the above effects centered on that point instead of dealing damage."
                },
                {
                    "name": "Explosive Flask (Recharge 5-6)",
                    "desc": "The master alchemist throws an explosive flask at a point it can see within 30 feet of it. Each creature within 10 feet of that point must make a DC 15 DEX save, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one."
                },
                {
                    "name": "Healing Unguent (3/Day)",
                    "desc": "The master alchemist rubs a greasy unguent on a creature's wounds. The target regains 14 (4d6) HP."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Protective Draught (Recharge 4-6)",
                    "desc": "The master alchemist drinks one of its brews and gains resistance to acid, cold, fire, or poison damage (the master alchemist's choice) until the end of its next turn."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Tools of the Trade",
                    "desc": "The master alchemist is proficient with alchemist's supplies and doubles its proficiency bonus for any ability check it makes with alchemist's supplies."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_master-alchemist/"
        },
        {
            "slug": "sila_bf",
            "desc": "",
            "name": "Sila",
            "size": "large",
            "type": "Elemental",
            "subtype": "Outsider",
            "group": "Genies",
            "alignment": "",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 216,
            "hit_dice": "",
            "speed": {
                "walk": 30,
                "fly": 60,
                "swim": 90
            },
            "strength": 20,
            "dexterity": 22,
            "constitution": 22,
            "intelligence": 24,
            "wisdom": 14,
            "charisma": 28,
            "strength_save": 5,
            "dexterity_save": 6,
            "constitution_save": 6,
            "intelligence_save": 7,
            "wisdom_save": 2,
            "charisma_save": 9,
            "perception": 16,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "acid,cold",
            "condition_immunities": "",
            "senses": "darkvision 120 ft.",
            "languages": "Aquan,Common",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The sila makes four Cold-Infused Jambiya or Water Burst attacks. If two Water Burst attacks hit one creature, the target must succeed on a DC 17 STR save or be pushed up to 15 feet away from the sila."
                },
                {
                    "name": "Cold-Infused Jambiya",
                    "desc": "_Melee Weapon Attack:_ +9 to hit, reach 5 ft., one target. _Hit:_ 14 (2d8+5) slashing damage plus 5 (2d4) cold damage."
                },
                {
                    "name": "Water Burst",
                    "desc": "_Ranged Spell Attack:_ +9 to hit, range 60 ft., one target. _Hit:_ 19 (4d6+5) bludgeoning damage."
                },
                {
                    "name": "Create Water Elemental (1/Day)",
                    "desc": "The sila magically creates one water-based Elemental of CR 5 or lower in an unoccupied space the sila can see within 30 feet of it. The elemental acts as an ally of the sila, obeying its spoken commands. The elemental remains for 1 hour, until the sila dies, or until the sila dismisses it as a bonus action."
                },
                {
                    "name": "Travel the Planes (1/Day)",
                    "desc": "The sila transports itself to a different plane of existence. This works like the plane shift spell, except it can affect only itself and can't use this action to banish an unwilling creature."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Clouded Eyes",
                    "desc": "The sila condenses the air or water around the head or eyes of up to two creatures it can see within 30 feet of it. Each target must succeed on a DC 17 DEX save or be blinded until the end of its next turn."
                },
                {
                    "name": "Genie Shape",
                    "desc": "The sila magically transforms into a Medium cloud of thick mist that leaves droplets of water on everything it touches or back into its bipedal form. Its statistics are the same in each form. Any equipment it is wearing or carrying transforms with it. It reverts to its bipedal form if it dies. The sila can't use this bonus action to transform into its bipedal form while inside a Medium or smaller container."
                }
            ],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Amphibious",
                    "desc": "The sila can breathe air and water."
                },
                {
                    "name": "Fluid Body (Bipedal Form Only)",
                    "desc": "The sila can move through the space of any creature, regardless of size, and a creature of any size can move through a sila's space. In addition, the sila can move through a space as narrow as 1 inch wide without squeezing."
                },
                {
                    "name": "Nebulous (Cloud Form Only)",
                    "desc": "The sila's Stealth is 21, it can hover while flying, can't manipulate objects or attack, and it can pass through any space air or water can pass through without squeezing. In addition, it can enter and hide in any Tiny or larger container, such as a pouch, lamp, backpack, or barrel."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_sila/"
        },
        {
            "slug": "ancient-mithral-dragon",
            "desc": "_Mithral dragons are wise and learned, and are legendary peacemakers and spellcasters. They pursue their own interests when not called to settle disputes._  \n_**Glimmering Champions.**_ Light glints off a mithral dragon’s glossy scales, shining silver-white, and its tiny wings fold flush against its body—but open like a fan to expose shimmering, diaphanous membranes. Its narrow head, with bare slits for its eyes and nostrils, ends in a slender neck. The dragon’s sleek look continues into its body and a mithral dragon’s impossibly thin frame makes it look extremely fragile.  \n_**Rage in Youth.**_ Younger mithral dragons raid and pillage as heavily as any chromatic dragon, driven largely by greed to acquire a worthy hoard—though they are less likely to kill for sport or out of cruelty. In adulthood and old age, however, they are less concerned with material wealth and more inclined to value friendship, knowledge, and a peaceful life spent in pursuit of interesting goals.  \n_**Peacemakers.**_ Adult and older mithral dragons are diplomats and arbitrators by temperament (some dragons cynically call them referees), enjoying bringing some peace to warring factions. Among all dragons, their strict neutrality and ability to ignore many attacks make them particularly well suited to these vital roles.",
            "name": "Ancient Mithral Dragon",
            "size": "Gargantuan",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "neutral",
            "armor_class": 20,
            "armor_desc": "natural armor",
            "hit_points": 297,
            "hit_dice": "17d20+119",
            "speed": {
                "walk": 40,
                "fly": 80
            },
            "strength": 29,
            "dexterity": 16,
            "constitution": 25,
            "intelligence": 24,
            "wisdom": 25,
            "charisma": 24,
            "strength_save": null,
            "dexterity_save": 9,
            "constitution_save": 13,
            "intelligence_save": 13,
            "wisdom_save": 13,
            "charisma_save": 13,
            "perception": 13,
            "skills": {
                "athletics": 15,
                "history": 13,
                "insight": 13,
                "intimidation": 13,
                "perception": 13,
                "persuasion": 13
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning, piercing, and slashing from",
            "damage_immunities": "acid, thunder",
            "condition_immunities": "charmed",
            "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 23",
            "languages": "Celestial, Common, Draconic, Primordial",
            "challenge_rating": "18",
            "cr": 18.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 22 (2d12 + 9) piercing damage.",
                    "attack_bonus": 15,
                    "damage_dice": "2d12"
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 18 (2d8 + 9) slashing damage, and the target loses 5 hit point from bleeding at the start of each of its turns for six rounds unless it receives magical healing. Bleeding damage is cumulative; the target loses 5 hp per round for each bleeding wound it's taken from a mithral dragon's claws.",
                    "attack_bonus": 15,
                    "damage_dice": "2d8"
                },
                {
                    "name": "Tail",
                    "desc": "Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 20 (2d10 + 9) bludgeoning damage.",
                    "attack_bonus": 15,
                    "damage_dice": "2d10"
                },
                {
                    "name": "Frightful Presence",
                    "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of its turn, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."
                },
                {
                    "name": "Breath Weapon (Recharge 5-6)",
                    "desc": "A mithral dragon can spit a 60-foot-long, 5-foot-wide line of metallic shards. Targets in its path take 59 (17d6) magical slashing damage and lose another 10 hit points from bleeding at the start of their turns for 6 rounds; slashing and bleed damage is halved by a successful DC 21 Dexterity saving throw. Only magical healing stops the bleeding before 6 rounds. The shards dissolve into wisps of smoke 1 round after the breath weapon's use."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "name": "Detect",
                    "desc": "The dragon makes a Wisdom (Perception) check."
                },
                {
                    "name": "Tail Attack",
                    "desc": "The dragon makes a tail attack."
                },
                {
                    "name": "Wing Attack (Costs 2 Actions)",
                    "desc": "The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 18 (2d8 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed."
                }
            ],
            "special_abilities": [
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "If the dragon fails a saving throw, it can choose to succeed instead."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "the dragon's innate spellcasting ability is Intelligence (spell save DC 21). It can innately cast the following spells, requiring no material components:\n\nat will: tongues\n\n5/day each: counterspell, dispel magic, enhance ability"
                },
                {
                    "name": "Mithral Shards",
                    "desc": "Ancient mithral dragons can choose to retain the mithral shards of their breath weapon as a hazardous zone of spikes. Treat as a spike growth zone that does 2d8 magical slashing damage for every 5 feet travelled."
                },
                {
                    "name": "Spellcasting",
                    "desc": "the dragon is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 21, +13 to hit with spell attacks). It requires no material components to cast its spells. The dragon has the following wizard spells prepared:\n\ncantrips (at will): acid splash, light, mage hand, minor illusion, prestidigitation\n\n1st level (4 slots): charm person, expeditious retreat, magic missile, unseen servant\n\n2nd level (3 slots): blur, hold person, see invisibility\n\n3rd level (3 slots): haste, lightning bolt, protection from energy\n\n4th level (3 slots): dimension door, stoneskin, wall of fire\n\n5th level (2 slots): polymorph, teleportation circle\n\n6th level (1 slot): guards and wards\n\n7th level (1 slot): forcecage\n\n8th level (1 slot): antimagic field"
                }
            ],
            "spell_list": [],
            "page_no": 132,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_ancient-mithral-dragon/"
        },
        {
            "slug": "demilich-a5e",
            "desc": "",
            "name": "Demilich",
            "size": "Tiny",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 20,
            "armor_desc": "",
            "hit_points": 159,
            "hit_dice": "29d4+87",
            "speed": {
                "walk": 0,
                "fly": 30
            },
            "strength": 10,
            "dexterity": 24,
            "constitution": 16,
            "intelligence": 24,
            "wisdom": 22,
            "charisma": 20,
            "strength_save": 6,
            "dexterity_save": null,
            "constitution_save": 9,
            "intelligence_save": 13,
            "wisdom_save": 12,
            "charisma_save": 11,
            "perception": null,
            "skills": {
                "arcana": 13,
                "perception": 12,
                "stealth": 13
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "necrotic, poison, psychic; damage from nonmagical weapons",
            "condition_immunities": "charmed, deafened, fatigue, frightened, paralyzed, petrified, poisoned, prone, stunned",
            "senses": "truesight 60 ft., passive Perception 22",
            "languages": "understands the languages it knew in life but doesnt speak",
            "challenge_rating": "18",
            "cr": 18.0,
            "actions": [
                {
                    "name": "Devour Soul",
                    "desc": "The demilich targets one creature within 120 feet  forcing it to make a DC 17 Wisdom saving throw. On a success  or if all the large soul gems on the demilichs skull are occupied  the creature takes 40 necrotic damage  and the demilich regains the same number of hit points. If the target fails its saving throw and there is at least one unoccupied soul gem on the demilichs skull  the demilich regains 40 hit points  and the target dies instantly. Its soul is trapped in a soul gem on the demilichs skull  visible as a tiny  creature-shaped mote of light. While its soul is trapped  a creature can't be restored to life by any means. A soul that remains in a soul gem for 30 days is destroyed forever. If the demilich is defeated and a soul gem crushed  the creature is restored to life if its body is within 100 miles. A creature that succeeds on a saving throw against this effect is immune to it for 24 hours."
                },
                {
                    "name": "A demilich begins combat with one or two empty soul gems",
                    "desc": ""
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": [
                {
                    "name": "The demilich can take 3 legendary actions",
                    "desc": "Only one legendary action can be used at a time and only at the end of another creatures turn. The demilich regains spent legendary actions at the start of its turn."
                },
                {
                    "name": "Cranial Transposition",
                    "desc": "The dust surrounding the demilich falls to the ground. The demilich and a nonmagical, unattended skull within 30 teleport, switching places. Until the demilich moves or attacks, it is indistinguishable from a nonmagical skull, and the dust composing the demilichs wraithlike body doesnt reform around it."
                },
                {
                    "name": "Dust Storm (Costs 2 Actions)",
                    "desc": "The dust of the demilichs body swirls in a 30-foot radius around the demilich. Each creature in the area makes a DC 17 Constitution saving throw. On a failure, the creature takes 21 (6d6) necrotic damage and is blinded until the end of its next turn. The demilich then moves up to its speed."
                },
                {
                    "name": "Ringing Laugh (Costs 2 Actions)",
                    "desc": "Each creature within 60 feet that can hear the demilich makes a DC 17 Wisdom saving throw. On a failure, a creature is frightened until the end of its next turn."
                },
                {
                    "name": "Telekinesis",
                    "desc": "The demilich targets a Huge or smaller creature or an object weighing up to 1,000 pounds within 60 feet. If the target is a creature, it must succeed on a DC 17 Strength saving throw. Otherwise, the demilich moves the target up to 30 feet in any direction, including up. If another creature or object stops the targets movement, both take 10 (3d6) bludgeoning damage. At the end of this movement, the target falls if it is still in the air, taking falling damage as normal."
                }
            ],
            "special_abilities": [
                {
                    "name": "Avoidance",
                    "desc": "If the demilich makes a saving throw against an effect that deals half damage on a success, it takes no damage on a success and half damage on a failure."
                },
                {
                    "name": "Legendary Resistance (5/Day)",
                    "desc": "If the demilich fails a saving throw, it can choose to succeed instead. When it does so, one of the five tiny warding gems set on its forehead or teeth shatters."
                },
                {
                    "name": "Undead Nature",
                    "desc": "A demilich doesnt require air, sustenance, or sleep."
                }
            ],
            "spell_list": [],
            "page_no": 62,
            "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/mmenag_demilich/"
        },
        {
            "slug": "demilich-mastermind-a5e",
            "desc": "",
            "name": "Demilich Mastermind",
            "size": "Tiny",
            "type": "Undead",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 20,
            "armor_desc": "",
            "hit_points": 319,
            "hit_dice": "58d4+174",
            "speed": {
                "walk": 0,
                "fly": 30
            },
            "strength": 10,
            "dexterity": 24,
            "constitution": 16,
            "intelligence": 24,
            "wisdom": 22,
            "charisma": 20,
            "strength_save": 6,
            "dexterity_save": null,
            "constitution_save": 9,
            "intelligence_save": 13,
            "wisdom_save": 12,
            "charisma_save": 11,
            "perception": null,
            "skills": {
                "arcana": 13,
                "perception": 12,
                "stealth": 13
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "necrotic, poison, psychic; damage from nonmagical weapons",
            "condition_immunities": "charmed, deafened, fatigue, frightened, paralyzed, petrified, poisoned, prone, stunned",
            "senses": "truesight 60 ft., passive Perception 22",
            "languages": "understands the languages it knew in life but doesnt speak",
            "challenge_rating": "18",
            "cr": 18.0,
            "actions": [
                {
                    "name": "Devour Soul",
                    "desc": "The demilich targets one creature within 120 feet  forcing it to make a DC 17 Wisdom saving throw. On a success  or if all the large soul gems on the demilichs skull are occupied  the creature takes 40 necrotic damage  and the demilich regains the same number of hit points. If the target fails its saving throw and there is at least one unoccupied soul gem on the demilichs skull  the demilich regains 40 hit points  and the target dies instantly. Its soul is trapped in a soul gem on the demilichs skull  visible as a tiny  creature-shaped mote of light. While its soul is trapped  a creature can't be restored to life by any means. A soul that remains in a soul gem for 30 days is destroyed forever. If the demilich is defeated and a soul gem crushed  the creature is restored to life if its body is within 100 miles. A creature that succeeds on a saving throw against this effect is immune to it for 24 hours."
                },
                {
                    "name": "A demilich mastermind begins combat with up to four empty soul gems",
                    "desc": ""
                }
            ],
            "bonus_actions": null,
            "reactions": [],
            "legendary_desc": "",
            "legendary_actions": [
                {
                    "name": "The demilich can take 3 legendary actions",
                    "desc": "Only one legendary action can be used at a time and only at the end of another creatures turn. The demilich regains spent legendary actions at the start of its turn."
                },
                {
                    "name": "Cranial Transposition",
                    "desc": "The dust surrounding the demilich falls to the ground. The demilich and a nonmagical, unattended skull within 30 teleport, switching places. Until the demilich moves or attacks, it is indistinguishable from a nonmagical skull, and the dust composing the demilichs wraithlike body doesnt reform around it."
                },
                {
                    "name": "Dust Storm (Costs 2 Actions)",
                    "desc": "The dust of the demilichs body swirls in a 30-foot radius around the demilich. Each creature in the area makes a DC 17 Constitution saving throw. On a failure, the creature takes 21 (6d6) necrotic damage and is blinded until the end of its next turn. The demilich then moves up to its speed."
                },
                {
                    "name": "Ringing Laugh (Costs 2 Actions)",
                    "desc": "Each creature within 60 feet that can hear the demilich makes a DC 17 Wisdom saving throw. On a failure, a creature is frightened until the end of its next turn."
                },
                {
                    "name": "Telekinesis",
                    "desc": "The demilich targets a Huge or smaller creature or an object weighing up to 1,000 pounds within 60 feet. If the target is a creature, it must succeed on a DC 17 Strength saving throw. Otherwise, the demilich moves the target up to 30 feet in any direction, including up. If another creature or object stops the targets movement, both take 10 (3d6) bludgeoning damage. At the end of this movement, the target falls if it is still in the air, taking falling damage as normal."
                }
            ],
            "special_abilities": [
                {
                    "name": "Avoidance",
                    "desc": "If the demilich makes a saving throw against an effect that deals half damage on a success, it takes no damage on a success and half damage on a failure."
                },
                {
                    "name": "Legendary Resistance (5/Day)",
                    "desc": "If the demilich fails a saving throw, it can choose to succeed instead. When it does so, one of the five tiny warding gems set on its forehead or teeth shatters."
                },
                {
                    "name": "Undead Nature",
                    "desc": "A demilich doesnt require air, sustenance, or sleep."
                }
            ],
            "spell_list": [],
            "page_no": 63,
            "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/mmenag_demilich-mastermind/"
        },
        {
            "slug": "shadow-of-death",
            "desc": "Draped in black funerary garb, ribbons of which move of their own accord, the creature has the appearance of a skeletal angel._  \n**Angels of Death.** Once beings of light and beauty who championed justice across the planes, the shadows of death formed after some agent of entropy discarded their bodies into the Void. Their celestial forms protected them from ultimate annihilation, but their minds were forever darkened by the plane’s dread influence.  \n**Deathly Avatars.** Shadows of death sometimes answer the call of death cults. Rather than aiding the cultists though, the shadows kill the cultists before spreading the grave’s shadow across the world.  \n**Immortal Nature.** The shadow of death doesn’t require food, drink, or sleep.",
            "name": "Shadow of Death",
            "size": "Large",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "chaotic evil",
            "armor_class": 18,
            "armor_desc": null,
            "hit_points": 250,
            "hit_dice": "20d10+140",
            "speed": {
                "walk": 50
            },
            "strength": 7,
            "dexterity": 26,
            "constitution": 24,
            "intelligence": 25,
            "wisdom": 25,
            "charisma": 30,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": 14,
            "wisdom_save": 14,
            "charisma_save": 17,
            "perception": 14,
            "skills": {
                "perception": 14
            },
            "damage_vulnerabilities": "radiant",
            "damage_resistances": "acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "cold, necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, poisoned",
            "senses": "truesight 120 ft., passive Perception 24",
            "languages": "all, telepathy 120 ft.",
            "challenge_rating": "21",
            "cr": 21.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The shadow of death can use Vision of Ending. It then makes three shortsword attacks."
                },
                {
                    "name": "Shortsword",
                    "desc": "Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) piercing damage plus 10 (3d6) necrotic damage.",
                    "attack_bonus": 15,
                    "damage_dice": "2d6+8"
                },
                {
                    "name": "Vision of Ending",
                    "desc": "Each creature that is not undead within 60 feet of the shadow of death that can see it must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. While frightened in this way, the creature is also paralyzed as it sees visions of its death. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this shadow of death's Vision of Ending for the next 24 hours."
                },
                {
                    "name": "Teleport",
                    "desc": "The shadow of death magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Death Throes",
                    "desc": "When the shadow of death dies, it explodes, and each creature within 30 feet of it must make a DC 22 Constitution saving throw, taking 35 (10d6) necrotic damage on a failed save, or half as much on a successful one."
                },
                {
                    "name": "Deathly Shroud",
                    "desc": "At the start of each of the shadow of death's turns, each creature within 15 feet of it must succeed on a DC 22 Constitution saving throw or take 10 (3d6) necrotic damage.\n\nIn addition, light within 30 feet of the shadow of death is less effective. Bright light in the area becomes dim light, and dim light in the area becomes darkness."
                },
                {
                    "name": "Destroyer of Life",
                    "desc": "If the shadow of death reduces a creature to 0 hp, the creature can be restored to life only by means of a wish spell."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The shadow of death has advantage on saving throws against spells and other magical effects."
                },
                {
                    "name": "Shadow Stealth",
                    "desc": "While in dim light or darkness, the shadow of death can take the Hide action as a bonus action."
                },
                {
                    "name": "Weapons of Death",
                    "desc": "The shadow of death's weapon attacks are magical. When the shadow of death hits with any weapon, the weapon deals an extra 10 (3d6) necrotic damage (included in the attack).\n\nA creature that takes necrotic damage from the shadow death's weapon must succeed on a DC 22 Constitution saving throw or its hp maximum is reduced by an amount equal to the necrotic damage taken. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0."
                }
            ],
            "spell_list": [],
            "page_no": 323,
            "environments": [],
            "img_main": null,
            "document__slug": "tob2",
            "document__title": "Tome of Beasts 2",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob2_shadow-of-death/"
        },
        {
            "slug": "whisperer-in-darkness",
            "desc": "",
            "name": "Whisperer in Darkness",
            "size": "Medium",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 142,
            "hit_dice": "15d8+75",
            "speed": {
                "walk": 30
            },
            "strength": 15,
            "dexterity": 19,
            "constitution": 21,
            "intelligence": 25,
            "wisdom": 18,
            "charisma": 16,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 10,
            "intelligence_save": null,
            "wisdom_save": 9,
            "charisma_save": 8,
            "perception": 9,
            "skills": {
                "arcana": 17,
                "deception": 13,
                "medicine": 9,
                "perception": 9,
                "stealth": 9
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks not made with silver",
            "damage_immunities": "psychic, poison",
            "condition_immunities": "frightened, charmed, poisoned",
            "senses": "truesight 120 ft., passive Perception 19",
            "languages": "all, telepathy 60 ft.",
            "challenge_rating": "15",
            "cr": 15.0,
            "actions": [
                {
                    "desc": "The whisperer in the darkness makes two Grasp of the Void attacks.",
                    "name": "Multiattack"
                },
                {
                    "attack_bonus": 12,
                    "damage_dice": "6d6",
                    "desc": "Melee Spell Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (6d6) force damage, and the target must succeed on a DC 18 Constitution saving throw or be stunned 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": "Grasp of the Void"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "desc": "The whisperer is a highly advanced being that often carries pieces of powerful wands of fireballs shaped like staves with peculiar triggers, eyes of the eagle shaped as a pair of cylinders, or a helm of telepathy in the form of a glowing metal disc adhered to the side of the creature's head.",
                    "name": "Disquieting Technology"
                },
                {
                    "desc": "The whisperer has advantage on saving throws against spells and other magical effects.",
                    "name": "Magic Resistance"
                },
                {
                    "desc": "The whisperer's innate spellcasting ability is Intelligence (spell save DC 20). The whisperer can innately cast the following spells, requiring no material components:\nAt will: alter self, detect magic, detect thoughts, disguise self, fear, identify, invisibility (self only), misty step, sleep, suggestion\n3/day each: confusion, dimension door, disintegrate, dream, modify memory, plane shift, teleport\n1/day each: feeblemind, meteor swarm, mind blank, weird",
                    "name": "Innate Spellcasting"
                }
            ],
            "spell_list": [],
            "page_no": 378,
            "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_whisperer-in-darkness/"
        },
        {
            "slug": "mi-go",
            "desc": "_Mi-go have been described as “vaguely insectlike,” but the emphasis belongs on “vaguely.” They have stubby wings, multiple limbs, and nightmarish heads, but the resemblance ends there._  \nThe mi-go are a space-faring race of great skill and vast malevolence. They travel in large numbers between worlds, somehow folding space to cover astronomical distances in months rather than decades.  \n**Alien Technology.** Their technology includes mastery of living things, powerful techniques to implant mi-go elements and even minds in alien bodies (or to extract them), and an unparalleled mastery of living tissue in both plant and animal form. While they have their own secrets and goals, they also serve ancient powers from between the stars and carry on an interstellar effort to conquer and spread their species.  \n**World Colonizers.** The mi-go are devoted followers of Shub-Niggurath, the goddess of fecundity and growth, and take their evangelical mission extremely seriously. They colonize entire worlds in Shub-Niggurath’s name, and they plant and harvest entire species according to her will.  \n**Brain Cylinders.** One of the apexes of mi-go technology is the brain cylinder, a device that permits the extraction and maintenance of a living brain outside the body. Safely isolated in a mi-go cylinder, a human brain can be transported between the stars, sheltered—mostly—from the psyche-crushing effects of interstellar space. They deploy, fill, and retrieve these cylinders according to schedules and for purposes mysterious to others. Indeed, most of their technology appears either revolting or simply bizarre to humanoids (plant folk are less disquieted by their functioning).  \nMi-go merchants exchange psychic tools, surgical instruments, and engineered materials such as solar wings, illuminating lampfruit, and purple starvines (which induce sleep).",
            "name": "Mi-Go",
            "size": "Medium",
            "type": "Plant",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 76,
            "hit_dice": "8d8+40",
            "speed": {
                "walk": 30,
                "fly": 60
            },
            "strength": 16,
            "dexterity": 19,
            "constitution": 21,
            "intelligence": 25,
            "wisdom": 15,
            "charisma": 13,
            "strength_save": 6,
            "dexterity_save": null,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 4,
            "perception": 5,
            "skills": {
                "arcana": 10,
                "deception": 7,
                "medicine": 5,
                "perception": 5,
                "stealth": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "radiant, cold",
            "damage_immunities": "",
            "condition_immunities": "",
            "senses": "blindsight 30 ft., darkvision 240 ft., passive Perception 15",
            "languages": "Common, Mi-go, Void Speech",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The mi-go makes two attacks with its claws."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage, and the target is grappled (escape DC 13). If both claw attacks strike the same target in a single turn, the target takes an additional 13 (2d12) psychic damage.",
                    "attack_bonus": 7,
                    "damage_dice": "3d6"
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Spore Release",
                    "desc": "When a mi-go dies, it releases its remaining spores. All living creatures within 10 feet take 14 (2d8 + 5) poison damage and become poisoned; a successful DC 16 Constitution saving throw halves the damage and prevents poisoning. A poisoned creature repeats the saving throw at the end of its turn, ending the effect on itself with a success."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": null,
            "special_abilities": [
                {
                    "name": "Astral Travelers",
                    "desc": "Mi-go do not require air or heat to survive, only sunlight (and very little of that). They can enter a sporulated form capable of surviving travel through the void and returning to consciousness when conditions are right."
                },
                {
                    "name": "Sneak Attack (1/Turn)",
                    "desc": "The mi-go does an extra 7 (2d6) damage when it hits a target with a claw attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the mi-go that isn't incapacitated and the mi-go doesn't have disadvantage on the attack roll."
                },
                {
                    "name": "Disquieting Technology",
                    "desc": "The mi-go are a highly advanced race, and may carry items of powerful technology. Mi-go technology can be represented using the same rules as magic items, but their functions are very difficult to determine: identify is useless, but an hour of study and a successful DC 19 Arcana check can reveal the purpose and proper functioning of a mi-go item."
                }
            ],
            "spell_list": [],
            "page_no": 287,
            "environments": [],
            "img_main": null,
            "document__slug": "tob",
            "document__title": "Tome of Beasts",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/",
            "v2_converted_path": "/v2/creatures/tob_mi-go/"
        },
        {
            "slug": "solar",
            "desc": "",
            "name": "Solar",
            "size": "Large",
            "type": "Celestial",
            "subtype": "",
            "group": "Angels",
            "alignment": "lawful good",
            "armor_class": 21,
            "armor_desc": "natural armor",
            "hit_points": 243,
            "hit_dice": "18d10+144",
            "speed": {
                "walk": 50,
                "fly": 150
            },
            "strength": 26,
            "dexterity": 22,
            "constitution": 26,
            "intelligence": 25,
            "wisdom": 25,
            "charisma": 30,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": null,
            "intelligence_save": 14,
            "wisdom_save": 14,
            "charisma_save": 17,
            "perception": 14,
            "skills": {
                "perception": 14
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "radiant; bludgeoning, piercing, and slashing from nonmagical attacks",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, exhaustion, frightened, poisoned",
            "senses": "truesight 120 ft., passive Perception 24",
            "languages": "all, telepathy 120 ft.",
            "challenge_rating": "21",
            "cr": 21.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The solar makes two greatsword attacks."
                },
                {
                    "name": "Greatsword",
                    "desc": "Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage.",
                    "attack_bonus": 15,
                    "damage_dice": "4d6+6d8",
                    "damage_bonus": 8
                },
                {
                    "name": "Slaying Longbow",
                    "desc": "Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 190 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.",
                    "attack_bonus": 13,
                    "damage_dice": "2d8+6d8",
                    "damage_bonus": 6
                },
                {
                    "name": "Flying Sword",
                    "desc": "The solar releases its greatsword to hover magically in an unoccupied space within 5 ft. of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 ft. and either make one attack against a target or return to the solar's hands. If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies."
                },
                {
                    "name": "Healing Touch (4/Day)",
                    "desc": "The solar touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness."
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "The solar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The solar regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "name": "Teleport",
                    "desc": "The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 ft. to an unoccupied space it can see."
                },
                {
                    "name": "Searing Burst (Costs 2 Actions)",
                    "desc": "The solar emits magical, divine energy. Each creature of its choice in a 10 -foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one."
                },
                {
                    "name": "Blinding Gaze (Costs 3 Actions)",
                    "desc": "The solar targets one creature it can see within 30 ft. of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness."
                }
            ],
            "special_abilities": [
                {
                    "name": "Angelic Weapons",
                    "desc": "The solar's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack)."
                },
                {
                    "name": "Divine Awareness",
                    "desc": "The solar knows if it hears a lie."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The solar's spell casting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components:\nAt will: detect evil and good, invisibility (self only)\n3/day each: blade barrier, dispel evil and good, resurrection\n1/day each: commune, control weather"
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The solar has advantage on saving throws against spells and other magical effects."
                }
            ],
            "spell_list": [
                "https://api.open5e.com/v2/spells/detect-evil-and-good/?format=api",
                "https://api.open5e.com/v2/spells/invisibility/?format=api",
                "https://api.open5e.com/v2/spells/blade-barrier/?format=api",
                "https://api.open5e.com/v2/spells/dispel-evil-and-good/?format=api",
                "https://api.open5e.com/v2/spells/resurrection/?format=api",
                "https://api.open5e.com/v2/spells/commune/?format=api",
                "https://api.open5e.com/v2/spells/control-weather/?format=api"
            ],
            "page_no": 262,
            "environments": [
                "Temple",
                "Astral Plane"
            ],
            "img_main": null,
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd",
            "v2_converted_path": "/v2/creatures/srd_solar/"
        },
        {
            "slug": "mi-go-tob1-2023",
            "desc": "False",
            "name": "Mi-Go",
            "size": "Medium",
            "type": "Plant",
            "subtype": "",
            "group": "null",
            "alignment": "Neutral Evil",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 95,
            "hit_dice": "10d8 + 50",
            "speed": {
                "walk": 60,
                "fly": 30
            },
            "strength": 16,
            "dexterity": 19,
            "constitution": 21,
            "intelligence": 25,
            "wisdom": 15,
            "charisma": 13,
            "strength_save": 6,
            "dexterity_save": null,
            "constitution_save": 8,
            "intelligence_save": null,
            "wisdom_save": null,
            "charisma_save": 4,
            "perception": 15,
            "skills": {
                "Arcana": 10,
                "Deception": 7,
                "Medicine": 5,
                "Perception": 5,
                "Stealth": 7
            },
            "damage_vulnerabilities": "False",
            "damage_resistances": "cold, radiant",
            "damage_immunities": "False",
            "condition_immunities": "False",
            "senses": "blindsight 30 ft., darkvision 120 ft., passive Perception 15",
            "languages": "Common, Void Speech",
            "challenge_rating": "5",
            "cr": 5.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The mi-go makes two Claw or Psychic Bolt attacks."
                },
                {
                    "name": "Claw",
                    "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) slashing damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature."
                },
                {
                    "name": "Psychic Bolt",
                    "desc": "Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 17 (3d6 + 7) psychic damage."
                },
                {
                    "name": "Spore Burst (Recharge 5-6)",
                    "desc": "The mi-go releases hallucinogenic spores in a 30-foot cone. Each creature in the area must make a DC 15 Dexterity saving throw. On a failure, a creature takes 21 (6d6) poison damage and is incapacitated until the end of its next turn. On a success, a creature takes half the damage and isn't incapacitated."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Deathly Spores",
                    "desc": "When a mi-go dies, its body crumbles into millions of spores. Each creature within 10 feet of the mi-go must succeed on a DC 15 Dexterity saving throw or take 14 (4d6) poison damage and be poisoned until the end of its next turn."
                },
                {
                    "name": "Void Traveler",
                    "desc": "The mi-go doesn't require air, food, drink, sleep, or ambient pressure. It requires only minimal exposure to starlight a few times each year to sustain itself."
                }
            ],
            "spell_list": [],
            "page_no": 266,
            "environments": [],
            "img_main": "http://api.open5e.com/",
            "document__slug": "tob-2023",
            "document__title": "Tome of Beasts 2023",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/",
            "v2_converted_path": "/v2/creatures/tob-2023_mi-go/"
        },
        {
            "slug": "angel-zirnitran",
            "desc": "",
            "name": "Angel, Zirnitran",
            "size": "Huge",
            "type": "Celestial",
            "subtype": "",
            "group": null,
            "alignment": "neutral good",
            "armor_class": 19,
            "armor_desc": "natural armor",
            "hit_points": 325,
            "hit_dice": "26d12+156",
            "speed": {
                "walk": 30,
                "fly": 80
            },
            "strength": 19,
            "dexterity": 14,
            "constitution": 23,
            "intelligence": 25,
            "wisdom": 25,
            "charisma": 20,
            "strength_save": 1,
            "dexterity_save": 8,
            "constitution_save": null,
            "intelligence_save": null,
            "wisdom_save": 1,
            "charisma_save": 1,
            "perception": 7,
            "skills": {
                "perception": 7
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "radiant; nonmagic B/P/S attacks",
            "damage_immunities": "necrotic, poison",
            "condition_immunities": "charmed, exhausted, frightened, poisoned",
            "senses": "truesight 120', passive Perception 23",
            "languages": "all, telepathy 120'",
            "challenge_rating": "20",
            "cr": 20.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Uses Glimpse from the Heavens then three Anointed Claws or Draconic Blasts."
                },
                {
                    "name": "Anointed Claws",
                    "desc": "Melee Weapon Attack: +10 to hit, 5 ft., one target, 11 (2d6+4) slashing damage and 22 (5d8) radiant."
                },
                {
                    "name": "Draconic Blast",
                    "desc": "Ranged Spell Attack: +13 to hit, 120 ft., one target, 29 (5d8+7) radiant. Can choose to deal acid cold fire lightning or poison instead of radiant."
                },
                {
                    "name": "Sacred Flame Breath (Recharge 5-6)",
                    "desc": "Exhales holy fire in a 90' cone. Each creature in that area: 33 (6d10) fire and 33 (6d10) radiant (DC 20 Dex half). Also the holy fire burns away magic ending any spell of 7th-level or lower in the area."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Six-Scaled Aegis",
                    "desc": "When it takes damage it gains resistance to that type of damage including the triggering damage for 1 min or until it uses this reaction again."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": [
                {
                    "name": "Detect",
                    "desc": "Knows location of each dragon and each creature with strong connection to dragons such as a sorcerer with the draconic bloodline within 120' of it."
                },
                {
                    "name": "Move",
                    "desc": "Flies up to half its fly speed with o provoking opportunity attacks."
                },
                {
                    "name": "Attack (2)",
                    "desc": "Makes one Anointed Claws or Draconic Blast attack."
                },
                {
                    "name": "Cast a Spell (2)",
                    "desc": "Uses Spellcasting."
                },
                {
                    "name": "Under Black Wings (3)",
                    "desc": "Creates a magical feathered shield around itself or another creature it can see within 120' of it. Target gains +2 to AC and 20 temp hp until the end of zirnitran's next turn."
                }
            ],
            "special_abilities": [
                {
                    "name": "Angelic Weapons",
                    "desc": "Its weapon attacks are magical. When it hits with any weapon deals extra 5d8 radiant (included below)."
                },
                {
                    "name": "Aura of Balance",
                    "desc": "Affects chance and probability around it. While creature within 20' of it can't have advantage or disadvantage on any ability check attack roll or save. Aura affects zirnitran. At start of each of its turns zirnitran chooses whether this aura is active."
                },
                {
                    "name": "Divine Awareness",
                    "desc": "Knows if it hears a lie."
                },
                {
                    "name": "Dragon Watcher",
                    "desc": "Advantage: saves vs. dragon breath weapons. No damage if it succeeds on such a save and only half if it fails."
                },
                {
                    "name": "Hardened Scales",
                    "desc": "Any critical hit vs. it becomes a normal hit."
                },
                {
                    "name": "Immortal Nature",
                    "desc": "Doesn't require food drink or sleep"
                },
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "Choose to succeed failed save."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "Advantage: spell/magic effect saves."
                },
                {
                    "name": "Glimpse from the Heavens",
                    "desc": "Its eyes flash with the majesty of a solar eclipse. Each creature of its choice that is within 60' of it and that can see it: DC 19 Wis save or frightened for 1 min. Creature can re-save at end of each of its turns ending the effect on a success. If save is successful or effect ends for it creature is immune to zirnitran's Glimpse of the Heavens for the next 24 hrs. A creature that fails by 5+ is also blinded. Blindness lasts until removed by a greater restoration spell or similar magic."
                },
                {
                    "name": "Secrets of the Hidden Hoard (2/Day)",
                    "desc": "Draws upon ages of study and observation and casts one spell of 8th level or lower that appears on the cleric or wizard spell list. Casts the spell as an action regardless of spell's normal casting time."
                },
                {
                    "name": "Spellcasting",
                    "desc": "Wis (DC 21) no material components: At will: detect evil and good invisibility (self only) legend lore thaumaturgy3/day ea: dispel evil and good geas (as an action)1/day ea: antimagic field plane shift"
                }
            ],
            "spell_list": [],
            "page_no": 30,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_angel-zirnitran/"
        },
        {
            "slug": "dread-examiner",
            "desc": "",
            "name": "Dread Examiner",
            "size": "Large",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "neutral evil",
            "armor_class": 19,
            "armor_desc": "natural armor",
            "hit_points": 322,
            "hit_dice": "28d10+168",
            "speed": {
                "walk": 30,
                "fly": 30,
                "swim": 30
            },
            "strength": 20,
            "dexterity": 16,
            "constitution": 22,
            "intelligence": 25,
            "wisdom": 23,
            "charisma": 25,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 1,
            "intelligence_save": 1,
            "wisdom_save": 1,
            "charisma_save": 1,
            "perception": 6,
            "skills": {
                "perception": 6
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "acid, cold, fire",
            "damage_immunities": "poison; bludgeoning, piercing, and slashing damage from nonmagical attacks",
            "condition_immunities": "exhaustion, paralyzed, petrified, poisoned, prone, restrained",
            "senses": "truesight 120', passive Perception 23",
            "languages": "all, telepathy 120'",
            "challenge_rating": "21",
            "cr": 21.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "Three Force Swipe or Force Blast attacks. It can replace one attack with use of Spellcasting."
                },
                {
                    "name": "Force Swipe",
                    "desc": "Melee Spell Attack: +14 to hit, 5 ft., one target, 43 (8d8+7) force and target must make DC 20 Str save or be pushed up to 10 ft. in a direction of examiner's choosing."
                },
                {
                    "name": "Force Blast",
                    "desc": "Ranged Spell Attack: +14 to hit, 120 ft., one target, 43 (8d8+7) force and target must make DC 20 Str save or be knocked prone."
                },
                {
                    "name": "Spellcasting (Psionics)",
                    "desc": "Cha (DC 22) no spell components: At will: dispel magic fabricate (as an action) telekinesis3/day ea: animate objects wall of force1/day: true polymorph"
                }
            ],
            "bonus_actions": null,
            "reactions": null,
            "legendary_desc": "",
            "legendary_actions": [
                {
                    "name": "Teleport",
                    "desc": "Magically teleports along with any equipment it is wearing or carrying up to 120' to an unoccupied spot it sees."
                },
                {
                    "name": "Reform (2)",
                    "desc": "The dread examiner rearranges its disjointed parts and regains 36 (8d8) hp."
                },
                {
                    "name": "Psychic Surge (3)",
                    "desc": "The dread examiner releases a wave of psychic energy. Each creature within 20' of it: 21 (6d6) psychic can't use reactions and has disadvantage on attack rolls and ability checks until the end of its next turn. (DC 20 Wis half damage and ignores the other effects.)"
                }
            ],
            "special_abilities": [
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "Choose to succeed failed save."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "Advantage: spell/magic effect saves."
                },
                {
                    "name": "Otherworldly Form",
                    "desc": "Its form is tentative in its cohesion as well as its adherence to physical laws. Immune to effects that cause the loss of limbs such as the effects of a sword of sharpness or vorpal sword. Immune to any spell or effect that would alter its form and it can move through a space as narrow as 1 foot wide with o squeezing."
                },
                {
                    "name": "Psychic Awareness",
                    "desc": "If it is being directly observed at the start of its turn it can immediately make a Wis (Perception) check to notice the observer. Once it has noticed the observer it always knows observer's exact location regardless of cover obscurement or invisibility as long as observer is within 120' of examiner."
                },
                {
                    "name": "Sense Magic",
                    "desc": "The dread examiner senses magic within 120' of it at will. This trait otherwise works like the detect magic spell but isn't itself magical."
                }
            ],
            "spell_list": [],
            "page_no": 159,
            "environments": [],
            "img_main": null,
            "document__slug": "tob3",
            "document__title": "Tome of Beasts 3",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/",
            "v2_converted_path": "/v2/creatures/tob3_dread-examiner/"
        },
        {
            "slug": "aboleth_bf",
            "desc": "",
            "name": "Aboleth",
            "size": "large",
            "type": "Aberration",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 165,
            "hit_dice": "",
            "speed": {
                "walk": 10,
                "swim": 40
            },
            "strength": 20,
            "dexterity": 8,
            "constitution": 22,
            "intelligence": 26,
            "wisdom": 22,
            "charisma": 18,
            "strength_save": 5,
            "dexterity_save": -1,
            "constitution_save": 6,
            "intelligence_save": 8,
            "wisdom_save": 6,
            "charisma_save": 4,
            "perception": 20,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "acid,Aberrant Resilience",
            "damage_immunities": "psychic",
            "condition_immunities": "",
            "senses": "darkvision 120 ft.",
            "languages": "Deep Speech,telepathy 120 ft.",
            "challenge_rating": "10",
            "cr": 10.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The aboleth makes three Tentacle or Psychic Bolt attacks. If two Tentacle attacks hit one target, the target must succeed on a DC 16 CON save or contract the _slime pox_ disease (see the Slime Pox trait)."
                },
                {
                    "name": "Tentacle",
                    "desc": "_Melee Weapon Attack:_ +9 to hit, reach 10 ft., one target. _Hit:_ 15 (3d6+5) bludgeoning damage."
                },
                {
                    "name": "Psychic Bolt",
                    "desc": "_Ranged Spell Attack:_ +8 to hit, range 120 ft., one target. _Hit:_ 14 (3d6+4) psychic damage."
                },
                {
                    "name": "Psychic Torrent (Recharge 5-6)",
                    "desc": "The aboleth floods the minds of up to three creatures it can see within 60 feet of it with random and horrific memories from its eons-long life. Each target must make a DC 16 WIS save. On a failure, a creature takes 49 (14d6) psychic damage and is incapacitated until the end of its next turn, as its mind reels from the torrent of images, thoughts, and memories. On a success, a creature takes half the damage and isn't incapacitated."
                }
            ],
            "bonus_actions": [],
            "reactions": [],
            "legendary_desc": "The aboleth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The aboleth regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "name": "Detect",
                    "desc": "The aboleth automatically detects every creature and trap within 60 feet of it, pinpointing the current location of each."
                },
                {
                    "name": "Swim",
                    "desc": "The aboleth swims up to half its speed without provoking opportunity attacks."
                },
                {
                    "name": "Slime Drain (Costs 2 Actions)",
                    "desc": "One creature infected with _slime pox_ within 30 feet of the aboleth takes 10 (3d6) acid damage, and the aboleth regains HP equal to the damage the creature takes."
                }
            ],
            "special_abilities": [
                {
                    "name": "Aberrant Resilience",
                    "desc": "The aboleth is resistant to the charmed, frightened, paralyzed, and stunned conditions, and it has advantage on saves against spells or effects that would alter its form."
                },
                {
                    "name": "Amphibious",
                    "desc": "The aboleth can breathe air and water."
                },
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "If the aboleth fails a save, it can choose to succeed instead."
                },
                {
                    "name": "Probing Telepathy",
                    "desc": "If a creature the aboleth can see communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires."
                },
                {
                    "name": "Slime Pox",
                    "desc": "Characterized by the slimy pustules that erupt across the victim's body, _slime pox_ is a disease that infects creatures attacked by an aboleth or that come into contact with an aboleth's slime. Until the disease is cured, the infected creature can breathe air and water, can't regain HP except when underwater, and takes 6 (1d12) acid damage for every 1 hour it remains outside of water or without moisture applied to its skin. Every 24 hours that elapse, the infected creature must make a DC 16 CHA save. Each time a creature fails this save, it views the infecting aboleth more and more favorably, becoming the aboleth's doting and protective thrall after three failed saves.<br>The successes and failures don't need to be consecutive, but once a creature has acquired three of a kind, it no longer has to make this save, resulting in either the creature becoming a thrall of the aboleth or an autonomous - though infected - creature. _Slime pox_ can be cured only by the heal spell or similar magic."
                },
                {
                    "name": "Slimy Skin",
                    "desc": "The aboleth is coated in an otherworldly mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 feet of it must succeed on a DC 16 CON save or be infected with _slime pox_ (see the Slime Pox trait)."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_aboleth/"
        },
        {
            "slug": "gynosphinx_bf",
            "desc": "",
            "name": "Gynosphinx",
            "size": "large",
            "type": "Monstrosity",
            "subtype": "",
            "group": "Sphinxes",
            "alignment": "",
            "armor_class": 17,
            "armor_desc": "natural armor",
            "hit_points": 204,
            "hit_dice": "",
            "speed": {
                "walk": 40,
                "fly": 60
            },
            "strength": 26,
            "dexterity": 14,
            "constitution": 16,
            "intelligence": 26,
            "wisdom": 26,
            "charisma": 20,
            "strength_save": 8,
            "dexterity_save": 2,
            "constitution_save": 3,
            "intelligence_save": 8,
            "wisdom_save": 8,
            "charisma_save": 5,
            "perception": 18,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning,piercing,and slashing damage from nonmagical attacks,Monstrosity Resilience",
            "damage_immunities": "psychic,charmed,frightened",
            "condition_immunities": "",
            "senses": "truesight 120 ft.",
            "languages": "Common,Sphinx,telepathy 120 ft.",
            "challenge_rating": "11",
            "cr": 11.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The sphinx makes three Claw attacks, or it makes four Psychic Bolt attacks. It can replace one attack with a use of Spellcasting."
                },
                {
                    "name": "Claw",
                    "desc": "_Melee Weapon Attack:_ +8 to hit, reach 5 ft., one target. _Hit:_ 15 (2d10+4) slashing damage plus 10 (3d6) psychic damage."
                },
                {
                    "name": "Psychic Bolt",
                    "desc": "_Ranged Spell Attack:_ +9 to hit, range 120 ft., one target. _Hit:_ 19 (4d6+5) psychic damage."
                },
                {
                    "name": "Spellcasting",
                    "desc": "The sphinx casts one of the following spells, requiring no spell components and using CHA as the spellcasting ability (spell save DC 17).<br>At will: _detect magic_, _minor illusion_, _prestidigitation_<br>3/day each: _augury_ (as an action), _major image_, _suggestion_, _tongues_<br>1/day: h*allucinatory terrain* (as an action)"
                }
            ],
            "bonus_actions": [
                {
                    "name": "Psychic Connection",
                    "desc": "One creature the sphinx can see within 60 feet of it must succeed on a DC 17 WIS save or be mentally connected to the sphinx until the sphinx chooses to end it or until the sphinx dies or the target dies. While connected in this way, the sphinx can cause the target to experience one of the following effects at the start of each of the target's turns. The effect lasts until the start of the target's next turn or until the connection ends. The target can repeat the save at the end of each of its turns, ending the connection on a success.\n- **Disoriented.** When the target moves, it moves in a random direction.\n- **Distracted.** When the target casts a spell, it must succeed on a DC 17 WIS save or be unable to cast the spell, using the action, bonus action, or reaction to cast the spell but not expending the spell slot or similar limited use of the spell.\n- **Seeing Double.** The target has disadvantage on weapon attack rolls."
                }
            ],
            "reactions": [],
            "legendary_desc": "The sphinx can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The sphinx regains spent legendary actions at the start of its turn.",
            "legendary_actions": [
                {
                    "name": "Teleport",
                    "desc": "The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."
                },
                {
                    "name": "Cast a Spell (Costs 2 Actions)",
                    "desc": "The sphinx uses Spellcasting."
                },
                {
                    "name": "Psychic Burst (Costs 2 Actions)",
                    "desc": "The sphinx sends out a burst of psychic energy. Each creature within 20 feet of the sphinx that has an INT of 8 or higher must succeed on a DC 17 INT save or be incapacitated until the end of its next turn, as it reels from the psychic onslaught."
                }
            ],
            "special_abilities": [
                {
                    "name": "Inscrutable",
                    "desc": "The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. WIS (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage."
                },
                {
                    "name": "Monstrosity Resilience",
                    "desc": "The sphinx is resistant to exhaustion and to the frightened condition."
                },
                {
                    "name": "Psychic Claws",
                    "desc": "The sphinx's Claw attacks are magical. When the sphinx hits with a Claw attack, the Claw deals an extra 3d6 psychic damage (included in the attack)."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_gynosphinx/"
        },
        {
            "slug": "nalfeshnee_bf",
            "desc": "",
            "name": "Nalfeshnee",
            "size": "large",
            "type": "Fiend",
            "subtype": "Demon",
            "group": "Demons",
            "alignment": "",
            "armor_class": 18,
            "armor_desc": "natural armor",
            "hit_points": 196,
            "hit_dice": "",
            "speed": {
                "walk": 20,
                "fly": 30
            },
            "strength": 20,
            "dexterity": 10,
            "constitution": 32,
            "intelligence": 26,
            "wisdom": 22,
            "charisma": 24,
            "strength_save": 5,
            "dexterity_save": 0,
            "constitution_save": 11,
            "intelligence_save": 8,
            "wisdom_save": 6,
            "charisma_save": 7,
            "perception": 16,
            "skills": {},
            "damage_vulnerabilities": "",
            "damage_resistances": "bludgeoning,piercing,and slashing damage from nonmagical attacks,Demonic Resilience",
            "damage_immunities": "Demonic Resilience",
            "condition_immunities": "",
            "senses": "truesight 120 ft.",
            "languages": "Abyssal,telepathy 120 ft.",
            "challenge_rating": "13",
            "cr": 13.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The nalfeshnee makes one Bite attack, one Gore attack, and two Claw attacks."
                },
                {
                    "name": "Bite",
                    "desc": "_Melee Weapon Attack:_ +10 to hit, reach 5 ft., one target. _Hit:_ 28 (4d8+5) piercing damage. If this attack hits a frightened creature, the nalfeshnee regains HP equal to half the damage dealt."
                },
                {
                    "name": "Claw",
                    "desc": "_Melee Weapon Attack:_ +10 to hit, reach 10 ft., one target. _Hit:_ 19 (4d6+5) slashing damage."
                },
                {
                    "name": "Gore",
                    "desc": "_Melee Weapon Attack:_ +10 to hit, reach 5 ft., one target. _Hit:_ 21 (3d10+5) piercing damage, and the target must succeed on a DC 16 STR save or be knocked prone."
                }
            ],
            "bonus_actions": [
                {
                    "name": "Teleport",
                    "desc": "The nalfeshnee magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see."
                }
            ],
            "reactions": [
                {
                    "name": "Sudden Feast",
                    "desc": "When a creature the nalfeshnee can see within 20 feet of it is reduced to 0 HP or dies, the nalfeshnee can move up to its speed toward the creature without provoking opportunity attacks then feast on the creature, if it moves to within 5 feet of the creature. The nalfeshnee regains HP equal to twice the creature's CR or class level, and the creature has disadvantage on the next death save it makes, if it is making death saves."
                }
            ],
            "legendary_desc": null,
            "legendary_actions": [],
            "special_abilities": [
                {
                    "name": "Demonic Resilience",
                    "desc": "The nalfeshnee is resistant to cold, fire, and lightning damage. In addition, it is immune to poison damage and to the poisoned condition."
                },
                {
                    "name": "Horrific Nimbus",
                    "desc": "The nalfeshnee magically emits scintillating, multicolored light that disorients and frightens mortals. Each creature that isn't an Aberration, Celestial, or Fiend and that starts its turn within 15 feet of the nalfeshnee must succeed on a DC 16 WIS save or be frightened until the start of its next turn. A creature that fails the save by 5 or more must take the Dash action on its turn and move away from the nalfeshnee by the safest available route, unless there is nowhere to move."
                },
                {
                    "name": "Magic Resistance",
                    "desc": "The nalfeshnee has advantage on saves against spells and other magical effects."
                }
            ],
            "spell_list": [],
            "page_no": null,
            "environments": [],
            "img_main": null,
            "document__slug": "blackflag",
            "document__title": "Black Flag SRD",
            "document__license_url": "https://paizo.com/orclicense",
            "document__url": "https://koboldpress.com/black-flag-reference-document/",
            "v2_converted_path": "/v2/creatures/bfrd_nalfeshnee/"
        },
        {
            "slug": "ancient-amethyst-dragon-a5e",
            "desc": "",
            "name": "Ancient Amethyst Dragon",
            "size": "Gargantuan",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 20,
            "armor_desc": "",
            "hit_points": 313,
            "hit_dice": "19d20+114",
            "speed": {
                "walk": 40,
                "burrow": 40,
                "fly": 60
            },
            "strength": 22,
            "dexterity": 24,
            "constitution": 22,
            "intelligence": 26,
            "wisdom": 16,
            "charisma": 24,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 13,
            "intelligence_save": 15,
            "wisdom_save": 10,
            "charisma_save": 14,
            "perception": null,
            "skills": {
                "deception": 14,
                "insight": 10,
                "perception": 10,
                "persuasion": 14
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "force, psychic",
            "damage_immunities": "",
            "condition_immunities": "fatigue",
            "senses": "darkvision 120 ft., passive Perception 20",
            "languages": "Common, Deep Speech, Draconic, Undercommon, telepathy 120 ft.",
            "challenge_rating": "23",
            "cr": 23.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon attacks once with its bite and twice with its claws. In place of its bite  it can use Psionic Wave."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 28 (4d10 + 6) piercing damage plus 9 (2d8) force damage."
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) slashing damage."
                },
                {
                    "name": "Psionic Wave",
                    "desc": "The dragon psionically emits a wave of crushing mental pressure. Each creature within 20 feet makes a DC 22 Wisdom saving throw  taking 22 (4d10) psychic damage on a failed save or half damage on a success. Creatures charmed by the dragon make this saving throw with disadvantage."
                },
                {
                    "name": "Concussive Breath (Recharge 5-6)",
                    "desc": "The dragon psionically unleashes telekinetic energy in a 90-foot cone. Each creature in that area makes a DC 21 Constitution saving throw  taking 82 (15d10) force damage on a failed save or half damage on a success."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Assume Control (While Bloodied)",
                    "desc": "When a creature charmed by the dragon begins its turn, the dragon telepathically commands the charmed creature until the end of the creatures turn. If the dragon commands the creature to take an action that would harm itself or an ally, the creature makes a DC 22 Wisdom saving throw. On a success, the creatures turn immediately ends."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": [
                {
                    "name": "The dragon can take 3 legendary actions",
                    "desc": "Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."
                },
                {
                    "name": "Charm",
                    "desc": "The dragon targets a creature within 60 feet, forcing it to make a DC 18 Wisdom saving throw. On a failure, the creature is charmed by the dragon for 24 hours, regarding it as a trusted friend to be heeded and protected. Although it isnt under the dragons control, it takes the dragons requests or actions in the most favorable way it can. At the end of each of the targets turns and at the end of any turn during which the dragon or its companions harmed the target, it repeats the saving throw, ending the effect on a success."
                },
                {
                    "name": "Stupefy",
                    "desc": "The dragon targets a creature within 60 feet. If the target is concentrating on a spell, it must make a DC 22 Constitution saving throw or lose concentration."
                },
                {
                    "name": "Psionic Wave (Costs 2 Actions)",
                    "desc": "The dragon uses Psionic Wave."
                },
                {
                    "name": "Captivating Harmonics (1/Day)",
                    "desc": "Each creature of the dragons choice within 120 feet makes a DC 18 Wisdom saving throw. On a failure, it becomes psionically charmed by the dragon for 1 minute. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "special_abilities": [
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "When the dragon fails a saving throw, it can choose to succeed instead. When it does, its scales dull briefly, and it can't use telepathy or psionic abilities until the end of its next turn."
                },
                {
                    "name": "Psionic Powers",
                    "desc": "The dragons psionic abilities are considered both magical and psionic."
                },
                {
                    "name": "Far Thoughts",
                    "desc": "The dragon is aware of any creature that uses a psionic ability or communicates telepathically within 100 miles of it. As an action, the dragon can psionically observe a creature, object, or location it is familiar with within 100 miles. While observing a subject in this way, the dragon can see, hear, and communicate telepathically, but it is blind and deaf in regard to its physical senses and does not require food or water. The dragon can psionically observe a subject indefinitely and can end this effect and return to its own senses as an action."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The dragons spellcasting ability is Charisma (save DC 22). It can innately cast the following spells, requiring no material components. 3/day each:calm emotions, charm person, mass suggestion, modify memory,  1/day:plane shift, project image"
                }
            ],
            "spell_list": [],
            "page_no": 140,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/mmenag_ancient-amethyst-dragon/"
        },
        {
            "slug": "ancient-emerald-dragon-a5e",
            "desc": "",
            "name": "Ancient Emerald Dragon",
            "size": "Gargantuan",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 20,
            "armor_desc": "",
            "hit_points": 346,
            "hit_dice": "21d20+126",
            "speed": {
                "walk": 40,
                "burrow": 40,
                "fly": 60
            },
            "strength": 26,
            "dexterity": 26,
            "constitution": 22,
            "intelligence": 26,
            "wisdom": 14,
            "charisma": 22,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 13,
            "intelligence_save": 15,
            "wisdom_save": 9,
            "charisma_save": 13,
            "perception": null,
            "skills": {
                "deception": 13,
                "history": 15,
                "perception": 9,
                "stealth": 15
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "psychic, thunder",
            "damage_immunities": "",
            "condition_immunities": "fatigue",
            "senses": "darkvision 120 ft., passive Perception 19",
            "languages": "Common, Deep Speech, Draconic, Undercommon, telepathy 120 ft.",
            "challenge_rating": "24",
            "cr": 24.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon attacks once with its bite and twice with its claws. In place of its bite  it can use Psionic Wave."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 30 (4d10 + 8) piercing damage plus 9 (2d8) thunder damage."
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage."
                },
                {
                    "name": "Psionic Wave",
                    "desc": "The dragon psionically emits a wave of crushing mental pressure. Each creature within 20 feet makes a DC 21 Wisdom saving throw  taking 22 (4d10) psychic damage on a failed save or half damage on a success. Confused creatures make this saving throw with disadvantage."
                },
                {
                    "name": "Maddening Breath (Recharge 5-6)",
                    "desc": "The dragon screams  stripping flesh from bones and reason from minds in a 90-foot cone. Each creature in that area makes a DC 21 Constitution saving throw  taking 88 (16d10) thunder damage on a failed save or half damage on a success. Creatures that fail this saving throw by 10 or more are also psionically confused until the end of their next turn."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Spiteful Retort (While Bloodied)",
                    "desc": "When a creature the dragon can see damages the dragon, the dragon lashes out with a psionic screech. The attacker makes a DC 17 Wisdom saving throw, taking 27 (6d8) thunder damage on a failed save or half damage on a success. Confused creatures make this saving throw with disadvantage."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": [
                {
                    "name": "The dragon can take 3 legendary actions",
                    "desc": "Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."
                },
                {
                    "name": "Paranoid Ranting",
                    "desc": "The dragon psionically rants nonsense at a creature that can hear it within 60 feet. The target makes a DC 18 Wisdom saving throw. On a failed save, the creature gains a randomly determined short-term mental stress effect or madness."
                },
                {
                    "name": "Pandorum (Costs 2 Actions)",
                    "desc": "The dragon psionically targets one creature within 60 feet. The target makes a DC 17 Wisdom saving throw, becoming confused on a failure. While confused in this way, the target regards their allies as traitorous enemies. When rolling to determine its actions, treat a roll of 1 to 4 as a result of 8. The target repeats the saving throw at the end of each of its turns, ending the effect on a success."
                },
                {
                    "name": "Psionic Wave (Costs 2 Actions)",
                    "desc": "The dragon uses Psionic Wave."
                },
                {
                    "name": "Maddening Harmonics (1/Day)",
                    "desc": "Each creature of the dragons choice that can hear it within 120 feet makes a DC 17 Wisdom saving throw. On a failure, a creature becomes psionically confused for 1 minute. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success."
                }
            ],
            "special_abilities": [
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "When the dragon fails a saving throw, it can choose to succeed instead. When it does, its eyes flash red as it goes into a fit of rage. Until the end of its next turn, it makes melee attacks with advantage against the creature that triggered the saving throw and with disadvantage against all other creatures."
                },
                {
                    "name": "Psionic Powers",
                    "desc": "The dragons psionic abilities are considered both magical and psionic."
                },
                {
                    "name": "Far Thoughts",
                    "desc": "The dragon is aware of any creature that uses a psionic ability or communicates telepathically within 100 miles of it. As an action, the dragon can psionically observe a creature, object, or location it is familiar with within 100 miles. While observing a subject in this way, the dragon can see, hear, and communicate telepathically, but it is blind and deaf in regard to its physical senses and does not require food or water. The dragon can psionically observe a subject indefinitely and can end this effect and return to its own senses as an action."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The dragons spellcasting ability is Charisma (save DC 21). It can innately cast the following spells, requiring no material components. 3/day each:confusion, dominate person, hideous laughter, suggestion,  1/day:irresistible dance, symbol"
                }
            ],
            "spell_list": [],
            "page_no": 144,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/mmenag_ancient-emerald-dragon/"
        },
        {
            "slug": "ancient-sapphire-dragon-a5e",
            "desc": "",
            "name": "Ancient Sapphire Dragon",
            "size": "Gargantuan",
            "type": "Dragon",
            "subtype": "",
            "group": null,
            "alignment": "",
            "armor_class": 21,
            "armor_desc": "",
            "hit_points": 429,
            "hit_dice": "26d20+156",
            "speed": {
                "walk": 40,
                "burrow": 40,
                "fly": 80
            },
            "strength": 24,
            "dexterity": 24,
            "constitution": 22,
            "intelligence": 26,
            "wisdom": 24,
            "charisma": 20,
            "strength_save": null,
            "dexterity_save": null,
            "constitution_save": 13,
            "intelligence_save": 15,
            "wisdom_save": 14,
            "charisma_save": 12,
            "perception": null,
            "skills": {
                "arcana": 15,
                "deception": 12,
                "history": 15,
                "insight": 14,
                "perception": 14,
                "persuasion": 12
            },
            "damage_vulnerabilities": "",
            "damage_resistances": "",
            "damage_immunities": "psychic",
            "condition_immunities": "fatigue",
            "senses": "darkvision 120 ft., passive Perception 27",
            "languages": "Common, Deep Speech, Draconic, Undercommon, telepathy 120 ft.",
            "challenge_rating": "25",
            "cr": 25.0,
            "actions": [
                {
                    "name": "Multiattack",
                    "desc": "The dragon attacks once with its bite and twice with its claws. In place of its bite  it can use Psionic Wave."
                },
                {
                    "name": "Bite",
                    "desc": "Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 29 (4d10 + 7) piercing damage plus 9 (2d8) psychic damage."
                },
                {
                    "name": "Claws",
                    "desc": "Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) slashing damage."
                },
                {
                    "name": "Psionic Wave",
                    "desc": "The dragon psionically emits a wave of crushing mental pressure. Each creature within 20 feet makes a DC 21 Wisdom saving throw  taking 22 (4d10) psychic damage on a failed save or half damage on a success. Creatures suffering ongoing psychic damage make this saving throw with disadvantage."
                },
                {
                    "name": "Discognitive Breath (Recharge 5-6)",
                    "desc": "The dragon unleashes psychic energy in a 90-foot cone. Each creature in that area makes a DC 21 Intelligence saving throw  taking 66 (12d10) psychic damage and 22 (4d10) ongoing psychic damage on a failed save or half damage and no ongoing psychic damage on a success. The ongoing damage ends if a creature falls unconscious. A creature can use an action to ground itself in reality  ending the ongoing damage."
                },
                {
                    "name": "Prognosticate (3/Day)",
                    "desc": "The dragon psionically makes a prediction of an event up to 300 years in the future. This prediction has a 75 percent chance of being perfectly accurate and a 25 percent chance of being partially or wholly wrong. Alternatively  the dragon can choose to gain truesight to a range of 120 feet for 1 minute."
                }
            ],
            "bonus_actions": null,
            "reactions": [
                {
                    "name": "Prophesy Doom (When Bloodied)",
                    "desc": "When a language-using creature suffering ongoing psychic damage targets the dragon with an attack or spell, the dragon telepathically prophesies the attackers doom. The attacker makes a DC 20 Intelligence saving throw. On a failure, the target magically gains the doomed condition. It is aware that it will die due to some bizarre circumstance within 13 (2d12) hours. In addition to the normal means of removing the condition, this doom can be avoided by a spell that can predict the future, such as augury, contact other plane, or foresight. The dragon can end the effect as an action."
                }
            ],
            "legendary_desc": "",
            "legendary_actions": [
                {
                    "name": "The dragon can take 3 legendary actions",
                    "desc": "Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."
                },
                {
                    "name": "Foretell",
                    "desc": "The dragon psionically catches a glimpse of a fast-approaching moment and plans accordingly. The dragon rolls a d20 and records the number rolled. Until the end of the dragons next turn, the dragon can replace the result of any d20 rolled by it or a creature within 120 feet with the foretold number. Each foretold roll can be used only once."
                },
                {
                    "name": "Psionic Wave (Costs 2 Actions)",
                    "desc": "The dragon uses Psionic Wave."
                },
                {
                    "name": "Shatter Mind (Costs 2 Actions)",
                    "desc": "The dragon targets a creature within 60 feet, forcing it to make a DC 23 Intelligence saving throw. On a failure, the target takes 22 (4d10) ongoing psychic damage. An affected creature repeats the saving throw at the end of each of its turns, ending the ongoing psychic damage on a success. A creature can also use an action to ground itself in reality, ending the ongoing damage."
                }
            ],
            "special_abilities": [
                {
                    "name": "Legendary Resistance (3/Day)",
                    "desc": "When the dragon fails a saving throw, it can choose to succeed instead. When it does, its eyes dull as it briefly loses its connection to the future. Until the end of its next turn, it can't use Foretell, Prognosticate, or Prophesy Doom, and it loses its Predictive Harmonics trait."
                },
                {
                    "name": "Predictive Harmonics",
                    "desc": "The dragon is psionically aware of its own immediate future. The dragon cannot be surprised, and any time the dragon would make a roll with disadvantage, it makes that roll normally instead."
                },
                {
                    "name": "Psionic Powers",
                    "desc": "The dragons psionic abilities are considered both magical and psionic."
                },
                {
                    "name": "Far Thoughts",
                    "desc": "The dragon is aware of any creature that uses a psionic ability or communicates telepathically within 100 miles of it. As an action, the dragon can psionically observe a creature, object, or location it is familiar with within 100 miles. While observing a subject in this way, the dragon can see, hear, and communicate telepathically, but it is blind and deaf in regard to its physical senses and does not require food or water. The dragon can psionically observe a subject indefinitely and can end this effect and return to its own senses as an action."
                },
                {
                    "name": "Innate Spellcasting",
                    "desc": "The dragons spellcasting ability is Charisma (save DC 20). It can innately cast the following spells, requiring no material components. 3/day each:comprehend languages, detect thoughts, telekinesis, wall of force,  1/day:etherealness, mind blank"
                }
            ],
            "spell_list": [],
            "page_no": 149,
            "environments": [],
            "img_main": null,
            "document__slug": "menagerie",
            "document__title": "Level Up Advanced 5e Monstrous Menagerie",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://www.levelup5e.com",
            "v2_converted_path": "/v2/creatures/mmenag_ancient-sapphire-dragon/"
        }
    ]
}