jason-oneal/dnd-5e-dataset huggingface dataset:
Question: Describe the Bugbear monster in D&D 5e.
Answer: Bugbear is a Medium humanoid (chaotic evil).
AC: 16 (armor), HP: 27 (5d8), Speed: walk 30 ft..
Abilities: STR 15 DEX 14 CON 13 INT 8 WIS 11 CHA 9.
Senses: darkvision 60 ft., passive_perception 10. Languages: Common, Goblin. CR: 1.

Special Abilities:
**Brute:** A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).

**Surprise Attack:** If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.
Actions:
**Morningstar:** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage.

**Javelin:** Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6 + 2) piercing damage in melee or 5 (1d6 + 2) piercing damage at range.
Question: Describe the Bulette monster in D&D 5e.
Answer: Bulette is a Large monstrosity (unaligned).
AC: 17 (natural), HP: 94 (9d10), Speed: walk 40 ft., burrow 40 ft..
Abilities: STR 19 DEX 11 CON 21 INT 2 WIS 10 CHA 5.
Senses: darkvision 60 ft., tremorsense 60 ft., passive_perception 16. Languages: None. CR: 5.

Special Abilities:
**Standing Leap:** The bulette's long jump is up to 30 ft. and its high jump is up to 15 ft., with or without a running start.
Actions:
**Bite:** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 30 (4d12 + 4) piercing damage.

**Deadly Leap:** If the bulette jumps at least 15 ft. as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 14 (3d6 + 4) bludgeoning damage plus 14 (3d6 + 4) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 ft. out of the bulette's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the bulette's space.
Question: Describe the Camel monster in D&D 5e.
Answer: Camel is a Large beast (unaligned).
AC: 9 (dex), HP: 15 (2d10), Speed: walk 50 ft..
Abilities: STR 16 DEX 8 CON 14 INT 2 WIS 8 CHA 5.
Senses: passive_perception 9. Languages: None. CR: 0.125.

Actions:
**Bite:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Question: Describe the Cat monster in D&D 5e.
Answer: Cat is a Tiny beast (unaligned).
AC: 12 (dex), HP: 2 (1d4), Speed: walk 40 ft., climb 30 ft..
Abilities: STR 3 DEX 15 CON 10 INT 3 WIS 12 CHA 7.
Senses: passive_perception 13. Languages: None. CR: 0.

Special Abilities:
**Keen Smell:** The cat has advantage on Wisdom (Perception) checks that rely on smell.
Actions:
**Claws:** Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Question: Describe the Centaur monster in D&D 5e.
Answer: Centaur is a Large monstrosity (neutral good).
AC: 12 (dex), HP: 45 (6d10), Speed: walk 50 ft..
Abilities: STR 18 DEX 14 CON 14 INT 9 WIS 13 CHA 11.
Senses: passive_perception 13. Languages: Elvish, Sylvan. CR: 2.

Special Abilities:
**Charge:** If the centaur moves at least 30 ft. straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage.
Actions:
**Multiattack:** The centaur makes two attacks: one with its pike and one with its hooves or two with its longbow.

**Pike:** Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage.

**Hooves:** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

**Longbow:** Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Question: Describe the Chain Devil monster in D&D 5e.
Answer: Chain Devil is a Medium fiend (lawful evil).
AC: 16 (natural), HP: 85 (10d8), Speed: walk 30 ft..
Abilities: STR 18 DEX 15 CON 18 INT 11 WIS 12 CHA 14.
Senses: darkvision 120 ft., passive_perception 11. Languages: Infernal, telepathy 120 ft.. CR: 8.

Special Abilities:
**Devil's Sight:** Magical darkness doesn't impede the devil's darkvision.

**Magic Resistance:** The devil has advantage on saving throws against spells and other magical effects.
Actions:
**Multiattack:** The devil makes two attacks with its chains.

**Chain:** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage. The target is grappled (escape DC 14) if the devil isn't already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns.

**Animate Chains:** Up to four chains the devil can see within 60 feet of it magically sprout razor-edged barbs and animate under the devil's control, provided that the chains aren't being worn or carried.
Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the devil uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is incapacitated or dies.
Question: Describe the Chimera monster in D&D 5e.
Answer: Chimera is a Large monstrosity (chaotic evil).
AC: 14 (natural), HP: 114 (12d10), Speed: walk 30 ft., fly 60 ft..
Abilities: STR 19 DEX 11 CON 19 INT 3 WIS 14 CHA 10.
Senses: darkvision 60 ft., passive_perception 18. Languages: understands Draconic but can't speak. CR: 6.

Actions:
**Multiattack:** The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns.

**Bite:** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

**Horns:** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage.

**Claws:** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

**Fire Breath:** The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one.
Question: Describe the Chuul monster in D&D 5e.
Answer: Chuul is a Large aberration (chaotic evil).
AC: 16 (natural), HP: 93 (11d10), Speed: walk 30 ft., swim 30 ft..
Abilities: STR 19 DEX 10 CON 16 INT 5 WIS 11 CHA 5.
Senses: darkvision 60 ft., passive_perception 14. Languages: understands Deep Speech but can't speak. CR: 4.

Special Abilities:
**Amphibious:** The chuul can breathe air and water.

**Sense Magic:** The chuul senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.
Actions:
**Multiattack:** The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once.

**Pincer:** Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature and the chuul doesn't have two other creatures grappled.

**Tentacles:** One creature grappled by the chuul must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Question: Describe the Clay Golem monster in D&D 5e.
Answer: Clay Golem is a Large construct (unaligned).
AC: 14 (natural), HP: 133 (14d10), Speed: walk 20 ft..
Abilities: STR 20 DEX 9 CON 18 INT 3 WIS 8 CHA 1.
Senses: darkvision 60 ft., passive_perception 9. Languages: understands the languages of its creator but can't speak. CR: 9.

Special Abilities:
**Acid Absorption:** Whenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt.

**Berserk:** Whenever the golem starts its turn with 60 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.

**Immutable Form:** The golem is immune to any spell or effect that would alter its form.

**Magic Resistance:** The golem has advantage on saving throws against spells and other magical effects.

**Magic Weapons:** The golem's weapon attacks are magical.
Actions:
**Multiattack:** The golem makes two slam attacks.

**Slam:** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic.

**Haste:** Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action.
Question: Describe the Cloaker monster in D&D 5e.
Answer: Cloaker is a Large aberration (chaotic neutral).
AC: 14 (natural), HP: 78 (12d10), Speed: walk 10 ft., fly 40 ft..
Abilities: STR 17 DEX 15 CON 12 INT 13 WIS 12 CHA 14.
Senses: darkvision 60 ft., passive_perception 11. Languages: Deep Speech, Undercommon. CR: 8.

Special Abilities:
**Damage Transfer:** While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down). and that creature takes the other half.

**False Appearance:** While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak.

**Light Sensitivity:** While in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.
Actions:
**Multiattack:** The cloaker makes two attacks: one with its bite and one with its tail.

**Bite:** Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) piercing damage, and if the target is Large or smaller, the cloaker attaches to it. If the cloaker has advantage against the target, the cloaker attaches to the target's head, and the target is blinded and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the attack roll. The cloaker can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 16 Strength check.

**Tail:** Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 7 (1d8 + 3) slashing damage.

**Moan:** Each creature within 60 feet of the cloaker that can hear its moan and that isn't an aberration must succeed on a DC 13 Wisdom saving throw or become frightened until the end of the cloaker's next turn. If a creature's saving throw is successful, the creature is immune to the cloaker's moan for the next 24 hours.

**Phantasms:** The cloaker magically creates three illusory duplicates of itself if it isn't in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which cloaker is the real one. If the cloaker is ever in an area of bright light, the duplicates disappear.
Whenever any creature targets the cloaker with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the cloaker or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight.
A duplicate has the cloaker's AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears.
Question: Describe the Cloud Giant monster in D&D 5e.
Answer: Cloud Giant is a Huge giant (neutral good (50%) or neutral evil (50%)).
AC: 14 (natural), HP: 200 (16d12), Speed: walk 40 ft..
Abilities: STR 27 DEX 10 CON 22 INT 12 WIS 16 CHA 16.
Senses: passive_perception 17. Languages: Common, Giant. CR: 9.

Special Abilities:
**Keen Smell:** The giant has advantage on Wisdom (Perception) checks that rely on smell.

**Innate Spellcasting:** The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:

At will: detect magic, fog cloud, light
3/day each: feather fall, fly, misty step, telekinesis
1/day each: control weather, gaseous form
Actions:
**Multiattack:** The giant makes two morningstar attacks.

**Morningstar:** Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage.

**Rock:** Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.
Question: Describe the Cockatrice monster in D&D 5e.
Answer: Cockatrice is a Small monstrosity (unaligned).
AC: 11 (dex), HP: 27 (6d6), Speed: walk 20 ft., fly 40 ft..
Abilities: STR 6 DEX 12 CON 12 INT 2 WIS 13 CHA 5.
Senses: darkvision 60 ft., passive_perception 11. Languages: None. CR: 0.5.

Actions:
**Bite:** Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours.
Question: Describe the Commoner monster in D&D 5e.
Answer: Commoner is a Medium humanoid (any alignment).
AC: 10 (dex), HP: 4 (1d8), Speed: walk 30 ft..
Abilities: STR 10 DEX 10 CON 10 INT 10 WIS 10 CHA 10.
Senses: passive_perception 10. Languages: any one language (usually Common). CR: 0.

Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits. Actions:
**Club:** Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Question: Describe the Constrictor Snake monster in D&D 5e.
Answer: Constrictor Snake is a Large beast (unaligned).
AC: 12 (dex), HP: 13 (2d10), Speed: walk 30 ft., swim 30 ft..
Abilities: STR 15 DEX 14 CON 12 INT 1 WIS 10 CHA 3.
Senses: blindsight 10 ft., passive_perception 10. Languages: None. CR: 0.25.

Actions:
**Bite:** Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.

**Constrict:** Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.
Question: Describe the Copper Dragon Wyrmling monster in D&D 5e.
Answer: Copper Dragon Wyrmling is a Medium dragon (chaotic good).
AC: 16 (natural), HP: 22 (4d8), Speed: walk 30 ft., climb 30 ft., fly 60 ft..
Abilities: STR 15 DEX 12 CON 13 INT 14 WIS 11 CHA 13.
Senses: blindsight 10 ft., darkvision 60 ft., passive_perception 14. Languages: Draconic. CR: 1.

Actions:
**Bite:** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.

**Breath Weapons:** The dragon uses one of the following breath weapons.
Acid Breath. The dragon exhales acid in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one.
Slowing Breath. The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.
Question: Describe the Couatl monster in D&D 5e.
Answer: Couatl is a Medium celestial (lawful good).
AC: 19 (natural), HP: 97 (13d8), Speed: walk 30 ft., fly 90 ft..
Abilities: STR 16 DEX 20 CON 17 INT 18 WIS 20 CHA 18.
Senses: truesight 120 ft., passive_perception 15. Languages: all, telepathy 120 ft.. CR: 4.

Special Abilities:
**Innate Spellcasting:** The couatl's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal components:

At will: detect evil and good, detect magic, detect thoughts
3/day each: bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield
1/day each: dream, greater restoration, scrying

**Magic Weapons:** The couatl's weapon attacks are magical.

**Shielded Mind:** The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.
Actions:
**Bite:** Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake.

**Constrict:** Melee Weapon Attack: +6 to hit, reach 10 ft., one Medium or smaller creature. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the couatl can't constrict another target.

**Change Shape:** The couatl magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the couatl's choice).
In a new form, the couatl retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the couatl can use its bite in that form.
Question: Describe the Crab monster in D&D 5e.
Answer: Crab is a Tiny beast (unaligned).
AC: 11 (natural), HP: 2 (1d4), Speed: walk 20 ft., swim 20 ft..
Abilities: STR 2 DEX 11 CON 10 INT 1 WIS 8 CHA 2.
Senses: blindsight 30 ft., passive_perception 9. Languages: None. CR: 0.

Special Abilities:
**Amphibious:** The crab can breathe air and water.
Actions:
**Claw:** Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Question: Describe the Crocodile monster in D&D 5e.
Answer: Crocodile is a Large beast (unaligned).
AC: 12 (natural), HP: 19 (3d10), Speed: walk 20 ft., swim 20 ft..
Abilities: STR 15 DEX 10 CON 13 INT 2 WIS 10 CHA 5.
Senses: passive_perception 10. Languages: None. CR: 0.5.

Special Abilities:
**Hold Breath:** The crocodile can hold its breath for 15 minutes.
Actions:
**Bite:** Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the crocodile can't bite another target
Question: Describe the Cult Fanatic monster in D&D 5e.
Answer: Cult Fanatic is a Medium humanoid (any non-good alignment).
AC: 13 (armor), HP: 22 (6d8), Speed: walk 30 ft..
Abilities: STR 11 DEX 14 CON 12 INT 10 WIS 13 CHA 14.
Senses: passive_perception 11. Languages: any one language (usually Common). CR: 2.

Fanatics are often part of a cult’s leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else. Special Abilities:
**Dark Devotion:** The fanatic has advantage on saving throws against being charmed or frightened.

**Spellcasting:** The fanatic is a 4th-level spellcaster. Its spell casting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared:

Cantrips (at will): light, sacred flame, thaumaturgy
- 1st level (4 slots): command, inflict wounds, shield of faith
- 2nd level (3 slots): hold person, spiritual weapon
Actions:
**Multiattack:** The fanatic makes two melee attacks.

**Dagger:** Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.
Question: Describe the Cultist monster in D&D 5e.
Answer: Cultist is a Medium humanoid (any non-good alignment).
AC: 12 (armor), HP: 9 (2d8), Speed: walk 30 ft..
Abilities: STR 11 DEX 12 CON 10 INT 10 WIS 11 CHA 10.
Senses: passive_perception 10. Languages: any one language (usually Common). CR: 0.125.

Cultists swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists often show signs of insanity in their beliefs and practices. Special Abilities:
**Dark Devotion:** The cultist has advantage on saving throws against being charmed or frightened.
Actions:
**Scimitar:** Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.
Question: Describe the Darkmantle monster in D&D 5e.
Answer: Darkmantle is a Small monstrosity (unaligned).
AC: 11 (dex), HP: 22 (5d6), Speed: walk 10 ft., fly 30 ft..
Abilities: STR 16 DEX 12 CON 13 INT 2 WIS 10 CHA 5.
Senses: blindsight 60 ft., passive_perception 10. Languages: None. CR: 0.5.

Special Abilities:
**Echolocation:** The darkmantle can't use its blindsight while deafened.

**False Appearance:** While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite.
Actions:
**Crush:** Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) bludgeoning damage, and the darkmantle attaches to the target. If the target is Medium or smaller and the darkmantle has advantage on the attack roll, it attaches by engulfing the target's head, and the target is also blinded and unable to breathe while the darkmantle is attached in this way.
While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle's speed also becomes 0, it can't benefit from any bonus to its speed, and it moves with the target.
A creature can detach the darkmantle by making a successful DC 13 Strength check as an action. On its turn, the darkmantle can detach itself from the target by using 5 feet of movement.

**Darkness Aura:** A 15-foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the darkmantle maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can't penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled.