How update only one element in nakama storage with Godot GDScript? It is possible?

Hello guys, I hope you can help me. I am trying to migrate my logic to change my backend in php and mysql (WebService) to nakama. I have my project with Godot in GDScript. But I’m testing to see if all the logic I have would work for me, in nakama. And I find a problem. I put you in situation. My game the user has, several creatures, with which he will fight against other users. The user acquires these creatures. I want to store those creatures in the DB(Cockroach). I am using docker and nakama. So, I add these creatures with this function…

func write_creature_async(creatures := []) -> void:
yield(Online.nakama_client.write_storage_objects_async(
		Online.nakama_session,
		[
			NakamaWriteStorageObject.new(
				"all_creatures",
				"creaturesUser",
				ReadPermissions.OWNER_READ,
				WritePermissions.OWNER_WRITE,
				JSON.print({creatures = creatures}),
				""
			)
		]
	), "completed")

And creatures is this:

func _on_Button_button_down():
	var creatures := [
		{id = 0, creatureName = "Floosty", level = 2, experience = 0, max_exp = 25, max_hp = 30, atack1 = "Placaje"},
		{id = 0, creatureName = "Floosty", level = 3, experience = 0, max_exp = 25, max_hp = 30, atack1 = "Placaje"},
	]
	
	yield(write_creature_async(creatures), "completed")

estos datos aparecen en nakama así:

{
  "creatures": [
    {
      "atack1": "Placaje",
      "creatureName": "Floosty",
      "experience": 0,
      "id": 0,
      "level": 2,
      "max_exp": 25,
      "max_hp": 30
    },
    {
      "atack1": "Placaje",
      "creatureName": "Floosty",
      "experience": 0,
      "id": 1,
      "level": 3,
      "max_exp": 25,
      "max_hp": 30
    }
  ]
}

The problem comes when I try, for example, to change a stat of a single creature. To begin with, I can’t find a way to add an autoincremental ID (I’ve created a function to get out of trouble). And then, I can’t find how I could run update the stats of a single creature. The only option I see is to do a get of all the creatures, add them to an array, search the array for the creature I want to modify, and then do a write_storage_objects_async again adding all the creatures again. It is possible that this cannot be done as it is normally done in a DB with an INSERT or an UPDATE or a DELETE of a creature by id. But it seems strange to me and I can’t find any other options. Thank you!