prompt
stringclasses 1
value | response
stringlengths 486
21.9k
|
---|---|
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragon Kobold Wizard \n'b' Small humanoid (kobold), neutral evil \n'b' Armor Class 14 (magic robes) Hit Points 28 (8d6) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 10 (+0) INT: 14 (+2) WIS: 16 (+3) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +4, Wis +5 Skills Arcana +4 Damage Resistances variable Senses darkvision 120 ft., passive Perception 13 Languages Common, Draconic Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Damage Resistance . The kobold wizard is resistant to the damage type of the dragon it serves. \n'b' Spellcasting . The dragon kobold wizard is an 8th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared: \n'b' Cantrips (at will) : acid splash , fire bolt, poison spray, ray of frost \n'b' 1st level (4 slots) : burning hands , chromatic orb, mage armor , thunderwave \n'b' 2nd level (3 slots) : flaming sphere , enlarge/reduce , gust of wind \n'b' 3rd level (3 slots) : fireball , lightning bolt , sleet storm \n'b' 4th level (2 slots) : conjure minor elementals , stoneskin \n'b' Sunlight Sensitivity . While in sunlight, the dragon kobold wizard has disadvantage on attack rolls and Wisdom ( Perception ) checks that rely on sight if it, the target of its attack , or what it is trying to perceive is in direct sunlight. \n'b' Actions \n'b' Claws . Melee Weapon Attack : +4 to hit. Reach 5 ft., one target. Hit : 4 (1d6 + 1) slashing damage. \n'b' Quarterstaff . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if wielded with two hands. \n'b' About \n'b' Priests with a flair for the dramatic, wizards worship the dragon with demonstrations of elemental power which wow the population and can be used to great effect in its defense.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Centipede, Giant \n'b' Medium beast , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 38 (7d8 + 7) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 12 (+1) INT: 1 (-5) WIS: 7 (-2) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +4 Damage Resistances poison Condition Immunities poisoned Senses blindsight 60 ft., passive Perception 8 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b' Ambusher . The enormous centipede has advantage on attack rolls against any creature it has surprised. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 8 (2d4 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points , the target is stable but poisoned for 1 hour, even after regaining hit points , and is paralyzed while poisoned in this way. \n'b' Hundred Leg Grab (recharge 6) . The enormous centipede wraps itself around creatures within 5 feet of it. Each creature in that area must make a DC 12 Dexterity saving throw. On a failure, a creature takes 14 (4d6) piercing damage and, if it is Medium or smaller, it is grappled (escape DC 13). Until this grapple ends, the target is restrained , and the enormous centipede can automatically hit the target with its bite. On a success, a creature takes half the damage and isn\xe2\x80\x99t grappled .'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Fidele Angel \n'b' Family: Angels \n'b' Medium celestial (shapechanger), lawful good \n'b' Armor Class 16 (natural armor) Hit Points 104 (16d8 + 32) Speed 40 ft., fly 40 ft. (10 ft., fly 80 ft. in eagle form)\n'b' STATS STR: 20 (+5) DEX: 18 (+4) CON: 14 (+2) INT: 14 (+2) WIS: 16 (+3) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Con +5, Int +5, Wis +6, Cha +7 Skills Insight +6, Perception +6 Damage Resistances fire, lightning, poison; bludgeoning, piercing, and slashing damage from nonmagical attacks Damage Immunities acid, cold Condition Immunities charmed , exhaustion , petrified , poisoned Senses darkvision 60 ft., passive Perception 16 Languages Celestial, Common, Infernal, telepathy 60 ft. Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Ever Connected . Fidele angels are magically connected. Damage taken by the fidele angel is split evenly between the fidele angel and its paired fidele angel. The angel that was the original target of the attack takes any damage that won\xe2\x80\x99t divide evenly. All other effects, such as reducing ability scores or being the target of a bless spell, affect only the target. \n'b' Immortal Nature . The fidele angel doesn\xe2\x80\x99t require food, drink, or sleep. \n'b' Magic Resistance . The angel has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The angel\xe2\x80\x99s weapon attacks are magical. \n'b' Unshakeable Fidelity . No spell, feature, trait, magic, or other effect can cause a fidele angel to act against or harm its mate or change its love or loyalty toward its mate. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The fidele angel makes three Longsword or Radiant Bolt attacks. Alternatively, it makes one Beak attack and two Talons attacks. \n'b' Longsword (Humanoid or True Form Only) . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands. \n'b' Beak (Bird Form Only) . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 8 (1d6 + 5) piercing damage. \n'b' Talons (Bird Form Only) . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage. \n'b' Radiant Bolt . Ranged Spell Attack : +7 to hit, range 120 ft., one target. Hit : 11 (2d6 + 4) radiant damage. \n'b' To My Lover\xe2\x80\x99s Side . If its mate is more than 1 mile away from it, the fidele angel can magically teleport , along with any equipment it is wearing or carrying, to an unoccupied space within 10 feet of its mate. The angel can use this action even if its mate is on another plane of existence. \n'b' Spellcasting . The angel casts one of the following spells, requiring no material components and using Charisma as its spellcasting ability (spell save DC 15):\n'b'\n'b'\n'b' At will : detect evil and good , purify food and drink , spare the dying \n'b' 3/day each : bless , cure wounds , daylight \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Change Shape . The fidele angel transforms into a Medium or smaller Humanoid, a Large or smaller birdlike Beast, or back into its true form, which is a winged Celestial. Without wings, it loses its flying speed. Its statistics, other than its size and speed, are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b'\n'b' ABOUT \n'b' What appears to be a mated pair of birds changes into two bestial celestials that move in perfect harmony. \n'b' Fidele angels form from souls so devoted to each other that their love transcends death. \n'b' Friends to Lovers . Fideles are charged with exhorting mortals to respect the bonds of partnership. They assist lovers facing obstacles and punish the enemies of love. Where there is a conflict between two cultures\xe2\x80\x99 laws in love, they prefer the result that keeps lovers together. \n'b' Quiet Diplomats . They prefer diplomacy to force and, despite the urgency of love, they\xe2\x80\x99ve been known to live secretly among mortals for years or decades while waging quiet campaigns against social mores and cultural norms that keep love from achieving its full potential.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragon Spirit \n'b' Large dragon , neutral \n'b' Armor Class 11+ level of the spell (natural armor) Hit Points 50 (6d8 + 12) +10 for each spell level above 4th Speed 30 ft., fly 30 ft. (hover)\n'b' STATS STR: 16 (+3) DEX: 10 (+0) CON: 16 (+3) INT: 15 (+2) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +2, Insight +4, Perception +2, Persuasion +5 Senses darkvision 60 ft., blindsense 10 ft., passive Perception 12 Languages Draconic, understands any \n'b' Special Traits \n'b'\n'b' Legendary Resistance (1/day) : If the Dragon fails a saving throw, it can choose to succeed instead. \n'b' Proficiency bonus : equal to the caster \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The dragon makes a number of attacks equal to half this spell\xe2\x80\x99s level (rounded down). \n'b' Claws . Melee Weapon Attack : your spell attack modifier to hit, reach 5 ft., one target. Hit : 1d10 + 3 + the spell\xe2\x80\x99s level slashing damage. \n'b' Tail Slap . Melee Weapon Attack : your spell attack modifier to hit, reach 5 ft., one target. Hit : 1d6 + 3 + the spell\xe2\x80\x99s level bludgeoning damage and the creature must make a Str save vs your spell save or be knocked prone . \n'b' Frightful Presence . Each creature of the dragon\xe2\x80\x99s choice, and not allied with the summoner, that is within 120 ft. of the dragon and aware of it must succeed on a DC, equal to the caster\xe2\x80\x99s Spell Save, Wisdom saving throw or become frightened for 1 minute. 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\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Breath Weapon . The dragon exhales the chosen element in a 60-foot cone. Each creature in that area must make a Dexterity saving throw equal to the Spell Save DC of the Summoner, taking 1d8 + 3 + the spell\xe2\x80\x99s level, chosen elemental Damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' About \n'b' A giant, nigh translucent apparition in the form of a chromatic dragon. \n'b' Folklore tells the tales of dragon being bound to service by powerful wizards and mages. Whether through happenstance, forced binding, or other arcane means, some dragons may become so entwined with the souls of their masters that they become bound to spaces, to which their spirit remains long after death. These dragons remain with the souls yearning for connection whether through conversation or ethereal combat. It is said that powerful magics can catch the ear of one such dragon spirit willing to be unbound if not for the briefest of moments, aiding the call of those in need for a small chance at freedom.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragon Turtle \n'b' Gargantuan dragon , neutral \n'b' Armor Class 20 (natural armor) Hit Points 341 (22d20 + 110) Speed 20 ft., swim 40 ft.\n'b' STATS STR: 25 (+7) DEX: 10 (+0) CON: 20 (+5) INT: 10 (+0) WIS: 12 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Con +11, Wis +7 Damage Resistances fire Senses darkvision 120 ft., passive Perception 11 Languages Aquan, Draconic Challenge 17 (18,000 XP) \n'b' Special Traits \n'b' Amphibious : The dragon turtle can breathe air and water. \n'b' Actions \n'b' Multiattack : The dragon turtle makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks. \n'b' Bite : Melee Weapon Attack : +13 to hit, reach 15 ft., one target. Hit : 26 (3d12 + 7) piercing damage. \n'b' Claw : Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit : 16 (2d8 + 7) slashing damage. \n'b' Tail : Melee Weapon Attack : +13 to hit, reach 15 ft., one target. Hit : 26 (3d12 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the dragon turtle and knocked prone. \n'b' Steam Breath (Recharge 5-6) : The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn\xe2\x80\x99t grant resistance against this damage. \n'b' About \n'b' This long-tailed aquatic beast resembles a massive snapping turtle with draconic features.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragon, Aionian \n'b'\n'b' Huge dragon , chaotic evil \n'b' Armor Class 19 (natural armor) Hit Points 230 (20d12 + 100) Speed 40 ft.\n'b' STATS STR: 22 (+6) DEX: 10 (+0) CON: 21 (+5) INT: 16 (+3) WIS: 17 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +6, Constitution +11, Wisdom +9, Charisma +9 Damage Immunities acid, poison Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities poisoned , prone Skills Perception +9, Stealth +6 Senses darkvision 120 ft., passive Perception 19 Languages Draconic Challenge 17 (18,000 XP) \n'b' Special Traits \n'b' Legendary Resistance (3/Day) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Acid Blood . A creature within 5 feet of the aionian dragon takes 5 (1d10) acid damage whenever it hits the dragon with a melee attack that deals piercing or slashing damage. \n'b' Wakeful . The aionian dragon never sleeps. \n'b' Actions \n'b' Multiattack . The dragon can use its Frightful Presence. It then makes two attacks: one with its bite and one to constrict. \n'b' Bite . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 17 (2d10 + 6) piercing damage plus 7 (2d6) acid damage. \n'b' Constrict . Melee Weapon Attack : +12 to hit, reach 15 ft., one Large or smaller creature. Hit : 17 (2d10 + 6) bludgeoning damage. The target is grappled (escape DC 20) if the aionian dragon isn\xe2\x80\x99t already constricting a creature, and the target is restrained until this grapple ends. \n'b' Acid Breath (Recharge 5-6) . The dragon exhales acid in a 60-foot cone. Each creature in that cone must make a DC 14 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one. \n'b' Frightful Presence . Each creature of the dragon\xe2\x80\x99s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. 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\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Swallow . The aionian dragon makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained , it has total cover against attacks and other effects outside the aionian dragon, and it takes 21 (6d6) acid damage at the start of each of the aionian dragon\xe2\x80\x99s turns. An aionian dragon can have only one creature swallowed at a time. If the aionian dragon takes 30 damage or more on a single turn from the swallowed creature, the aionian dragon must succeed on a DC 19 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the aionian dragon. If the aionian dragon dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone. \n'b' Tail . Melee Weapon Attack : +12 to hit, reach 15 ft., one target. Hit : 15 (2d8 + 6) bludgeoning damage. \n'b' Legendary Actions \n'b' The aionian 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\xe2\x80\x99s turn. The aionian dragon regains spent legendary actions at the start of its turn. \n'b' Detect . The dragon makes a Wisdom ( Perception ) check. \n'b' Tail Attack . The dragon makes a tail attack . \n'b' Chomp (Costs 2 Actions) . The aionian dragon makes one bite attack or uses its Swallow. \n'b' About \n'b' This serpent\xe2\x80\x99s crest shines with a golden gleam. Its eyes flash like fire and its whole body is suffused with venom. \n'b' Between its triple rows of teeth, its three-forked tongue flickers. \n'b' Nature\xe2\x80\x99s Guardian . Aionian dragons are guardians by nature and when not hunting, spend most of their time resting in riverside caves. They are extremely territorial and will attack any perceived intruders.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragon, Brine (Adult) \n'b' Large dragon , lawful neutral \n'b' Armor Class 17 (natural armor) Hit Points 142 (24d10+60) Speed 30 ft., fly 80 ft., swim 80 ft.\n'b' STATS STR: 24 (+7) DEX: 11 (+0) CON: 19 (+4) INT: 19 (+4) WIS: 16 (+3) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Cha +7, Dex +4, Int +8, Str +12 Damage Immunities acid Skills Athletics +12, Perception +7, Stealth +4 Senses blindsense 60 ft., darkvision 120 ft., passive Perception 17 Languages Aquan, Common, Draconic Challenge 11 (7,200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The dragon can breathe air and water. \n'b' Innate Spellcasting . The dragon\xe2\x80\x99s spell casting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : control water , detect magic , mage hand , prestidigitation \n'b' 3/day each : color spray , invisibility , obscuring mist \n'b' 1/day each : sleet storm \n'b'\n'b' Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Bite . Melee Weapon Attack : +8 to hit, 10 ft. reach, one target. Hit : 18 (2d10 + 7) piercing damage plus 9 (2d8) acid damage. \n'b' Claw . Melee Weapon Attack : +8 to hit, 10 ft. reach, one target. Hit : 10 (1d6 + 7) slashing damage. \n'b' Tail . Melee Weapon Attack : +8 to hit, 10 ft. reach, one target. Hit : 10 (1d6 + 7) bludgeoning damage. \n'b' Acid Breath (Recharge 5-6) . The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 35 (10d6) acid damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dragon makes one attack with its bite and two with its claws. \n'b' Touch of the Sea (3/day) . The dragon touches an adjacent creature. That creature gains a swim speed of 30 feet for 8 hours. This does not give the creature the ability to breathe underwater. \n'b'\n'b' LEGENDARY ACTIONS \n'b' 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\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b'\n'b' Detect . The dragon makes a Wisdom ( Perception ) check. \n'b' Tail Attack . The dragon makes a tail attack. \n'b' Wing Attack . The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 17 Dexterity saving throw or take 13 (2d6 + 8) bludgeoning damage and be forced prone . The dragon can then fly up to half its flying speed.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragon, Brine (Ancient) \n'b' Huge dragon , lawful neutral \n'b' Armor Class 19 (natural armor) Hit Points 225 (18d12+108) Speed 30 ft., fly 80 ft., swim 80 ft.\n'b' STATS STR: 30 (+10) DEX: 11 (+0) CON: 23 (+6) INT: 23 (+6) WIS: 20 (+5) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Cha +11, Dex +6, Int +12, Str +16 Damage Immunities acid Skills Athletics +16, Perception +11, Stealth +6 Senses blindsense 60 ft., darkvision 120 ft., passive Perception 21 Languages Aquan, Common, Draconic Challenge 17 (18,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The dragon can breathe air and water. \n'b' Innate Spellcasting . The dragon\xe2\x80\x99s spell casting ability is Intelligence (spell save DC 20). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : control water , detect magic , mage hand , prestidigitation \n'b' 3/day each : color spray , invisibility , obscuring mist \n'b' 1/day each : control weather , sleet storm , teleport \n'b'\n'b' Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Siege Monster . The dragon deals double damage to objects and structures. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +10 to hit, 15 ft. reach, one target. Hit : 32 (4d10 + 10) piercing damage plus 9 (2d8) acid damage. \n'b' Claw . Melee Weapon Attack : +10 to hit, 15 ft. reach, one target. Hit : 13 (1d6 + 10) slashing damage. \n'b' Tail . Melee Weapon Attack : +10 to hit, 15 ft. reach, one target. Hit : 13 (1d6 + 10) bludgeoning damage. \n'b' Acid Breath (Recharge 5-6) . The dragon exhales acid in a 90?foot line that is 10 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 52 (15d6) acid damage on a failed save, or half as much damage on a successful one. \n'b' Frightful Presence . Each creature of the dragon\xe2\x80\x99s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. 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\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Touch of the Sea (3/day) . The dragon touches an adjacent creature. That creature gains a swim speed of 30 feet for 8 hours. This does not give the creature the ability to breathe underwater. \n'b'\n'b' LEGENDARY ACTIONS \n'b' 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\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b'\n'b' Detect . The dragon makes a Wisdom ( Perception ) check. \n'b' Tail Attack . The dragon makes a tail attack . \n'b' Wing Attack . The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 10) bludgeoning damage and be forced prone . The dragon can then fly up to half its flying speed. \n'b'\n'b' ABOUT \n'b' Although not inherently evil, brine dragons have little patience for kindness and philanthropy. As they age, they grow more and more opinionated and obsessed with power-by adult age, a brine dragon counts itself a failure if it doesn\xe2\x80\x99t rule over a collection of \xe2\x80\x9clesser beings\xe2\x80\x9d such as humans, merfolk, locathah, or even sahuagin. Their blue-green neck frills sweep back from their heads, leading to a body of dark, shiny scales and fin-like crests. Brine dragons prefer salt water but can venture into fresh water and onto land in desperation when prey is scarce.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragon, Brine (Wyrmling) \n'b' Tiny dragon , lawful neutral \n'b' Armor Class 13 (natural armor) Hit Points 103 (23d4+46) Speed 30 ft., fly 60 ft., swim 60 ft.\n'b' STATS STR: 16 (+3) DEX: 15 (+2) CON: 11 (+0) INT: 13 (+1) WIS: 10 (+0) CHA: 11 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Cha +3, Dex +4, Int +3, Str +5 Damage Immunities acid Skills Athletics +5, Perception +2, Stealth +4 Senses blindsense 60 ft., darkvision 120 ft., passive Perception 12 Languages Aquan, Common, Draconic Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The dragon can breathe air and water. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, 5 ft. reach, one target. Hit : 14 (2d10 + 3) piercing damage plus 9 (2d8) acid damage. \n'b' Acid Breath (Recharge 5-6) . The dragon exhales acid in a 30?foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragon, Brine (Young) \n'b' Medium dragon , lawful neutral \n'b' Armor Class 15 (natural armor) Hit Points 162 (25d8+50) Speed 30 ft., fly 60 ft., swim 80 ft.\n'b' STATS STR: 24 (+7) DEX: 13 (+1) CON: 15 (+2) INT: 15 (+2) WIS: 12 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Cha +4, Dex +4, Int +5, Str +10 Damage Immunities acid Skills Athletics +10, Perception +4, Stealth +4 Senses blindsense 60 ft., darkvision 120 ft., passive Perception 14 Languages Aquan, Common, Draconic Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The dragon can breathe air and water. \n'b' Innate Spellcasting . The dragon\xe2\x80\x99s spell casting ability is Intelligence (spell save DC 13). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : detect magic , mage hand , prestidigitation \n'b' 3/day each : color spray \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dragon makes one attack with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +6 to hit, 5 ft. reach, one target. Hit : 18 (2d10 + 7) piercing damage plus 9 (2d8) acid damage. \n'b' Claw . Melee Weapon Attack : +6 to hit, 5 ft. reach, one target. Hit : 10 (1d6 + 7) slashing damage. \n'b' Acid Breath (Recharge 5-6) . The dragon exhales acid in a 30?foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 24 (7d6) acid damage on a failed save, or half as much damage on a successful one. \n'b' Touch of the Sea (3/day) . The dragon touches an adjacent creature. That creature gains a swim speed of 30 feet for 8 hours. This does not give the creature the ability to breathe underwater.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragon, Brute \n'b' Huge dragon , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 195 (17d12+85) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 24 (+7) DEX: 11 (+0) CON: 20 (+5) INT: 5 (-3) WIS: 14 (+2) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Con +10, Wis +7, Cha +6, tactical advantage on saves against spells and magical effects. Damage Resistances fire, poison Senses darkvision 60 ft., passive Perception 12 Languages understands Draconic (can\xe2\x80\x99t speak) Challenge 13 (10,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Ignite A target that fails a save against the dragon\xe2\x80\x99s fiery breath catches on fire, taking 2d8 fire damage at the start of each of its turns. Creatures burning from the dragon\xe2\x80\x99s breath have tactical disadvantage on attacks and ability checks. An ignited target can attempt a new save at the end of each of its turns to end the effect. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dragon makes two bite attacks and one tail slap attack . \n'b' Bite . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 2d10+7 piercing damage, and if the target is a living creature, it must make a Con save (DC 18). On a failed save, it takes an additional 4d10 poison damage and is poisoned for 1 minute. On a successful save, it takes half damage. \n'b' Tail Slap . Melee Weapon Attack : +12 to hit, reach 15 ft., one target. Hit : 2d6+7 bludgeoning damage. \n'b' Fiery Breath (Recharge 5+) . The dragon breathes fire in a 60-foot cone. Each target in the cone takes 10d8 fire damage, or half damage on a successful Dex save (DC 18). Targets that fail their save are also ignited (see traits). \n'b'\n'b' REACTIONS \n'b'\n'b' Wing Bash When an enemy hits the dragon with a melee attack , it can react with a wing bash. Each target within 10 feet must make a Dex save (DC 18) or take 1d10+7 bludgeoning damage and be forced prone . \n'b'\n'b' ABOUT \n'b' This massive, reptilian beast is armored in thick scales of reddish brown. It has vast, batlike wings, a long neck and even longer tail, and a crocodilian head with prominent horns. Incendiary venom drips from its mighty jaws. \n'b' Brute dragons are not distinguished by color or the type of breath weapon they possess. Most have scales of rusty red to dull black, and all can expel jets of jelly-like venom that ignites on contact with air and burns fiercely, sticking to unfortunate victims. The venom makes a dragon\xe2\x80\x99s bite almost as dangerous as its fiery breath, and is reputed to be one of the deadliest poisons known to man. Brute dragons make little use of their clawed feet in battle, but can strike powerful blows with their long, whip-like tails. \n'b' Perhaps the most important difference between a brute dragon and similar creatures from other worlds is that the brute dragon is barely sentient. It is a very clever beast, wiser and more cunning than even a mammoth or a giant viper, but it is incapable of speech and is driven only by its natural urge to hunt, to kill, and to feed. Even so, it is a living engine of destruction that only the most foolhardy hero would dare to challenge.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragon, Clockwork \n'b' Large construct (dragon), unaligned \n'b' Armor Class 18 (natural armor) Hit Points 171 (18d10 + 72) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 19 (+4) DEX: 14 (+2) CON: 18 (+4) INT: 3 (-4) WIS: 11 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Con +7 Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 120 ft., passive Perception 10 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 8 (3,900 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . The clockwork dragon makes two attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 20 (3d10 + 4) piercing damage. \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 14 (3d6 + 4) slashing damage. \n'b' Fire Breath (Recharge 5-6) . The clockwork dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 38 (7d10) fire damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' The clockwork dragon, a magical-mechanical marvel, is a construct composed of metal and gears. Its wings are spread wide, its tail is coiled except when in flight, its body is adorned with intricate patterns etched into the surface, and its eyes glow with a soft, otherworldly light. As the dragon moves, the mechanical hum of its inner workings creates an ethereal melody that fills the air, adding an enchanting quality to its presence.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dog, Small \n'b' Family: Canines \n'b'\n'b' Small beast , unaligned \n'b' Armor Class 14 (studded leather) \n'b' Hit Points 9 (2d6 + 2) \n'b' Speed 40 ft.\n'b' STATS STR: 9 (-1) DEX: 15 (+2) CON: 10 (+1) INT: 3 (-4) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +4 \n'b' Senses darkvision 60 ft. \n'b' Languages none \n'b' Challenge 1/8 (25 XP) \n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit (reach 5 ft.; one creature). Hit : 1d4 + 2 piercing damage, and a Small or smaller creature is grappled (escape DC 9). A grappled creature takes 1d4 + 2 piercing damage at the end of its turn. \n'b'\n'b' Special Traits \n'b'\n'b' Ferocity . When a Blight-bull drops to 0 hit points , it immediately makes one attack against a creature within 5 feet as a reaction before dying. \n'b'\n'b' About \n'b' Environment Urban \n'b' Organization solitary, pair, or pack (3-12) \n'b' This small but nasty-looking dog is scarred from many battles. \n'b' Dogs bred and trained specifically to fight are tougher than normal breeds. They are typically garbed in light barding and have been taught to lock their jaws to bring opponents down. Their training has suppressed some of their natural instincts and rendered them quite specialized; consequently, they aren\xe2\x80\x99t of much use for other activities, such as tracking, but continue to fight past the point when other dogs would no longer be able to continue. \n'b'\n'b' Additional Credit Author Greg A. Vaughan, based on material by Richard Pett.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Cephalina \n'b'\n'b' Tiny beast , unaligned \n'b' Armor Class 12 Hit Points 3 (2d4 \xe2\x80\x93 2) Speed 20 ft., swim 20 ft.\n'b' STATS STR: 2 (-4) DEX: 14 (+2) CON: 8 (-1) INT: 3 (-4) WIS: 12 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 30 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 0 (10 XP) \n'b' Special Traits \n'b'\n'b' Amphibious . The cephalina can breathe air or water. \n'b' Familiar Suitability . At the GM\xe2\x80\x99s discretion, the spell find familiar may summon a familiar that resembles a cephalina. \n'b'\n'b' Actions \n'b'\n'b' Tentacle . Melee Weapon Attack : +0 to hit, reach 5 ft., one target. Hit : 1 bludgeoning damage. \n'b' Ink . Underwater, the cephalina can squirt a tiny cloud of luminous pink ink. This ink cloud heavily obscures a 5-foot cube adjacent to the cephalia and sheds vibrant pink light like a torch for 1 round. \n'b' Spray Ink . The cephalina chooses one target within 5 feet it can see that is out of water and sprays ink at it. The target must make a DC 12 Dexterity saving throw. On a failed saving throw, the target glows with a soft, pink glow similar to torch light that imposes disadvantage on Dexterity ( Stealth ) checks until the end of the cephalina\xe2\x80\x99s next turn. \n'b'\n'b' About \n'b' Cephalina are tiny, nautilus-like creatures native to the shallow warm or temperate ocean waters. They are herbivores, feeding on algae and other water-born plant-like. Cephalina navigate in the dark by creation of luminous ink that they use to illuminate dark spaces. Typically, these tiny creatures dwell at near-surface levels and venture up onto the shore to scrape algae off of rocks as tides lower. \n'b' A cephalina measures about 1 foot across and weighs 6 lbs. \n'b' Farmed Ink . Cephalina are often raised in captivity by both aquatic races, and their ink is harvested to create phosphorescent dyes and pigments.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragon, Dream \n'b' Huge dragon , chaotic evil \n'b' Armor Class 18 (natural armor) Hit Points 253 (22d12 + 110) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 21 (+5) DEX: 18 (+4) CON: 20 (+5) INT: 23 (+6) WIS: 18 (+4) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Intelligence +12, Wisdom +10 Skills Arcana +12, Perception +10 Senses darkvision 60 ft., passive Perception 20 Languages Draconic, Sylvan Challenge 17 (18,000 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The dream dragon\xe2\x80\x99s innate spellcasting ability is Intelligence (spell save DC 19). The dream dragon can innately cast the following spells, requiring no components.\n'b'\n'b' 1/day : color spray , confusion , dancing lights , detect thoughts \n'b'\n'b' Magic Resistance . The dream dragon has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The dream dragon\xe2\x80\x99s attacks are magical. \n'b' Actions \n'b' Multiattack . The dream dragon makes three attacks: two with its claws and one with its bite. \n'b' Claw . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) bludgeoning damage. \n'b' Bite . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 16 (2d10 + 5) piercing damage. \n'b' Breath Weapon . The dream dragon breathes out a rainbow breath in a 90-ft. cone. This creates a hallucinatory terrain in which those affected must fight and defeat the dream dragon. If anyone in the area fails a DC 19 Wisdom saving throw, all targets in the 90-ft. cone enter the dream terrain. The only way to escape the dream terrain is to slay the dream dragon. Once the dream terrain is activated, the dream dragon chooses what form it takes. The dream dragon also is able to use an action to have an element from the terrain strike out and attack one target, the target must succeed on DC 19 Dexterity saving throw or take 60 (11d10) bludgeoning damage. The hallucinatory terrain is only destroyed if the dream dragon is defeated. \n'b' About \n'b' Without warning, a rainbow-colored dragon emerges from the depths of the forest. The dream dragon is one of the rarest of all dragons. Highly intelligent, it uses its unique breath weapon to ensnare victims. \n'b' Bewildering Terrain . The breath of the dream dragon creates a magical terrain where the winged monster will face down its opponents. If one member of the party is drawn inside, all the heroes are sent into the dream terrain.\xc2\xa0Disturbingly, the dragon has some control over the terrain and can use it to attack its enemies. The only way to escape is to defeat the evil wyrm in combat. \n'b' Hefty Hoarders . Dream dragons are known to collect a huge amount of treasure. They usually hide their hoard in a cavern at the center of their territory. Goblins and ogres are often enslaved to guard these hoards.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kinnara \n'b' Family: Angels \n'b' This celestial has the head, arms, and torso of a beautiful human, the gleaming eyes of an angel and the lower body of a pure white swan. Magnificent wings grow from its back, and its body is adorned with fine jewelery. It plays a calming melody on a stringed musical instrument. A near-identical angelic being stands close by its side. \n'b' Medium celestial , lawful good \n'b' Armor Class 14 (natural armor) Hit Points 65 (10d8 + 20) Speed 30 ft., fly 50 ft.\n'b' STATS STR: 12 (+1) DEX: 15 (+2) CON: 14 (+2) INT: 13 (+1) WIS: 16 (+3) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wisdom +5, Charisma +6 Skills Insight +5, Performance +8 Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , exhaustion , frightened Senses darkvision 60 ft., passive Perception 13 Languages all, telepathy 60 ft. Challenge 3 (700 XP) \n'b' Special Traits \n'b' Angelic Weapons . The kinnara\xe2\x80\x99s weapon attacks are magical. When the kinnara hits with any weapon, the weapon deals an extra 2d8 radiant damage (included in the attack ). \n'b' Reactions \n'b' Share the Pain . When the kinnara\xe2\x80\x99s partner is hit with a melee or ranged attack , the kinnara can teleport to an unoccupied space within 5 feet of its partner. The damage caused by the attack is divided evenly between the two kinnara. \n'b' About \n'b' Kinnara are half-human, half-bird angels who serve the gods of love, music, and wisdom. They are always encountered in pairs. \n'b' Inseparable Lovers . As mortals, each pair of kinnara were devoted lovers who lived virtuous lives dedicated entirely to each other and to the pursuit of wisdom and enlightened accomplishments. Upon their deaths, they became closely?bonded celestials in the service of the gods. \n'b' Celestial Musicians . Kinnara are highly skilled singers, musicians, and dancers, performing beautifully as a duo in perfect harmony with one another. Kinnara see it as their duty to instruct humanity in the arts, and their patron gods will sometimes send pairs of the angels to the Material Plane to teach the performing arts in temples and monasteries. Many of the world\xe2\x80\x99s greatest bards have traveled to one of these temples to study under a pair of kinnara. \n'b' Sacred Guardians . Kinnara can often be found protecting holy sites and other centers of wisdom located in remote locations. Those kinnara dwelling on the Material Plane will watch over the well-being of mortals\xe2\x80\x93particularly musicians and lovers\xe2\x80\x93and may sometimes intervene to protect such mortals in times of danger. A cleric can summon a pair of kinnara with a conjure celestial spell cast using a 9th-level spell slot. \n'b' Immortal Nature . The kinnara angel doesn\xe2\x80\x99t require food, drink, or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragon, Dust (Ancient) \n'b' Gargantuan dragon , neutral evil \n'b' Armor Class 22 (natural armor) Hit Points 487 (25d20 + 225) Speed 40 ft., burrow 30 ft., fly 80 ft.\n'b' STATS STR: 30 (+10) DEX: 10 (+0) CON: 29 (+9) INT: 18 (+4) WIS: 15 (+2) CHA: 23 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +7, Constitution +16, Wisdom +9, Charisma +13 Skills Perception +16, Stealth +7 Damage Immunities acid Senses blindsight 60 ft., darkvision 120 ft., tremorsense 60 ft., passive Perception 26 Languages Common, Draconic, Terran Challenge 23 (50,000 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The ancient dust dragon\xe2\x80\x99s innate spellcasting ability is Constitution (spell save DC 24). It can cast the following spells, requiring no material components. \n'b' 3/day : create or destroy water (destroy only) \n'b' 2/day : stone shape \n'b' 1/day : wall of stone \n'b' Earthglide . The dragon can burrow through nonmagical, unworked earth and stone. While doing so, the dragon doesn\xe2\x80\x99t disturb the material it moves through. \n'b' Legendary Resistance (3/day). If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Actions \n'b' Multiattack . The dragon can use its Frightful Presence and make one Bite attack and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +17 to hit, reach 15 ft., one target. Hit : 21 (2d10 + 10) piercing damage plus 14 (4d6) acid damage. \n'b' Claw . Melee Weapon Attack : +17 to hit, reach 10 ft., one target. Hit : 17 (2d6 + 10) slashing damage. \n'b' Tail . Melee Weapon Attack : +17 to hit, reach 20 ft., one target. Hit : 19 (2d8 + 10) bludgeoning damage. \n'b' Frightful Presence . Each creature of the dragon\xe2\x80\x99s 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 each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Sand Breath (recharge 5-6). The dragon exhales shards of stone and dust in a 90-foot cone. Each creature in that area must succeed on a DC 24 Dexterity saving throw, taking 85 (19d8) slashing damage on a failed saving throw, or half as much damage on a successful one. \n'b' Legendary Actions \n'b' The dragon can take 3 legendary actions , choosing from the options below. Only one legendary action can be used as a time and only at the end of another creature\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b' Detect . The dragon makes a Wisdom ( Perception ) check. \n'b' Tail Attack . The dragon makes a Tail attack . \n'b' Sandstorm (costs 2 actions ). The ancient dust dragon creates a swirling maelstrom of sand and dust in a 120-foot radius centered on itself, which swirls until the end of the ancient dust dragon\xe2\x80\x99s next turn. Creatures in the area must succeed on a DC 26 Constitution saving throw or be blinded for 1 minute. Creatures can repeat the saving throw at the end of each of its turns, ending the effect on a success. The ancient dust dragon is immune to the effects of its Sandstorm. \n'b' Wing Attack (costs 2 actions ). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone . The dragon can then fly up to half its flying speed. \n'b' Lair Actions \n'b' On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can\xe2\x80\x99t use the same effect two rounds in a row: \n'b' The solid stone surrounding a point on the ground that the dragon can see within 120 feet of it turns into dust and sand in a 20-foot radius. The area is considered difficult terrain , and if a creature enters or begins their turn in the area it must make a DC 18 Strength saving throw or become restrained by the sudden quicksand. A restrained creature can use its action to attempt to free itself by making a DC 18 Strength check. \n'b' The dust dragon chooses one creature it can see within 60 feet of it to begin to petrify, as if the dust dragon had cast the flesh to stone spell. The DC for this effect is 22. \n'b' The dust dragon creates a column of swirling sand that is 10 feet in diameter and 40 feet high that continues churning until the start of the next initiative count 20. Creatures that enter or begin their turn in the area must make a DC 18 Dexterity saving throw, taking 17 (5d6) slashing damage on a failed saving throw, or half as much damage on a successful one. \n'b' Regional Effects \n'b' The region containing a legendary dust dragon\xe2\x80\x99s lair is warped by the dragon\xe2\x80\x99s presence, which creates one or more of the following effects: \n'b' Creatures who succumb to the environment within 6 miles of the dust dragon\xe2\x80\x99s lair often rise as dust ghouls under the dust dragon\xe2\x80\x99s command . \n'b' Oasis and water sources within 1 mile of the lair dry up and become sand and dust quickly. \n'b' Dust mephits and other similar creatures find themselves at home within the area, and often attack intruders on sight.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragon, Energy \n'b' Gargantuan dragon , unaligned \n'b' Armor Class 21 (natural armor) Hit Points 437 (25d20+175) Speed 50 ft., fly 90 ft.\n'b' STATS STR: 25 (+7) DEX: 20 (+5) CON: 24 (+7) INT: 17 (+3) WIS: 29 (+9) CHA: 22 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +13, Con +15, Wis +17, Cha +14 Skills Insight +17, Perception +25, Persuasion +14, Religion +11 Damage Resistances cold, fire, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities radiant Condition Immunities frightened , hated, misted Senses blindsight 60 ft., passive Perception 35 Languages Common, Draconic Challenge 26 (90,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Etherealness . As a bonus action the dragon enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can\xe2\x80\x99t affect or be affected by anything on the other plane. \n'b' Ethereal Sight . The dragon can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. \n'b' Incorporeal Movement . The dragon 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. \n'b' Legendary Resistance (3/Day) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Lit . While conscious, the dragon sheds bright light in a 60-foot-radius sphere and dim light an additional 120 feet. \n'b' Magic Weapons . The dragon\xe2\x80\x99s weapon attacks are magical. \n'b' Regeneration . The dragon regains 20 hit points at the start of its turn if it has at least 1 hit point. \n'b' Spiritual Smite (20 points/Long Rest) . When the dragon hits a creature with a melee weapon attack , it can expend one point to deal necrotic or radiant damage to the target (the dragon\xe2\x80\x99s choice), in addition to the weapon\xe2\x80\x99s damage. The extra damage is 7 (2d6) for 1 point, plus 3 (1d6) for each additional point, to a maximum of 17 (5d6 for 4 points). \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dragon can use its Frightful Presence. It then makes four attacks: one with its bite, one with its tail, and two with its claws. \n'b' Bite . Melee Weapon Attack : +15 to hit, reach 20 ft., one target. Hit : 18 (2d10+7) piercing damage. \n'b' Claws . Melee Weapon Attack : +15 to hit, reach 15 ft., one target. Hit : 14 (2d6+7) slashing damage. \n'b' Tail Slap . Melee Weapon Attack : +15 to hit, reach 30 ft., one target. Hit : 16 (2d8+7) bludgeoning damage. \n'b' Frightful Presence . Each creature of the dragon\xe2\x80\x99s choice that is within 120 feet of it and aware of it must succeed on a DC 25 Wisdom saving throw or become frightened for 1 minute. 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\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Breath Weapons (Recharge 3-6) . The dragon uses one of the following breath weapons. \n'b' Healing Breath . The dragon exhales life energy in a 40-foot cone and each creature in the area regains 54 (7d12+9) hit points . \n'b' Radiant Breath . The dragon exhales pure spiritual energy in a 120-foot line that is 20 feet wide. Each creature in that area must make a DC 25 Wisdom saving throw, taking 72 (16d8) necrotic damage or radiant damage on a failed save, or half as much damage on a successful one. The dragon chooses which to use when it makes this attack . \n'b' Change Shape . The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than 26, or back into its true form. The dragon reverts to its true form if it dies. Any equipment the dragon is wearing or carrying is absorbed or borne by the new form (the dragon\xe2\x80\x99s choice). In a new form, the dragon retains its alignment, hit points , Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions , and Intelligence , Wisdom , and Charisma scores, as well as this action. The dragon\xe2\x80\x99s statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. \n'b'\n'b' LEGENDARY ACTIONS \n'b' 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\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b'\n'b' Sense Energy . The dragon makes a Wisdom ( Perception ) check. This check is made as if it had cast detect magic , though it does not require an action to see magical auras. \n'b' Tail Attack . The dragon makes a tail attack . \n'b' Wing Attack (Costs 2 Actions) . The dragon beats its wings. Each creature within 15 feet of it must succeed on a DC 23 Dexterity saving throw or take 17 (2d6+10) bludgeoning damage and be forced\xc2\xa0 prone . The dragon can then fly up to half its flying speed. \n'b'\n'b' ABOUT \n'b' When a dragon has lived for thousands of years and attained true enlightenment it transcends its scales, transforming into a being of pure energy. Doing so is no small feat and requires the accumulation of not only enormous wealth but great wisdom as well, so the libraries of aspiring dragons contain thousands of tomes of all kinds-there is no bit of knowledge they can afford not to attain. They are also very well-traveled, visiting and interacting with all the cultures they can find to complete this ascension. \n'b' For the first few hundred years after transformation an energy dragon is sublime towards others but as time drags on they become bored. Many of these powerful creatures like to \xe2\x80\x9cadopt\xe2\x80\x9d interesting creatures as \xe2\x80\x9cpets\xe2\x80\x9d often without them ever realizing it, thinking instead that their lives are charmed in some way. \n'b' Eventually however these dragons lose interest in this habit as well, their grip on reality gradually slipping away until ultimately they are no longer able to empathize with mortals. Once detached from the life they once knew an energy dragon becomes a terrible foe, a bane to everything and everyone that garners its attention. \n'b' Caution around an energy dragon is well-advised as they are fearsome enemies, able to mete out incredible suffering as they use the world around them to elude and evade combatants. An energy dragon saves its power until an enemy is weakened and vulnerable, unleashing most of its spiritual reservoir in an impressive display of force that often encourages retreat or surrender. There is almost no other way for a battle against an energy dragon to end-most are past the point of fearing death and fight to the very last.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragon, Faerie \n'b' Tiny dragon , chaotic good \n'b' Armor Class 15 (natural armor) Hit Points 10 (3d4 + 3) Speed 10 ft., fly 60 ft., swim 30 ft.\n'b' STATS STR: 9 (-1) DEX: 17 (+3) CON: 13 (+1) INT: 16 (+3) WIS: 14 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +5, Perception +4, Stealth +5 Senses darkvision 60 ft., passive Perception 14 Languages Draconic, Sylvan, telepathy 60 ft. (faerie dragons only) Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Superior Invisibility . As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries turns invisible with it. \n'b' Magic Resistance . The dragon has advantage on saving throws against spells and other magical effects. \n'b' Innate Spellcasting . The dragon\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : dancing lights , mage hand , minor illusion \n'b' 3/day each : color spray , mirror image , suggestion \n'b' 1/day each : major image , hallucinatory terrain , polymorph \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 4 (1d2 + 3) piercing damage. \n'b' Breath of Confusion (Recharge 5-6) . The dragon exhales a puff of gas at one creature within 5 feet of it. The target must succeed on a DC 12 Wisdom saving throw, or for 1 minute, the target can\xe2\x80\x99t take reactions and must roll a d8 at the start of each of its turns to determine its behavior during the turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can\xe2\x80\x99t make such an attack . At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for the target.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragon, Flame, Adult \n'b' Family: Dragon - Flame \n'b' Huge dragon , chaotic evil \n'b' Armor Class 19 (natural armor) Hit Points 275 (22d12 + 132) Speed 40 ft., climb 40 ft., fly 80 ft.\n'b' STATS STR: 19 (+4) DEX: 14 (+2) CON: 23 (+6) INT: 17 (+3) WIS: 14 (+2) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Con +11, Wis +7, Cha +10 Skills Deception +10, Perception +12, Persuasion +10, Stealth +7 Damage Immunities fire Senses blindsight 60 ft., darkvision 120 ft., passive Perception 2. \n'b' ACTIONS \n'b'\n'b' Multiattack . The dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 15 (2d10 + 4) piercing damage plus 10 (3d6) fire damage. \n'b' Claw . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Tail . Melee Weapon Attack : +9 to hit, reach 15 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage. \n'b' Frightful Presence . Each creature of the dragon\xe2\x80\x99s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. 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\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Fire Breath (Recharge 5\xe2\x80\x936) . The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one. Each creature in that area must also succeed on a DC 18 Wisdom saving throw or go on a rampage for 1 minute. A rampaging creature must attack the nearest creature other than the dragon on its turn. If no other creature is near enough to move to and attack , the rampaging creature stalks off in a random direction, seeking a target for its rage. The rampaging creature can repeat the Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. Languages Common, Draconic, Ignan Challenge 16 (15,000 XP) Proficiency Bonus +5 \n'b'\n'b' SPECIAL TRAITS \n'b'\n'b' Fire Incarnate . Creatures with resistance to fire damage don\xe2\x80\x99t have resistance to the fire damage dealt by the flame dragon. A creature with immunity to fire damage is still immune to the dragon\xe2\x80\x99s fire damage. \n'b' Heated Body . A creature that touches the flame dragon or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage. \n'b' Legendary Resistance (3/Day) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Shifting Flames . The dragon magically transforms into a Huge or smaller fire-based Elemental (such as a salamander, magma mephit, or fire elemental) or back into its true form, which is a Dragon. Without wings or other way of flying, it loses its flying speed. Its statistics, other than its size and speed, are the same in each form. Any equipment it is wearing or carrying transforms with it. It reverts to its true form if it dies. \n'b'\n'b' LEGENDARY ACTIONS \n'b' 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\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b'\n'b' Detect . The dragon makes a Wisdom (Perception) check. \n'b' Tail Attack . The dragon makes a Tail attack . \n'b' Wing Attack (Costs 2 Actions) . The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 17 Dexterity saving throw or take 11 (2d6 + 4) bludgeoning damage and be forced prone . The dragon can then fly up to half its flying speed. \n'b'\n'b' ABOUT \n'b' The dragon bears black scales, more charred than naturally colored. Cracks between the scales glow a dull red, until the dragon rears its head and roars. Red embers become bright orange flames as the creature lights up from tail to maw. \n'b' Flame dragons are capricious creatures, fascinated by dark emotions and destructive passions. The dragons of eternal fire are proud and jealous, quick to anger, and utterly unforgiving. They bring total ruin to entire civilizations for trivial reasons, but their true motivation is the fun to be had. These burning serpents treat rage, deceit, and despair as toys for their amusement. \xe2\x80\x9cMay you be the fire\xe2\x80\x99s plaything\xe2\x80\x9d is a curse often used by the foolish. \n'b' Taunting Others . The hot-blooded creatures tease their victims like cats, seeing the world and all within it as their rightful prey. Young flame dragons are less subtle than their elders. Wyrmlings may force a woman to watch her family die or ruin a beautiful face for pleasure\xe2\x80\x94direct and evil. As the dragon matures, this natural sadism develops into a desire for more complicated sport. Aging dragons of fire use politics, murder, and magic in elaborate schemes only their ilk can appreciate. Many create plots so intricate and layered that they lack a true resolution, creating only endless manipulation. A hero might foil an assassination only to see the king thus saved become a despot. She might defeat the vizier whispering lies in the ruler\xe2\x80\x99s ear only to discover he was a pawn in a vast conspiracy. Dark ambitions, poisoned daggers, and old vendettas build such momentum that one scheme begins each time another ends. Often, even killing the draconic mastermind cannot extinguish the fires it started. \n'b' Malevolent Purpose . The results of a flame dragon\xe2\x80\x99s schemes are secondary to the enjoyment it derives from pursuing a nebulous and ever-changing goal. Some flame dragons spend centuries torturing a family line for nothing more than trespassing on the dragon\xe2\x80\x99s land. Others plot eternal curses after twisting poorly chosen words into dire insults. The vengeance itself is secondary to an excuse for hate, plot, and ruin. Flame dragons relish such opportunities for revenge. Each is a delightful hobby. Any disruption in their game kindles a terrible rage, and in these rare moments of defeat, their anger can be catastrophic. Entire cities burn. \n'b' Fond of Souvenirs . Flame dragons are as materialistic and territorial as other true dragons. Each pursues an individual obsession it fixates upon with mad devotion to fill its hoard. Some corrupt innocence, others push nations to war, but they always collect a memento for each victory, petty or grand. One might collect scorched skulls, while another saves the melted treasures of toppled empires. When not out sowing discord, the ancient flame dragons enjoy contemplating their hoards. Every piece reminds them of their own majesty and genius. \n'b' Vengeful Brethren . Nothing is safe from a flame dragon\xe2\x80\x99s scheming and narcissism. They crave absolute attention and constant reassurance. Anyone who humiliates a flame dragon would be wiser to kill it. Its survival ensures the dragon\xe2\x80\x99s undivided attention for generations. Wiser still, is to remove all trace of involvement in a flame dragon\xe2\x80\x99s death. All burning serpents see the murder of one of their kin as the gravest insult.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragon, Fly \n'b' Tiny dragon , any alignment \n'b' Armor Class 20 Hit Points 275 (29d4 + 203) Speed 5 ft., fly 60 ft.\n'b' STATS STR: 13 (+1) DEX: 30 (+10) CON: 24 (+7) INT: 19 (+4) WIS: 17 (+3) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +16, Constitution +13, Wisdom +9 Skills Arcana +10, Deception +10, History +10, Intimidation +10, Perception +9, Stealth +16 Damage Resistances poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren\xe2\x80\x99t adamantine Damage Immunities fire Senses truesight 120 ft., passive Perception 19 Languages Common, Draconic Challenge 18 (20,000 XP) \n'b' Special Traits \n'b' Legendary Resistance (3/day) . If the fly dragon fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . The fly dragon has advantage on saving throws against spells and other magical effects. \n'b' Spellcasting . The fly dragon is a 20th level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The fly dragon\xe2\x80\x99s spells require no material components, and individual fly dragons know different sets of spells. A typical list is provided below:\n'b'\n'b' Cantrips (at will) : fire bolt, mage hand , message , minor illusion , prestidigitation , shocking grasp \n'b' 1st level (4/day) : detect magic \n'b' 2nd level (3/day) : darkness , suggestion \n'b' 3rd level (3/day) : haste \n'b' 4th level (3/day) : confusion , greater invisibility , wall of fire \n'b' 5th level (3/day) : hold monster , telekinesis \n'b' 6th level (2/day) : chain lightning , globe of invulnerability \n'b' 7th level (2/day) : plane shift , teleport \n'b' 8th level (1/day) : dominate monster \n'b' 9th level (1/day) : time stop \n'b'\n'b' Actions \n'b' Multiattack . The dragon uses its Frightful Presence and makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +16 to hit, reach 5 ft., one target. Hit : 12 (1d4 + 10) piercing damage plus 7 (2d6) fire damage. \n'b' Claw . Melee Weapon Attack : +16 to hit, reach 5 ft., one target. Hit : 13 (1d6 + 10) slashing damage. \n'b' Frightful Presence . Each creature of the dragon\xe2\x80\x99s choice that is within 60 feet of the fly dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become Frightened for 1 minute. 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\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the fly dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Fire Breath (Recharge 5-6) . The dragon exhales fire in a 40-foot cone. Creatures in the area must make a DC 19 Dexterity saving throw, taking 63 (18d6) fire damage, or half as much damage on a successful one. Being underwater doesn\xe2\x80\x99t grant resistance to this damage. \n'b' Legendary Actions \n'b' The fly 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\xe2\x80\x99s turn. The fly dragon regains spent legendary actions at the start of its turn. \n'b' Move . The fly dragon moves up to its speed without provoking opportunity attacks. \n'b' Cantrip . The fly dragon casts a cantrip. \n'b' Detect . The fly dragon makes a Wisdom ( Perception ) check. \n'b' Cast a Spell (Costs 3 Actions) . The fly dragon casts a spell from its list of prepared spells, using a spell slot as normal. \n'b' Lair Actions \n'b' Fly dragons lair within stone hills and high mountaintops, hewing beautiful palaces of dazzling geometry into the living rock to befit the needs of flying aristocrats. These extravagant residences are kept hot to the point of searing by geothermal activity (or magic if it is not available) and are lined with fire-proof treasures, keepsakes, and intricate memorials to honor the fly dragon\xe2\x80\x99s inevitably storied and noble lineage. Although often solitary in travel or hunting, most fly dragons live in magnificent, sprawling (to tiny-sized creatures) hives with family, servants, and the families of servants, in accordance with inscrutable draconian traditions. \n'b' The sizes of these lairs vary with the populations thereof and the status of the lair\xe2\x80\x99s lord but are always larger than the tiny beings need, while still small enough to be difficult for medium-size creatures to navigate comfortably. \n'b' On initiative count 20 (losing initiative ties), a fly dragon defending its lair can take a lair action to cause one of the following effects. The fly dragon can\xe2\x80\x99t use the same effect two rounds in a row. \n'b' Searing Wind . Super-heated air erupts from one or more passages the fly dragon can see, filling one or more entire chambers of no more than a 20-foot radius total with a searing wind. Each creature in the area must make a DC 16 Constitution save, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. \n'b' Unstable Footing . A tremor shakes the lair in a 40-foot radius around the fly dragon. Each creature other than the fly dragon in contact with the ground, walls, or ceilings in that area must succeed on a DC 16 Dexterity saving throw or be knocked prone . \n'b' Noxious Fumes . Volcanic gases form a cloud in a 20-foot radius sphere centered on a point the fly dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured . It lasts until the initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 16 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated. \n'b' About \n'b' The flitting creature reveals itself to be a tiny, colorful dragon, the size of an insect. \n'b' Fly dragons are dragons the size of dragonflies. They consider themselves to be truer dragons than true dragons, though none of the latter have given their claims much credence. Nevertheless, fly dragons are approximately as dangerous to their enemies as true dragons, though they tend to be less devastating to the countryside around them due to much smaller nutritional requirements. Fly dragons become more powerful with age, just like true dragons. For older or younger fly dragons, adjust the breath weapons based on those of red dragons and reduce or increase spellcasting ability. \n'b' Though impressive in melee for their size, fly dragons are still very tiny, and thus take great pains to remain mobile in combat. Flitting between their enemies like hummingbirds of doom, they rely on their magic and breath weapons (and defensive abilities) to wreak havoc on their foes. \n'b' Fly dragons come in many colors and combinations of colors, and these tell observers nothing about their temperaments or abilities. They are pretty little things and tend to be quite vain, as well as arrogantly proud of their family bloodlines. Since they are so rare and reclusive, however, almost no one has ever heard of the family lines of which they boast. \n'b' Colors and attitudes do sometimes run in families, but this will be no more universal a predictor of behavior than it would be within human families (indeed, it is not impossible that some fly dragons might even have other breath weapons or immunities). Though fly dragon alignment varies with the individual, even friendly fly dragons seem incapable of humility and have little tolerance for insults.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragon, Iris Wyrm (Adult) \n'b' Medium dragon , neutral \n'b' Armor Class 15 (natural armor) Hit Points 45 (6d8+9 HD) Speed 20 ft., fly 80 ft.\n'b' STATS STR: 15 (+2) DEX: 18 (+4) CON: 16 (+3) INT: 10 (0) WIS: 15 (+2) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6, Stealth +8, Survival +6 Damage Resistances bludgeoning, piercing and slashing from nonmagical weapons \n'b' Condition Immunities frightened , paralyzed Senses passive Perception 16 Languages Vulgate, draconic Challenge 3 (700 XP) \n'b' Special Traits \n'b'\n'b' Camouflage . They adapt colors to match its environment. The creature has advantage on Stealth checks. \n'b'\n'b' Actions \n'b'\n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d8+3) slashing damage. The target must make a constitution save (DC 15) or be affected by the creature\xe2\x80\x99s poison. The poison causes the target to become incapacitated . The target can repeat the save at the end of each of its turns, shaking off the effect and gaining immunity to the poison for 24 hours on a successful save. \n'b' Blood Drain . If the dragon has incapacitated a target, it will try to feed. The dragon lands on the target, injecting its mouth tube into the victim and sucking out blood. The target automatically takes 4 (1d8) necrotic damage each round. The creature will keep drinking until attacked, its victim dies, or it consumes twice its hit points in damage. If the dragon consumes double its hit points in blood, it will immediately stop draining blood and fly away to digest its meal. \n'b' Paralysis Breath (Recharge 5-6) . The dragon exhales a cloud of spores in a 15 foot cone. Anyone in the area must make a Dexterity save (DC 15) or be infected by the spores and paralyzed . Anyone immune to disease automatically saves against the spores. \n'b'\n'b' About \n'b' The smallest of dragons, the iris wyrm is light green in color, thin and lithe. Broad, leaf-like scales cover its long form; its legs shaped like vines, and its head, long and thin is yellow. It has small claws, used to cling to the sides of trees, branches, or rocks. The iris dragon\xe2\x80\x99s tail, long and thinning to a small taper, serves a similar purpose. It has razor sharp teeth that deliver a stinging bite, but its real weapon is the dew claw it possesses on each forward claw. This long appendage, several inches longer than its other claws, carries potent venom. \n'b' Swamp Dwellers . Iris dragons dwell in tropic, sub-tropic jungles and temperate deciduous forests. They are very social, pack oriented dragons, and travel in family groups of up to 10. \n'b' The creature is moderately intelligent, with the older ones able to speak elf, the vulgate, or any other tongue with which it has had long exposure. The dragon takes up residence near water or cave entrances, trails and the like; anywhere that creatures may stop to find food or shelter. They take shelter in the trees and shrubs, disguising themselves as plants. When their prey enters the area, they wait for it to come within range of one of its forefeet; using the claw they attempt to nip the victim. They wait until the paralysis takes effect and then come into feed. If discovered or disturbed the whole pack of them launch in a very aggressive attack on any and all targets in the area. \n'b' Stealthy Hunters . The iris dragon is able to camouflage itself extraordinarily well. To the casual viewer the creature looks more like a vine snaking up the side of a tree or rock than a dragon. It moves slowly as well, using its ability to blend into the environment to hide it from the creature it is stalking. They prey primarily on humans, demi-humans, and humanoids. They feed through tubular protrusion that lies beneath their tongue. \n'b' When a victim is gassed or paralyzed the dragon settles on them, the tube is driven into the victim and their blood drained. \n'b' The iris wyrm feeds on the paralyzed victim, so long as the victim is alive. If at any time the victim is viewed as dead by the iris wyrm it stops eating it. For instance, the monk\xe2\x80\x99s ability to feign death would stop the dragon from devouring the character.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragon, Ketos \n'b'\n'b' Gargantuan dragon , chaotic evil \n'b' Armor Class 22 (natural armor) Hit Points 367 (21d20 + 147) Speed 40 ft., swim 40 ft.\n'b' STATS STR: 27 (+8) DEX: 14 (+2) CON: 25 (+7) INT: 8 (-1) WIS: 15 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +7, Constitution +12, Wisdom +7, Charisma +7 Damage Immunities thunder Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities prone Skills Perception +7, Stealth +7 Senses darkvision 120 ft., passive Perception 17 Languages Draconic Challenge 24 (62,000 XP) \n'b' Special Traits \n'b' Amphibious . The dragon can breathe air and water. \n'b' Legendary Resistances (3/Day) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Actions \n'b' Multiattack . The dragon can use its Frightful Presence. It then makes two attacks: one with its bite and one to constrict. \n'b' Bite . Melee Weapon Attack : +13 to hit, reach 15 ft., one target. Hit : 19 (2d10 + 8) piercing damage. \n'b' Constrict . Melee Weapon Attack : +13 to hit, reach 20 ft., one Large or smaller creature. Hit : 19 (2d10 + 8) bludgeoning damage. The target is grappled (escape DC 21) if the ketos dragon isn\xe2\x80\x99t already constricting a creature, and the target is restrained until this grapple ends. \n'b' Thunder Breath (Recharge 5-6) . The dragon exhales acid in a 90-foot cone. Each creature in that cone must make a DC 20 Constitution saving throw, taking 67 (15d8) thunder damage on a failed save, or half as much damage on a successful one. \n'b' Frightful Presence . Each creature of the dragon\xe2\x80\x99s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. 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\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Swallow . The ketos dragon makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained , it has total cover against attacks and other effects outside the ketos dragon, and it takes 21 (6d6) acid damage at the start of each of the ketos dragon\xe2\x80\x99s turns. An ketos dragon can have only one creature swallowed at a time. If the ketos dragon takes 30 damage or more on a single turn from the swallowed creature, the ketos dragon must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the ketos dragon. If the ketos dragon dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone. \n'b' Tail . Melee Weapon Attack : +13 to hit, reach 20 ft., one target. Hit : 17 (2d8 + 8) bludgeoning damage. \n'b' Legendary Actions \n'b' The ketos 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\xe2\x80\x99s turn. The ketos dragon regains spent legendary actions at the start of its turn. \n'b' Detect . The dragon makes a Wisdom ( Perception ) check. \n'b' Tail Attack . The dragon makes a tail attack . \n'b' Chomp (Costs 2 Actions) . The ketos dragon makes one bite attack or uses its Swallow. \n'b' About \n'b' This sea serpent is entirely aquatic, with hundreds of fins dispersed amongst its coils ending in a fish-like tail. Its eyes flicker brightly when roused and its roar is like thunder. \n'b' Ketos dragons enjoy snatching morsels from coasts and off ships. For this reason, ketos dragons are often given sacrifices.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragon, Mock \n'b' Huge beast , unaligned\n'b' STATS STR: 20 (+5) DEX: 13 (+1) CON: 17 (+3) INT: 2 (-4) WIS: 11 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 16 (natural armor) Hit Points 57 (6d12 + 18) Speed 40 ft., swim 20 ft. Saving Throws Strength +7, Dexterity +3 Skills Athletics +7, Perception +2 Senses darkvision 60 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' Special Traits \n'b' Flying Leap . As part of its movement, the mock dragon may leap up to 25 feet, passing through (or over) spaces occupied by Large or smaller creatures. This portion of its movement does not provoke opportunity attacks from Medium or smaller creatures. \n'b' Reptilian Reflexes . The mock dragon has advantage on initiative rolls, unless surprised. \n'b' Actions \n'b' Multiattack . The mock dragon makes one bite attack and two claw attacks, or one tail-sweep and one bite. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) piercing damage. A Tiny or Small target must succeed at a DC 14 Dexterity saving throw or become grappled (escape DC 14) and restrained . Until the target escapes subsequent bite attacks against that target hit automatically. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) slashing damage. The mock dragon cannot make claw attacks if it is grappling a target. \n'b' Tail-sweep . The mock dragon sweeps its tail in a 10-foot cone. Each affected creature must succeed on a DC 14 Dexterity saving throw or take 7 (2d6) damage and be knocked prone . \n'b' Venom Breath (Recharge 6) . The mock dragon breathes out a toxic mist in a 15-foot cone. Those in the cloud take 7 (3d4) poison damage and are blinded for 1 minute. A successful DC 15 Constitution saving throw halves the damage and negates the blinded condition, and those who fail can continue to make saving throws at the end of each of their turns, ending the blindness on a success. \n'b' Tactics \n'b' The reptilian-brained mock dragon attacks out of hunger, not malice, and will show a preference for more easily swallowed prey. In combat it first uses its venom breath, and then uses its flying leap to attack small targets. It will often use its tail-sweep against multiple (or particularly irksome) opponents, and then whirl around to bite a prone enemy. \n'b' The great reptilian beast is easily over a dozen feet of bulging muscle, not including its whip-like tail. Its emerald scales glitter like gems in the noonday sun as it stretches regally, ruffling its fanlike wings to shake away the dust, and slowly blinking its malignant yellow eyes. \n'b' All Part of the Plan . Mock dragons appeared and proliferated not long after the Titanswar ended, when allies of the losers \xe2\x80\x93 especially dragons \xe2\x80\x93 were hunted by the victors, and anything vaguely dragonlike would attract inconvenient mobs of aspiring dragon-slayers. \n'b' Given the timing, as well as the cunning and resourcefulness of real dragons, it would be easy to conclude that mock dragons are a clever ruse, twisted through dark magic from naturally occurring giant lizards. If so, the scheme worked: as more and more \xe2\x80\x9cdragon\xe2\x80\x9d sightings turned out to be of these more mundane (and notably hoard-less) lizards, the fervor for dragonhunting has faded. Some folks have even begun to believe that real dragons never existed in the first place, although the origin of that rumor is unknown. \n'b' Lesser Dragons . Despite its appearance, the mock dragon is a weak imitation of the real thing: its \xe2\x80\x9cwings\xe2\x80\x9d do little more than give feeble assistance to its great leaps, instead of breathing fire it merely coughs out a cloud of noxious miasma, and it seems unwilling or unable to answer even the simplest of riddles. That said, it is ever-alert, savage in combat, and has an arsenal of attacks and tricks.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Cephalophores \n'b' Large construct , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 133 (14d10 + 56) Speed 20 ft.\n'b' STATS STR: 20 (+5) DEX: 9 (-1) CON: 18 (+4) INT: 3 (-4) WIS: 8 (-1) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities acid, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 9 Languages Understands the languages of its creator but can\xe2\x80\x99t speak Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Immutable Form . The cephalophore is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The cephalophore has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The cephalophore\xe2\x80\x99s weapon attacks are magical. \n'b' Shatter Weapons . Whenever a character strikes a cephalophore with a weapon (magical or non-magical), after dealing damage, the weapon takes a permanent and cumulative ?1 penalty to damage rolls. If its penalty drops to ?5, the weapon is destroyed. \n'b' Statue . If a cephalophore stands perfectly still, it is indistinguishable from a normal statue. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The cephalophore makes two slam attacks. \n'b' 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 be stunned until the end of its next turn. If the target fails, the save by 5 or more the target is stunned for 1 minute instead. It can repeat the saving throw at the end of its round to end the stunned condition. \n'b' Dazing Gaze (Recharge 5-6) . A cephalophore can hold up its severed head to make a gaze attack that affects all seeing creatures within a 60-foot radius of its choice. When a creature that can see the cephalophore\xe2\x80\x99s severed must make a DC 11 Wisdom saving throw or are stunned until the end of the targets next round. If the target fails, the save by 5 or more the target is stunned for 1 minute instead. It can repeat the saving throw at the end of its round to end the stunned condition. This attack automatically recharges if all target creatures make their saving throw.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragon, Nemeios (Wyrmling) \n'b'\n'b' Medium dragon , neutral \n'b' Armor Class 17 (natural armor) Hit Points 75 (10d8 + 30) Speed 40 ft.\n'b' STATS STR: 19 (+4) DEX: 10 (+0) CON: 17 (+3) INT: 14 (+2) WIS: 17 (+3) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +3, Constitution +6, Wisdom +6, Charisma +4 Damage Immunities fire Condition Immunities prone Skills Perception +6, Stealth +3 Senses darkvision 60 ft., passive Perception 16 Languages Draconic Challenge 7 (2,900 XP) \n'b' Actions \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (1d10 + 4) piercing damage plus 3 (1d6) poison damage. \n'b' Fire Breath (Recharge 5-6) . The dragon exhales fire in a 15- foot cone. Each creature in that line must make a DC 11 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' This massive serpent has three rows of hooked teeth, a threefold quivering tongue, and a gilded forehead. Green spumes drips from its fangs and its eyes glitter with malevolence. \n'b' Nemeios dragons attack everything in sight, grappling and biting. These beasts are primarily found in Achaea. \n'b' Wyrmlings are sometimes raised as companions to heroes.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'A.H.A.V. \n'b' Family: A.H.A.V. \n'b' Huge construct (robot), unaligned \n'b' Armor Class 17 (natural armor) Hit Points 175 (13d12+91) Speed 60 ft.\n'b' STATS STR: 20 (+5) DEX: 26 (+8) CON: 24 (+7) INT: 6 (\xe2\x80\x932) WIS: 18 (+4) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 14 Languages understands the languages of its creator but cannot speak Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Integrated Weapons . The A.H.A.V. has machine guns and flamethrowers welded into its body, making them impossible to disarm or destroy. \n'b' MODEL . An A.H.A.V. is created with one of the Mission Dependent Loadouts, or MODELs, listed below. MODELs are intended to allow A.H.A.V.s to serve in a variety of roles. This list is not exhaustive; the GM is free to design other MODELs at her discretion. \n'b' Integrated Weapons . Dependent Loadouts, or MODELs, listed below are intended to allow A.H.A.V.s to serve in a variety of roles. This list is not exhaustive; the GM is free to design other MODELs at her discretion.\n'b'\n'b'\n'b' Advanced Maneuverability : The A.H.A.V. gains a fly speed of 60 feet. \n'b' Autoloader : The A.H.A.V. can select 6 targets with its machine gun attack rather than 4. \n'b' Camouflage Plating : The A.H.A.V. has a Dexterity ( Stealth ) bonus of +16. \n'b' Harrying Arms : As a reaction , the A.H.A.V. can cause the guns mounted in its body to fire, causing disadvantage on this attack roll. A creature can negate the disadvantage if they choose to make a DC 17 Dexterity saving throw, taking 21 (6d6) damage on a failed saving throw. \n'b' Ram : The A.H.A.V. gains a slam attack . The to hit bonus is +10 and it deals 21 (3d10+5) damage on a hit. If the A.H.A.V. moves at least 10 feet before making its slam attack , the damage rolled is doubled at the creature must succeed a DC 17 Strength saving throw or be knocked prone . \n'b'\n'b' Nanite Repair . At the start of each of its turns, the A.H.A.V. gains 5 hit points up to it hit point maximum as its nanites repair its structure. When the A.H.A.V. is reduced to 50% of its maximum hit points , this feature is disabled. \n'b'\n'b' ACTIONS \n'b'\n'b' Flamethrower . Ranged Weapon Attack : +10 to hit, range 20/60 ft., two targets. Hit : 16 (3d10) fire damage. \n'b' Machine Gun . Ranged Weapon Attack : +10 to hit, range 120/360 ft., four targets. Hit : 14 (2d8 + 5) piercing damage. \n'b' Sensor Suite (3/day) . The A.H.A.V. can activate its sensors for 1 minute which allow it to have blindsight up to a range of 60 feet. \n'b'\n'b' ABOUT \n'b' Military marvels of advanced weaponry and artificial-personality programming, A.H.A.V.s are ruthless machines of war, bound by their programming to follow their objectives without pause. The acronym A.H.A.V. stands for \xe2\x80\x9cAutonomous Heavy Assault Vehicle,\xe2\x80\x9d reflecting the constructs\xe2\x80\x99 ability to operate independently and make basic decisions on the battlefield. While the term originated with a specific and popular early model, the name quickly spread in colloquial use to refer to all robotic war machines of similar designs, and these days many corporations on many different worlds use the term to market their own proprietary models. A.H.A.V.s are built to appear intimidating: sturdy armor-plated tanks that float on hovertreads, armed with various heavy weapons and bristling with antennae. A.H.A.V.s have a full complement of sensors, capable of detecting heat, vibration, and sometimes other signatures, though they don\xe2\x80\x99t usually have enough processing power to activate every available sense at once. \n'b' Specialized Programming . Unfortunately, since AHAVs\xe2\x80\x99 basic programming leaves little room for independent thought and nuance, many of them can be easily tricked by those who can figure out the literal outlines of their objectives and work around them. As such, A.H.A.V.s have dropped off in popularity over the past few decades, though the corporations invested in building them are continually working to improve on this limitation. \n'b' Before they are programmed, A.H.A.V.s are outfitted with Mission Dependent Loadouts (MODELs for short), which are special abilities and equipment that aid a robot in its particular mission. An A.H.A.V. focused on reconnaissance might have an advanced sensor suite or stealth capabilities, while one intended to go head-to-head with a superior enemy force might have augmented weaponry. \n'b' A sufficiently astute observer can use the MODEL of an A.H.A.V. to puzzle out its objective. \n'b' Unfinished Business . A.H.A.V.s are built to last\xe2\x80\x94a feature that sometimes means their objectives fail before they do. For instance, an A.H.A.V. programmed to guard a particular site will continue to do so even though its handlers have long since perished. While such a construct might seem to be a sad sight, it pales in comparison to those A.H.A.V.s whose objectives have become unachievable or internally inconsistent over time. Such a state introduces subtle errors into the AHAV\xe2\x80\x99s programming, which can result in behavior that would be called insane if exhibited by a flesh-and-blood creature. A technician who can uncover that robot\xe2\x80\x99s original purpose might be able to speak with the machine, convincing it of the error of its ways or the irrationality of its objective, but A.H.A.V.s have an inherently confrontational worldview and are difficult to reason with. A.H.A.V.s that successfully confront such a misalignment are most likely to shut down entirely, becoming nothing but inert metal and circuitry.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Abomination, Greater \n'b' Large corrupted abomination , any evil \n'b' Armor Class 18 (natural armor) Hit Points 44 (7d10+14) Speed 30\n'b' STATS STR: 17 (+3) DEX: 13 (+2) CON: 14 (+2) INT: 12 (+1) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +8 Skills Perception +4 Condition Immunities corruption Senses darkvision, Sense Magic Language Blood Lord Fear Rating 7 Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Corrupted . Attacks from a lesser abomination cause corruption with a DC of 15. \n'b'\n'b' ACTIONS \n'b'\n'b' Spike Tendrils . Melee Weapon Attack : d6 spiked tendrils each doing a separate attack at +10 to hit. Hit : 9 (d8+8) each. \n'b'\n'b' ABOUT \n'b' Abominations come in all shapes and sizes and are generally broken down into two types, lesser and greater. Lesser are the smaller, less developed of the two, though still deadly they tend to be easier to kill, and with fewer enhancements and can look more human. Greater are always larger, are fully developed and have many more abilities. Greater are tougher and are much more aggressive. \n'b' Abomination appearances vary, with no two looking the same or even having the same abilities, which can make them extremely unpredictable and dangerous. \n'b' Abominations are loners they are rarely seen in groups or pairs; they are either sent out to do a specific task or discarded by the creator to just roam around freely and survive. Whatever mind their once was in the individuals that were fused together to create an abomination has long since disappeared into madness, but some have claimed that finding the face of a loved one peering out from the mass of an abomination they have witnessed a spark of recognition, but this is just considered wishful thinking.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ophanim \n'b' Family: Angels \n'b' A pair of fiery nested chariot wheels spin slowly in the air. Though engulfed in flames, the wheels do not burn. \n'b' Large celestial , lawful good \n'b' Armor Class 19 (natural armor) Hit Points 200 (16d10 + 112) Speed 50 ft., fly 120 ft. (hover)\n'b' STATS STR: 24 (+7) DEX: 22 (+6) CON: 25 (+7) INT: 22 (+6) WIS: 24 (+7) CHA: 26 (+8) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Intelligence +11, Wisdom +12, Charisma +13 Skills Insight +12, Perception +12 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 16 (15,000 XP) \n'b' Special Traits \n'b'\n'b' Divine Awareness . The ophanim knows if it hears a lie. \n'b' Magic Resistance . The ophanim has advantage on saving throws against spells and other magical effects. \n'b' Innate Spellcasting . The ophanim\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 21). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : bless , detect evil and good , invisibility (self only), scrying , thaumaturgy \n'b' 3/day each : dispel evil and good , earthquake , holy aura \n'b' 1/day each : commune, forbiddance , true resurrection \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The ophanim makes four Light of Judgment attacks. \n'b' Light of Judgment . Ranged Spell Attack : +13 to hit, range 80/320 ft., one target. Hit : 18 (4d8) radiant damage. \n'b' Holy Fire (Recharge 5-6) . 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. \n'b' Alternate Critical (Source: Monster Crits for 5e) . When the ophanim scores a critical hit, it doesn\xe2\x80\x99t deal extra damage. Instead, the angel\xe2\x80\x99s Holy Fire feature automatically recharges. If Holy Fire is already charged, the angel can use it as part of its multiattack action, but only if it can forgo three Light of Judgment attacks. \n'b'\n'b' About \n'b' Enigmatic and Silent . Perhaps the most enigmatic of the angels, the ophanim appear alongside other angels, rarely speaking themselves. These angelic beings usually take the form of a flaming wheel with another wheel transverse to it within, the outer rims covered in unblinking eyes. They have also been known to take the form of an empty throne of fire. \n'b' Herald of a God\xe2\x80\x99s Will . The accompanying presence of an ophanim in any form signifies divine justice and the direct attention of the deity whom it serves. Other angels treat the ophanim with great respect, feeling the weight of their deity\xe2\x80\x99s will in the heat of the ophanim\xe2\x80\x99s rings. \n'b' A Symbol or a Weapon . Though they can speak, ophanim tend to communicate a god\xe2\x80\x99s displeasure with awesome destructive power, delivering the punishment decreed by the angel they accompany. \n'b' Immortal Nature . The ophanim angel doesn\xe2\x80\x99t require food, drink, or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragon, Nemeios, (Adult) \n'b'\n'b' Huge dragon , neutral \n'b' Armor Class 19 (natural armor) Hit Points 256 (19d12 + 133) Speed 40 ft.\n'b' STATS STR: 27 (+8) DEX: 10 (+0) CON: 25 (+7) INT: 8 (-1) WIS: 19 (+4) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +6, Constitution +13, Wisdom +10, Charisma +10 Damage Immunities fire Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities prone Skills Perception +10, Stealth +6 Senses darkvision 120 ft., passive Perception 20 Languages Draconic Challenge 18 (20,000 XP) \n'b' Special Traits \n'b' Legendary Resistance (3/Day) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Actions \n'b' Multiattack . The dragon makes two attacks: one with its bite and one to constrict. \n'b' Bite . Melee Weapon Attack : +14 to hit, reach 10 ft., one target. Hit : 19 (2d10 + 8) piercing damage. \n'b' Constrict . Melee Weapon Attack : +13 to hit, reach 15 ft., one Large or smaller creature. Hit : 19 (2d10 + 8) bludgeoning damage. The target is grappled (escape DC 22) if the nemeios dragon isn\xe2\x80\x99t already constricting a creature, and the target is restrained until this grapple ends. \n'b' Fire Breath (Recharge 5-6) . The dragon exhales fire in a 60- foot cone. Each creature in that line must make a DC 14 Dexterity saving throw, taking 54 (12d8) fire damage on a failed save, or half as much damage on a successful one. \n'b' Tail . Melee Weapon Attack : +13 to hit, reach 15 ft., one target. Hit : 18 (2d8 + 9) bludgeoning damage. \n'b' Legendary Actions \n'b' The nemeios 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\xe2\x80\x99s turn. The nemeios dragon regains spent legendary actions at the start of its turn. \n'b' Detect . The dragon makes a Wisdom ( Perception ) check. \n'b' Tail Attack . The dragon makes a tail attack . \n'b' Bite (Costs 2 Actions) . The nemeios dragon makes one bite attack. \n'b' About \n'b' This massive serpent has three rows of hooked teeth, a threefold quivering tongue, and a gilded forehead. Green spumes drips from its fangs and its eyes glitter with malevolence. \n'b' Nemeios dragons attack everything in sight, grappling and biting. These beasts are primarily found in Achaea. \n'b' Wyrmlings are sometimes raised as companions to heroes.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragon, Nidhogg \n'b' Gargantuan dragon , neutral evil \n'b' Armor Class 22 (natural armor) Hit Points 367 (21d20 + 147) Speed 40 ft., fly 80 ft., burrow 40 ft.\n'b' STATS STR: 27 (+8) DEX: 14 (+2) CON: 25 (+7) INT: 16 (+3) WIS: 15 (+2) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +10, Constitution +15, Wisdom +10, Charisma +12 Skills Nature +11, Perception +10, Stealth +10 Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses blindsight 60 ft., darkvision \xc2\xa0120 ft., passive Perception 20 Languages Common, Draconic Challenge 25 (75,000 XP) \n'b' Special Traits \n'b' Legendary Resistance (3/Day) . If the nidhogg fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . The nidhogg has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The nidhogg\xe2\x80\x99s weapon attacks are magical. \n'b' Siege Monster . The nidhogg deals double damage to objects, plants, and structures. \n'b' Actions \n'b' Multiattack . The nidhogg can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +16 to hit, reach 15 ft., one target. Hit : 19 (2d10 + 8) piercing damage plus 9 (2d8) necrotic damage. The target\xe2\x80\x99s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the nidhogg regains hit points equal to that amount. The reduction lasts until the target finishes a long rest . The target dies if this effect reduces its hit point maximum to 0. \n'b' Claw . Melee Weapon Attack : +16 to hit, reach 10 ft., one target. Hit : 15 (2d6 + 8) slashing damage. \n'b' Tail . Melee Weapon Attack : +16 to hit, reach 20 ft., one target. Hit : 17 (2d8 + 8) bludgeoning damage. \n'b' Frightful Presence . Each creature of the nidhogg\xe2\x80\x99s choice that is within 120 feet of the nidhogg and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. 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\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the nidhogg\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Swallow . The nidhogg makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite\xe2\x80\x99s damage, the target 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 nidhogg, and it takes 56 (16d6) necrotic damage at the start of each of the nidhogg\xe2\x80\x99s turns. If the nidhogg takes 60 damage or more on a single turn from a creature inside it, the nidhogg must succeed on a DC 23 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 nidhogg. If the nidhogg dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone . \n'b' Legendary Actions \n'b' The nidhogg 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\xe2\x80\x99s turn. The nidhogg regains spent legendary actions at the start of its turn. \n'b' Detect . The nidhogg makes a Wisdom ( Perception ) check. \n'b' Tail Attack . The nidhogg makes a tail attack . \n'b' Chomp (Costs 2 Actions) . The nidhogg makes one bite attack or uses its Swallow. \n'b' About \n'b' This skeletal dragon grips corpses in its claws, taking huge, slurping bites out of the meals. \n'b' Nidhogg dragons are ancient beings corrupted by horrible magics to destroy all that is natural. Their endless hunger is never satiated by the corpses they feast on; when they cannot find dead bodies, they resort to chewing on trees, destroying them at the root. \n'b' Dark Origins . No one is sure where nidhoggs come from or why they exist; one theory is that they will always exist, as long as there are eagles in the sky, there are worms in the ground, and so too the supernatural beings must destroy the old to allow for the new. Woe to Midgard should a nidhogg be free.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragon, Purple \n'b' Huge dragon , chaotic neutral \n'b' Armor Class 19 (natural armor) Hit Points 231 (22d12 + 88) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 19 (+4) DEX: 20 (+5) CON: 18 (+4) INT: 18 (+4) WIS: 20 (+5) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +12, Constitution +11, Wisdom +12 Skills Perception +12, Stealth +12 Condition Immunities charmed Senses blindsight 60 ft., darkvision 90 ft., passive Perception 22 Languages Draconic, Sylvan Challenge 21 (33,000 XP) \n'b' Special Traits \n'b'\n'b' Innate Spellcasting . The purple dragon\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 21). The purple dragon can innately cast the following spells, requiring no components.\n'b'\n'b'\n'b' 1/day : charm person , detect magic , detect thoughts , dispel magic , hypnotic pattern , see invisibility , sleep , suggestion \n'b'\n'b' Legendary Resistance (3/day) . If the purple dragon fails a saving throw, it can choose to succeed instead. \n'b' Magic Weapons . The purple dragon\xe2\x80\x99s attacks are magical. \n'b' Shadow Stealth . While in dim light or darkness, the purple dragon can take the Hide action as a bonus action. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The purple dragon makes three attacks: two with its claws and one with its bite. \n'b' Bite . Melee Weapon Attack : +15 to hit, reach 10 ft., one target. Hit : 15 (2d10 + 4) piercing damage. \n'b' Claw . Melee Weapon Attack : +15 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Dragon Shout (Recharge 5-6) . The purple dragon lets out a draconic shout in a 90-ft. cone. Each creature in that area must make a successful DC 21 Constitution save or take 67 (15d8) force damage and be knocked prone . Or half as much damage on a successful one. \n'b'\n'b' Legendary Actions \n'b'\n'b' Detect . The purple dragon makes a Wisdom ( Perception ) check. \n'b' Dragon Shout (costs 3 actions) . Uses its shout attack . \n'b' Tail . Melee Weapon Attack : +15 to hit, reach 15 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage. \n'b'\n'b' About \n'b' The purple dragon is a cunning, scheming dragon with many tricks up its sleeve. This monster casts spells, bellows a draconic shout, and can also attack with its jaws and claws. \n'b' Magical Menace . This monster is one of the few dragons that can use magic. Purple dragons often like to toy with their prey, using their subtle spells before moving in for the kill. \n'b' Dragon Shout . The magical shout of a purple dragon can be heard for a great distance. Trees bend and the shout usually knocks over any creatures in its path. \n'b' Stealthy Surprise . For a creature its size, the purple dragon is surprisingly stealthy and has been known to emerge out of the shadows in the darkest parts of the woods.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragon, Soulhoarder \n'b' Gargantuan dragon , neutral evil \n'b' Armor Class 23 (natural armor) Hit Points 647 (35d20+280) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 28 (+9) DEX: 14 (+2) CON: 26 (+8) INT: 22 (+6) WIS: 15 (+2) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +14, Deception +13, Insight +10, History +14, Perception +18, Stealth +10 Damage Resistances cold, radiant Damage Immunities fire, necrotic, bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 120 ft., truesight 60 ft., passive Perception 28 Languages Common, Draconic, any 8 languages Challenge 27 (105,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Consume Soul . The dragon can use a bonus action to drain the essence from one of the souls within it. Draining the soul in this way destroys it utterly, after which only a carefully worded wish or the direct intervention of a deity can restore it. Using the energy gained in this way, the dragon either immediately regains 70 hit points and ends any blindness, deafness, and any diseases affecting it, it restores a spell slot of up to 5th level, or it automatically recharges its soulfire breath. \n'b' Legendary Resistance (3/day) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . The dragon has advantage on saving throws against magical effects and spells. \n'b' Spellcasting . The dragon is a 17th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 22, +14 to hit with spell attacks). The dragon has the following spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : chill touch , mage hand , mending \n'b' 1st level (4 slots) : comprehend languages , detect magic , false life , feather fall \n'b' 2nd level (3 slots) : blindness/deafness , invisibility , misty step , ray of enfeeblement \n'b' 3rd level (3 slots) : animate dead , counterspell, dispel magic , nondetection \n'b' 4th level (3 slots) : black tentacles , blight \n'b' 5th level (2 slots) : telekinesis , teleportation circle \n'b' 6th level (1 slot) : circle of death , disintegrate \n'b' 7th level (1 slot) : finger of death , teleport \n'b' 8th level (1 slot) : feeblemind , mind blank \n'b' 9th level (1 slot) : shapechange , time stop \n'b'\n'b' Soul Reservoir . The dragon has transformed itself into a receptacle of necromantic and spiritual energy, able to trap and hold the souls of mortal beings. It can hold up to 5 souls. While holding a soul in, the dragon can access the soul\xe2\x80\x99s knowledge and experience its memories. A trapped soul is aware of itself and fellow captives, and it can communicate with the dragon and other trapped souls. The dragon can also grant a trapped soul awareness beyond the netherrealm within and the ability to communicate with beings outside, causing its likeness to appear within 60 feet. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dragon can use Frightful Presence. It then makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +17 to hit, reach 15 ft., one target. Hit : 20 (2d10+9) piercing damage plus 7 (2d6) fire damage and 14 (4d6) necrotic damage. \n'b' Claws . Melee Weapon Attack : +17 to hit, reach 10 ft., one target. Hit : 16 (2d6+9) slashing damage plus 3 (1d6) necrotic damage. \n'b' Tail . Melee Weapon Attack : +17 to hit, reach 20 ft., one target. Hit : 18 (2d8+9) bludgeoning damage plus 3 (1d6) necrotic damage. \n'b' Frightful Presence . Each creature of the dragon\xe2\x80\x99s choice that is within 120 feet 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 each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Soulfire Breath (Recharge 5-6) . The dragon exhales soulfire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) necrotic damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' REACTIONS \n'b'\n'b' Swallow Soul . When a creature is reduced to 0 hit points within 60 feet of the dragon, it can use its reaction to swallow the departing soul. The creature is instantly slain and its soul is drawn into the dragon\xe2\x80\x99s Soul Reservoir where it remains until the dragon chooses to release it or place it into a specially prepared soul gem. The dragon is not limited to absorbing the recently deceased and can also use this trait to swallow other unbound souls within 60 feet. This allows the dragon to draw souls from nearby receptacles (of which it has 4-6), or at the GM\xe2\x80\x99s discretion any other soul bereft of a body. \n'b'\n'b' LEGENDARY ACTIONS \n'b' 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\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b'\n'b' Consume Soul . The dragon uses Consume Soul. \n'b' Tail Sweep . The dragon makes a tail attack . \n'b' Cast Spell (Costs 1 to 3 Actions) . The dragon casts a spell of up to 3rd level. Each spell level costs 1 legendary action. \n'b'\n'b' LAIR ACTIONS \n'b' On initiative count 20 (losing all initiative ties), the dragon can use one of its lair action options. It can\xe2\x80\x99t do so while incapacitated or otherwise unable to take actions . If surprised, the dragon can\xe2\x80\x99t use one until after its first turn in the combat. \n'b'\n'b' The dragon wills ambient necromantic energies to spawn 4 skeletons or 1 shadow under its control. These undead act immediately and then again on the dragon\xe2\x80\x99s initiative . Creatures spawned this way last until destroyed. \n'b' A miasma of necromantic energy flows out of the ground, forming a 20-foot-radius cloud from a point that the dragon can see or sense. A creature beginning its turn in the cloud must succeed on a DC 21 Constitution save or take 18 (5d6) necrotic damage and gain one level of exhaustion . The miasma remains until dissipated. \n'b' The dragon draws forth a soul from a specially prepared receptacle and swallows it, increasing the dragon\xe2\x80\x99s Soul Reservoir by one. \n'b'\n'b' ABOUT \n'b' Soulhoarder dragons are creatures of malevolence and undeath, not natural creations borne in the same manner as other winged wyrms. In order to create one of these wicked creatures a dragon egg needs to be steeped in evil energies and infused with the souls of the dead, an act that only the foulest chromatic dragons would ever willingly allow to be done to their offspring or even the children of their scaled enemies. When the shell cracks, what emerges is fully-formed and filled with a need to take the life essence of others. \n'b' That hunger for the essence of others is without limit, and not long after crawling from their shell a soulhoarder dragon begins a feast that can only end with its destruction. When they have gone too long without consuming the soul of a living creature these blasphemies do not die-they hibernate, slumbering endlessly with just enough energy in their reserves to take the life of anything foolish enough to awaken them.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragon, Storm \n'b' Gargantuan dragon , chaotic evil \n'b' Armor Class 20 (natural armor) Hit Points 310 (20d20 + 100) Speed 40 ft., fly 80 ft., swim 40 ft.\n'b' STATS STR: 21 (+5) DEX: 18 (+4) CON: 21 (+5) INT: 16 (+3) WIS: 20 (+5) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +12, Constitution +12, Wisdom +12 Skills Insight +12, Perception +12 Senses darkvision 90 ft., passive Perception 22 Languages Draconic, Primordial Challenge 23 (50,000 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The storm dragon\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 22). The storm dragon can innately cast the following spells, requiring no components.\n'b'\n'b' 2/day : control water , dispel magic , fog cloud , gust of wind \n'b' 1/day : chain lightning , conjure elemental (water), control weather , plane shift , tsunami \n'b'\n'b' Legendary Resistance (3/day) . If the storm dragon fails a saving throw, it can choose to succeed instead. \n'b' Siege Monster . The storm dragon does double damage to objects and structures. \n'b' Storm Vision . The storm dragon can see normally through light or heavy obscurement caused by high winds, heavy rain, fog, clouds, or mist. \n'b' Actions \n'b' Multiattack . The storm dragon makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +16 to hit, reach 15 ft., one target. Hit : 16 (2d10 + 5) piercing damage. \n'b' Claw . Melee Weapon Attack : +16 to hit, reach 10 ft., one target. Hit : 12 (2d6 + 5) slashing damage. \n'b' Breath Weapon (Recharge 5-6) . The storm\xc2\xa0dragon shoots out a powerful burst of water in a 120-ft. line that is 10 feet wide. Each creature in that line must make a successful DC 22 Dexterity saving throw or take 88 (16d10) force damage and be knocked prone , or half as much damage on a successful one. \n'b' Legendary Actions \n'b' Detect . The dragon makes a Wisdom ( Perception ) check. \n'b' Tail Attack . Melee Weapon Attack : +13 to hit, reach 20 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage. \n'b' Wing Attack (Costs 2 Actions) . The storm dragon beats its wings. Each creature within 10 feet of the storm dragon must succeed on a DC 22 Dexterity saving throw or take 12 (2d6 + 5) bludgeoning damage and be knocked prone . The storm dragon can then fly up to half its flying speed. \n'b' About \n'b' The storm dragon can usually be found on the wild seas. It can control the weather and seas and causes chaos as it literally brings a storm with it. \n'b' Coastal Homes . Inhabitants of coastal communities live in constant fear of this monster. \n'b' Vessels Vanquished . This massive dragon is a scourge to many a vessel. They can do a tremendous amount of damage to ships of any size.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Cerbearus \n'b' Large celestial , neutral good \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 168 (16d10+80) \n'b' Speed 40 ft., climb 30 ft.\n'b' STATS STR: 24 (+7) DEX: 12 (+1) CON: 20 (+5) INT: 10 (+0) WIS: 16 (+3) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +11, Con +9, Wis +7 \n'b' Skills Perception +7 \n'b' Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Condition Immunities charmed, exhausted, frightened \n'b' Senses darkvision 60 ft., passive Perception 17 \n'b' Languages understands Celestial, Common, Elvish, and Sylvan but can\xe2\x80\x99t speak \n'b' Challenge 9 (5,000 XP) \n'b' SPECIAL Traits \n'b'\n'b' Celestial Weapons . The cerbearus\xe2\x80\x99 weapon attacks are magical. \n'b' Innate Spellcasting . The cerbearus\xe2\x80\x99 innate spellcasting ability is Wisdom (spell save DC 15). The cerbearus can innately cast the following spells, requiring no components: \n'b'\n'b' At will : detect evil and good, druidcraft \n'b' 1/day each : dispel evil and good, heat metal, conjure animals (bears only) \n'b'\n'b' Keen Hearing and Smell . The cerbearus has advantage on Wisdom (Perception) checks that rely on hearing or smell. \n'b' Magic Resistance . The cerbearus has advantage on saving throws against spells and other magical effects. \n'b' Multiple Heads . The cerbearus has three heads. While it has more than one head, the cerbearus has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever a cerbearus takes 56 or more damage in a single turn, one of its heads dies. If all its heads die, the cerbearus dies. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The cerbearus makes as many bite attacks as it has heads and one with its claws. \n'b' Bite . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 11 (1d8+7) piercing damage. \n'b' Claws . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 14 (2d6+7) piercing damage. \n'b'\n'b' ABOUT \n'b' On the Heavenly Hunting grounds, there are fabled realms where good animal souls find their earned happiness in the afterlife. A species of supernatural three-headed bears, the cerbearus, guard the entrance to these places. \n'b' Cerbearus are said to be formed from the souls of noble animals (not necessarily bears) who sacrificed their life for the ones they loved. \n'b' They usually keep away sentient beings (except awakened animals), but a cerbearus could grant passage to an affectionate master in search of his pet to hug one last time, a gentle druid protector of wild beasts who is on a quest, or an innocent child. \n'b' Even an honorable hunter can be allowed passage to make peace with her prey. Evil people, or those who despised and tortured animals for pleasure, are never admitted and immediately attacked.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragon, Tidepool \n'b'\n'b' Small dragon , chaotic neutral \n'b' Armor Class 13 Hit Points 90 (20d4 + 40) Speed 10 ft., fly 30 ft., swim 60 ft.\n'b' STATS STR: 11 (+0) DEX: 14 (+2) CON: 14 (+2) INT: 9 (-1) WIS: 15 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +4 Skills Perception +4 Condition Immunities paralyzed ,; Senses darkvision 60 ft., passive Perception 14 Languages Common, Draconic Challenge 3 (700 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The dragon\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 12). It can innately cast a number of spells, requiring no material components.\n'b'\n'b' At will : acid splash , dancing lights , mage hand , prestidigitation , ray of frost \n'b' 3/day fog cloud , freedom of movement (self only), thunderwave \n'b' 2/day : gust of wind \n'b'\n'b' Actions \n'b' Multiattack . Pontus makes two attacks: one with its bite and one with its claws. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (3d4 + 2) slashing damage. \n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 12 (4d4 + 2) piercing damage. The target is also grappled (escape DC 13). If the target is Small or smaller, it is also restrained until this grapple ends. While grappling the target, Pontus has advantage on attack rolls against it and can \xe2\x80\x98t use this attack against other targets. When Pontus moves, any Small or smaller target it is grappling moves with it. \n'b' Fire Breath (Recharge 5-6) . The dragon exhales fire in a 5-foot line. Each creature in that area must make a DC13 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' This shaman has an uneasy relationship with the spirits of the waves, who he frequently believes are playing jokes at its expense. \n'b' He is always wary that its fortunes may turn at any time. The most important thing to him is the safety of its sister, whose adventuresome spirit and love of piracy far outstrips its common sense. Its animal companion, the tidepool dragon Pontus, is greedy and pretentious, and fond of using large words he doesn\xe2\x80\x99t understand. The little dragon demands tribute at every opportunity, lest the curse of the sea fall upon those who would deny him. While the shaman does not fall for its antics, others of a more superstitious nature sometimes toss a gold or two Pontus\xe2\x80\x99 way.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragon, Umbral (Adult) \n'b' Huge dragon , chaotic evil \n'b' Armor Class 19 (natural armor) Hit Points 256 (19d12 + 133) Speed 40 ft., climb 40 ft., fly 80 ft.\n'b' STATS STR: 28 (+9) DEX: 10 (+0) CON: 25 (+7) INT: 20 (+5) WIS: 20 (+5) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +6, Constitution +13, Wisdom +11, Charisma +11 Skills Perception +11, Stealth +12 Damage Resistances necrotic Damage Immunities fire Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21 Languages Common, Draconic Challenge 17 (18,000 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The dragon\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). The dragon can innately cast the following spells at will, requiring no material components:\n'b'\n'b' detect evil and good , darkness , ray of exhaustion . \n'b'\n'b' Legendary Resistance (3/day) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Living Shadow . While in dim light or darkness, the dragon has resistance to damage that isn\xe2\x80\x99t force, psychic or radiant. \n'b' Shadow Stealth . While in dim light or darkness, the dragon can take the Hide action as a bonus action. \n'b' Sunlight Sensitivity . While in sunlight, the dragon has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Actions \n'b' Multiattack . The dragon can use its Frightful Presence and make three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +15 to hit, reach 10 ft., one target. Hit : 20 (2d10 + 9) piercing damage plus 10 (3d6) necrotic damage. \n'b' Claws . Melee Weapon Attack : +15 to hit, reach 5 ft., one target. Hit : 18 (2d8 + 9) slashing damage. \n'b' Tail . Melee Weapon Attack : +15 to hit, reach 15 ft., one target. Hit : 22 (3d8 + 9) bludgeoning damage. \n'b' Frightful Presence . Each creature of the dragon\xe2\x80\x99s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. 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\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Shadow Breath (Recharge 5-6) . The dragon exhales shadowy flames in a 60-foot cone. Each creature in the that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) necrotic damage on a failed save, or half as much damage on a successful one. A humanoid reduced to 0 hit points by this damage dies, and an undead shadow rises from its corpse and act immediately after the dragon in the initiative count. The shadow is under the dragon\xe2\x80\x99s control. \n'b' Legendary Actions \n'b' 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\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b' Detect . The dragon makes a Wisdom ( Perception ) check. \n'b' Tail Attack . The dragon makes a tail attack . \n'b' Wing Attack (Costs 2 Actions) . The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone . The dragon can then fly up to half its flying speed.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragon, Umbral (Ancient) \n'b' Gargantuan dragon , chaotic evil \n'b' Armor Class 22 (natural armor) Hit Points 546 (28d20 + 252) Speed 40 ft., climb 40 ft., fly 80 ft.\n'b' STATS STR: 30 (+10) DEX: 10 (+0) CON: 29 (+9) INT: 23 (+6) WIS: 24 (+7) CHA: 23 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +7, Constitution +16, Wisdom +14, Charisma +13 Skills Perception +14, Stealth +14 Damage Resistances necrotic Damage Immunities fire Senses blindsight 60 ft., darkvision 120 ft., passive Perception 24 Languages Common, Draconic Challenge 24 (62,000 XP) \n'b' Special Traits \n'b' Legendary Resistance (3/day) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Living Shadow . While in dim light or darkness, the dragon has resistance to damage that isn\xe2\x80\x99t force, psychic or radiant. \n'b' Shadow Stealth . While in dim light or darkness, the dragon can take the Hide action as a bonus action. \n'b' Sunlight Sensitivity . While in sunlight, the dragon has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Innate Spellcasting . The dragon\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). The dragon can innately cast the following spells at will, requiring no material components:\n'b'\n'b' detect evil and good , darkness . \n'b'\n'b' Actions \n'b' Multiattack . The dragon can use its Frightful Presence and make three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +17 to hit, reach 15 ft., one target. Hit : 26 (3d10 + 10) piercing damage plus 14 (4d6) necrotic damage. \n'b' Claws . Melee Weapon Attack : +17 to hit, reach 10 ft., one target. Hit : 23 (3d8 + 10) slashing damage. \n'b' Tail . Melee Weapon Attack : +17 to hit, reach 15 ft., one target. Hit : 28 (4d8 + 10) bludgeoning damage. \n'b' Frightful Presence . Each creature of the dragon\xe2\x80\x99s 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 each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Shadow Breath (Recharge 5-6) . The dragon exhales shadowy flames in a 90-foot cone. Each creature in the that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) necrotic damage on a failed save, or half as much damage on a successful one. A humanoid reduced to 0 hit points by this damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon\xe2\x80\x99s control. \n'b' Legendary Actions \n'b' 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\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b' Detect . The dragon makes a Wisdom ( Perception ) check. \n'b' Tail Attack . The dragon makes a tail attack . \n'b' Wing Attack (Costs 2 Actions) . The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 24 (4d6 + 10) bludgeoning damage and be knocked prone . The dragon can then fly up to half its flying speed.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragon, Vile \n'b' Huge dragon , chaotic evil \n'b' Armor Class 20 (natural armor) Hit Points 589 (38d20+190) Speed 60 ft., burrow 50 ft., fly 100 ft. (hover)\n'b' STATS STR: 23 (+6) DEX: 20 (+5) CON: 21 (+5) INT: 19 (+4) WIS: 8 (-1) CHA: 24 (+7) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +7 Skills Deception +15, Perception +15, Stealth +13 Damage Resistances acid, radiant, thunder Damage Immunities necrotic, poison Condition Immunities charmed , frightened , poisoned Senses blindsight 120 ft., darkvision 600 ft., passive Perception 25 Languages Common, Deep Speech, Draconic Challenge 28 (120,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Dark Sight . Magical darkness doesn\xe2\x80\x99t impede the dragon\xe2\x80\x99s darkvision . \n'b' Legendary Resistance (3/Day) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Midnight Aura . While the dragon is conscious, light levels in a 90-foot radius around it are reduced by one step (bright light becomes dim light, dim light becomes darkness). Only daylight and other magic can negate the dragon\xe2\x80\x99s midnight aura. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dragon can use its Frightful Presence. It then makes four attacks: one with its bite, one with its tail, and two with its claws. \n'b' Bite . Melee Weapon Attack : +14 to hit, reach 20 ft., one target. Hit : 32 (4d12+6) piercing damage plus 32 (5d12) necrotic damage. If the target is a creature, its hit point maximum is reduced by an amount equal to the necrotic 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. \n'b' Claws . Melee Weapon Attack : +14 to hit, reach 150 ft., one target. Hit : 19 (2d12+6) slashing damage. \n'b' Tail . Melee Weapon Attack : +14 to hit, reach 20 ft., one target. Hit : 19 (2d12+6) bludgeoning damage plus 39 (6d12) poison damage, and the target must make a DC 22 Constitution saving throw. On a failed save, the target is poisoned for 1 minute or until the poison damage is healed. \n'b' Breath Weapons (Recharge 5-6) . The dragon uses one of the following breath weapons.\n'b'\n'b'\n'b' Maddening Breath . The dragon exhales pure madness in a 90-foot cone. Each creature in the area must make a DC 22 Wisdom saving throw or gain a short-term madness for 1 minute. If the saving throw fails by 5 or more, the creature gains a long-term madness for its normal duration, and if failed by 10 or more the creature also gains an indefinite madness. A creature can use a bonus action to repeat the saving throw, ending the short-term madness on a success. \n'b' Necrotic Breath . The dragon exhales unholy energy in a 120-foot line that is 10 feet wide. Each creature in the area must make a DC 22 Charisma saving throw, taking 72 (16d8) necrotic damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' Change Shape . The dragon magically polymorphs into a beast that has a challenge rating no higher 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 dragon\xe2\x80\x99s choice). In a new form, the dragon retains its alignment, hit points , hit dice, ability to speak, proficiencies, legendary resistance , lair actions , and Intelligence , Wisdom , and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. \n'b' Frightful Presence . Each creature of the dragon\xe2\x80\x99s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. 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\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the dragon\xe2\x80\x99s frightful presence for the next 24 hours. \n'b'\n'b' LEGENDARY ACTIONS \n'b' 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\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b'\n'b' Divine Sense . The dragon detects the presence of celestials, fiends, and undead within 120 feet. This functions as the herald class feature except that the dragon also notices any creature of evil alignment within range that fails a DC 22 Wisdom saving throw. \n'b' Tail Attack . The dragon makes a tail attack . \n'b' Wing Attack (Costs 2 Actions) . The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 17 (2d12+6) force damage and be forced\xc2\xa0 prone . The dragon can then fly up to half its flying speed. \n'b'\n'b' ABOUT \n'b' All creatures can be tempted by power-dragons perhaps most of all. Unlike soulhoarders these unnatural monsters have all known a life from before their transformations into things of darkness. They were however ultimately deceived (whether by artifact, ritual, or mortal trickery) and in exchange for their souls and their wits they have been granted wicked strength. It is an easier thing than one might think to fool a vile dragon yet only a fool with a deathwish willingly agrees to anything with a creature so prone to deception. \n'b' The goals of a vile dragon are foul and intricate but ultimately quite basic, lacking the nuance of schemes by wiser wyrms. They prefer to slay other dragons and take over their lairs, known to keep courts of sycophants and undisciplined cults (eating any who fail to pledge fealty and excited by the taste of \xe2\x80\x9cgoodness\xe2\x80\x9d). Almost tragically these creatures\xe2\x80\x99 penchants for power are never sated even after they\xe2\x80\x99ve mutated, and a vile dragon is compelled to seek out more through artifacts and magic still without heed for the full consequences of their actions.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragonborn, Edjet \n'b' Family: Dragonborn \n'b' Born into war, the edjet are proud of their scars, their cracked scales, their trophies taken from the hairy races, and the plunder they have rendered to the great dragon lords. They are a proud few and with good reason. \n'b' Medium humanoid (dragonborn), lawful neutral \n'b' Armor Class 14 (chain shirt) Hit Points 52 (8d8 + 16) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 12 (+1) CON: 14 (+2) INT: 10 (+0) WIS: 13 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +6, Constitution +5 Skills Athletics +6, Perception +4 Damage Resistances fire Senses passive Perception 14 Languages Common, Draconic Challenge 3 (700 XP) \n'b' Special Traits \n'b' Line of Battle . When the dragonborn edjet is within 5 feet of two allies that aren\xe2\x80\x99t incapacitated, it has advantage on saving throws against being frightened . \n'b' Martial Advantage . Once per turn, the dragonborn edjet can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the edjet that isn\xe2\x80\x99t incapacitated. \n'b' Actions \n'b' Multiattack . The dragonborn edjet makes two melee or ranged attacks . \n'b' Halberd . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 8 (1d10 + 3) slashing damage. \n'b' Shortsword . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' Shortbow . Ranged Weapon Attack : +4 to hit, range 80/320 ft., one target. Hit : 4 (1d6 + 1) piercing damage. \n'b' Fire Breath (Recharges after a Short or Long Rest) . The dragonborn edjet exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' Born into war, the edjet are proud of their scars, their cracked scales, their trophies taken from the hairy races, and the plunder they have rendered to the great dragon lords. They are a proud few and with good reason. \n'b' Troops of Dragon Armies . The classic edjet are heavy troops of dragonborn devoted to one or another of the elemental gods and commanded by paladins or priests. Their general is typically a lesser dragon or major drake , and their units include any number of holy warriors and elementalists, as well as heavily armored lizard-riders, and even oliphaunt-riding artillerists. \n'b' Their rank and file consist of halberdiers, feared as much for their prowess as for their ability to breathe gouts of flame into their enemy\xe2\x80\x99s front line. \n'b' Dragons Above All . The edjet are raised from birth to believe in the superiority of the scaled folk over all others, and their confidence shows on the battlefield. Their charges are swift and crushing, and they fight with a zeal rarely seen elsewhere. \n'b' The edjet are believers, and this gives them courage to stand tall against giants, magic, or even gods.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Planetar \n'b' Family: Angels \n'b' Large celestial , lawful good \n'b' Armor Class 19 (natural armor) Hit Points 200 (16d10 + 112) Speed 40 ft., fly 120 ft.\n'b' STATS STR: 24 (+7) DEX: 20 (+5) CON: 24 (+7) INT: 19 (+4) WIS: 22 (+6) CHA: 25 (+7) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +12, Wis +11, Cha +12 Skills Perception +11 Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , exhaustion , frightened Senses : truesight 120 ft., passive Perception 21 Languages all, telepathy 120 ft. Challenge 16 (15,000 XP) \n'b' Special Traits \n'b' Angelic Weapons : The planetar\xe2\x80\x99s weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack). \n'b' Divine Awareness : The planetar knows if it hears a lie. \n'b' Innate Spellcasting : The planetar\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components: \n'b' At will : detect evil and good , invisibility (self only) \n'b' 3/day each : blade barrier , dispel evil and good , flame strike , raise dead \n'b' 1/day each : commune , control weather , insect plague \n'b' Magic Resistance : The planetar has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Multiattack : The planetar makes two melee attacks. \n'b' Greatsword : Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 21 (4d6 + 7) slashing damage plus 22 (5d8) radiant damage. \n'b' Healing Touch (4/Day) : The planetar touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness. \n'b'\n'b' About \n'b' Muscular, bald, and tall, this humanoid creature has emerald skin and two pairs of shining, white-feathered wings.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragonborn, Elementalist \n'b' Family: Dragonborn \n'b' A dragonborn draped in flowing robes cracks its knuckles, causing sparks of elemental magic to spray in all directions. \n'b' Medium humanoid (dragonborn), lawful neutral \n'b' Armor Class 15 (studded leather) Hit Points 45 (7d8 + 14) Speed 30 ft.\n'b' STATS STR: 8 (-1) DEX: 16 (+3) CON: 15 (+2) INT: 12 (+1) WIS: 10 (+0) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +3, Stealth +5 Damage Resistances one of fire, lightning, cold, or poison (see Elemental Focus) Senses passive Perception 10 Languages Common, Draconic Challenge 2 (450 XP) \n'b' Special Traits \n'b' Elemental Focus . Each dragonborn elementalist permanently aligns with a particular element. This elemental focus grants the dragonborn resistance to a certain damage type and the ability to innately cast some spells. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks).\n'b'\n'b' Flame (Fire) : The dragonborn has resistance to fire damage. It can cast the produce flame cantrip at will and can cast heat metal or scorching ray three times per day. \n'b' Storm (Air) : The dragonborn has resistance to lightning damage. It can cast the shocking grasp cantrip at will and can cast blur or gust of wind three times per day. \n'b' Tide (Water) : The dragonborn has resistance to cold damage. It can cast the ray of frost cantrip at will and can cast sleet storm or water breathing three times per day. \n'b' Cave (Earth) : The dragonborn has resistance to poison damage. It can cast the blade ward cantrip at will and can cast meld into stone or shatter three times per day. \n'b'\n'b' War Mage . When making an opportunity attack , the dragonborn can cast a spell with a casting time of 1 action instead of making a weapon attack . If this spell requires a ranged attack roll, the dragonborn doesn\xe2\x80\x99t have disadvantage on the attack roll from being within 5 feet of a hostile creature, though it may still have disadvantage from other sources. This spell must only target the creature that provoked the opportunity attack . \n'b' Actions \n'b' Multiattack . The dragonborn makes two scimitar attacks. \n'b' Scimitar . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. \n'b' Fire Breath (Recharges after a Short or Long Rest) . The dragonborn breathes elemental energy in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 10 (3d6) damage of the elementalist\xe2\x80\x99s elemental focus type on a failed save, or half as much damage on a successful one. \n'b' About \n'b' Dragons carry the power of the elements in their blood, and some dragonborn also carry this supernatural gift. \n'b' Arcane Artillerists . Most dragonborn elementalists are specially trained soldiers, used on the field of battle to protect their infantry and cavalry allies. Elementalists specialize in combat spells that utilize a specific element, wasting no effort on broadening their horizons with utility spells.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragonborn, Heavy Cavalry \n'b' Family: Dragonborn \n'b' A dragonborn knight sits astride a giant lizard like a mountain of armor and scales, draped in crimson heraldry. The knight couches its lance on its saddle and begins loading a heavy crossbow. \n'b' Medium humanoid (dragonborn), lawful neutral \n'b' Armor Class 19 (splint, shield) Hit Points 75 (10d8 + 30) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 12 (+1) CON: 17 (+3) INT: 10 (+0) WIS: 14 (+2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +4 Damage Resistances fire Senses passive Perception 12 Languages Common, Draconic Challenge 2 (450 XP) \n'b' Special Traits \n'b' Cavalry Charge . If the dragonborn moves at least 20 feet straight toward a creature while mounted and then hits with a lance attack on the same turn, it can make a trample attack against that creature as a bonus action . \n'b' Locked Saddle . The dragonborn can\xe2\x80\x99t be knocked prone , dismounted, or moved against its will while mounted. \n'b' Mounted Warrior . The dragonborn is rarely seen without its giant lizard mount. The lizard wears custom scale mail that raises its Armor Class to 15. While the dragonborn is mounted, the giant lizard can\xe2\x80\x99t be charmed or frightened . \n'b' Actions \n'b' Lance . Melee Weapon Attack : +4 to hit, reach 10 ft., one target. Hit : 8 (1d12 + 2) piercing damage. \n'b' Heavy Crossbow . Ranged Weapon Attack : +3 to hit, range 100/400 ft., one target. Hit : 6 (1d10 + 1) piercing damage. \n'b' Trample (Mounted Only) . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) bludgeoning damage and the target must succeed on a DC 13 Strength saving throw or be knocked prone . \n'b' Fire Breath (Recharges after a Short or Long Rest) . The dragonborn breathes fire in a 15-foot cone. All creatures in that area must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' Mounted Soldier . Dragonborn heavy cavalry crash through the fields of war like a wall of scales and iron, breaking through enemy lines with the combined might of their lances and the weight of their giant lizard mounts. These mighty warriors also enjoy the privileges of high society as recompense for their military service, instilling most heavy cavaliers with a sort of patriotism, even if it only lasts as long as they receive their promised gold.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragonborn, Light Cavalry \n'b' Family: Dragonborn \n'b' A lithe, red dragonborn wielding a curved cavalry saber and a sturdy steel shield emblazoned with its nation\xe2\x80\x99s crest sits upon a cloth-draped warhorse. \n'b' Medium humanoid (dragonborn), lawful neutral \n'b' Armor Class 14 (leather, shield) Hit Points 39 (6d8 + 12) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 12 (+1) CON: 15 (+2) INT: 8 (-1) WIS: 14 (+2) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +4, Perception +4 Damage Resistances fire Senses passive Perception 14 Languages Common, Draconic Challenge 1 (200 XP) \n'b' Special Traits \n'b' Infantry Slayer . While mounted, the dragonborn has advantage on melee weapon attacks against creatures that are Medium or smaller and are not mounted. \n'b' Mounted Warrior . While mounted, the dragonborn\xe2\x80\x99s mount can\xe2\x80\x99t be charmed or frightened . \n'b' Actions \n'b' Cavalry Saber . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) slashing damage. \n'b' Shortbow . Ranged Weapon Attack : +3 to hit, range 80/320 ft., one target. Hit : 4 (1d6 + 1) piercing damage. \n'b' Fire Breath (Recharges after a Short or Long Rest) . The dragonborn breathes fire in a 15-foot cone. All creatures in that area must make a DC 12 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' Mobile Infantry . Dragonborn light cavalry are used as scouts and as strike forces for dragonborn military units. \n'b' Mounted upon warhorses and wearing light armor, these warriors execute rapid, surgical strikes against their enemy\xe2\x80\x99s infantry. When the need arises, these agile cavaliers are also used as ground-based scouts to support the army\xe2\x80\x99s air-based wyvern knights.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragonborn, Ouroban \n'b' Family: Dragonborn \n'b' Blood and slaughter are meat and drink to the ouroban! Strike hard, they say, to hasten the apocalypse-death in the name of the great wyrm! Bringers of Apocalypse. Fanatical warriors obsessed with apocalypse and the power they believe will come to them when it arrives, ourobans spread fear, slaughter, and chaos wherever they can. In the doom cults to which they belong, no creature of greater rank rests easy with an ouroban underling as ourobans either claw their way to the top or die in the attempt. Those beneath an ouroban, however, rest a bit easier, so long as they display steady devotion in stoking the ouroban\xe2\x80\x99s vanity. \n'b' Medium humanoid (dragonborn), neutral evil \n'b' Armor Class 18 (plate) Hit Points 209 (38d8 + 38) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 10 (+0) CON: 13 (+1) INT: 12 (+1) WIS: 12 (+1) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wisdom +5, Charisma +8 Skills Athletics +8, Intimidation +8 Damage Immunities fire Condition Immunities poisoned Senses passive Perception 11 Languages Common, Draconic Challenge 11 (7,200 XP) \n'b' Special Traits \n'b' Devastate (Recharge 5-6) . As a bonus action , the ouroban imbues its greatsword with dark power. All of its greatsword attacks do an additional 10 (3d6) necrotic damage per hit until the start of its next turn. \n'b' Fire Absorption . Whenever the ouroban is subjected to fire damage, it takes no damage and instead regains a number of hp equal to the fire damage dealt. \n'b' Spellcasting . The ouroban is a 14th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It has the following paladin spells prepared:\n'b'\n'b' 1st level (4 slots) : command , cure wounds , detect evil and good , detect magic , divine favor (fire damage instead of radiant) \n'b' 2nd level (3 slots) : branding smite, lesser restoration , zone of truth \n'b' 3rd level (3 slots) : dispel magic , elemental weapon \n'b' 4th level (1 slot) : banishment \n'b'\n'b' Actions \n'b' Multiattack . The ouroban makes three attacks with its greatsword. \n'b' Greatsword . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage plus 3 (1d6) fire damage. \n'b' Heavy Crossbow . Ranged Weapon Attack : +5 to hit, range 100/400 ft., one target. Hit : 9 (1d10 + 4) piercing damage. \n'b' Fire Breath (Recharge after a Short or Long Rest) . The ouroban exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. \n'b' Abyssal Fires (Recharges after a Short or Long Rest) . The ouroban summons green flames under up to five creatures within 30 feet of it. Each target must succeed on a DC 17 Dexterity saving throw or take 18 (4d8) fire damage and be poisoned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success. The ouroban has advantage on attack rolls and ability checks against a creature poisoned by its Abyssal Fires. \n'b' About \n'b' Venerating a dark, malevolent interpretation of Ouroboros, a number of ourobans joined the ranks of the Doomspeaker cult. Though the cult\xe2\x80\x99s disparate cells mainly worship demons, displays of destructive will and power sways them quickly, and ouroborans do not hesitate to take advantage of this. As a result, the ourobans often claim a following of doomspeaker cultists, be they human , dragonborn , kobold , or otherwise. A wise ouroban usually counts a debased cleric or two in its retinue.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Aboleth, Adult \n'b' Family: Aboleth \n'b' Large aberration (greater), any chaotic alignment or unaligned \n'b' Armor Class 17 (natural armor) Hit Points 135 (18d10 + 36); Wound Threshold 34 Speed 10 ft., swim 40 ft.\n'b' STATS STR: 21 (+5) DEX: 9 (-1) CON: 15 (+2) INT: 18 (+4) WIS: 15 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +6, Int +8, Wis +6 Skills History * +12, Nature * +12, Perception * +10 Senses darkvision 120 ft., passive Perception 20 Languages Deep Speech, telepathy 120 ft. Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The adult aboleth can breathe air and water. \n'b' Mucous Cloud . While underwater, the adult aboleth is surrounded by transformative mucus. A creature that touches the adult aboleth or that hits it with a melee attack while within 5 feet of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased and poisoned for 1d4 hours. The diseased creature can breathe only underwater. \n'b' Probing Telepathy . If a creature communicates telepathically with the adult aboleth, the adult aboleth learns the creature\xe2\x80\x99s greatest desires if the adult aboleth can see the creature. The target of this effect can make a DC 16 Charisma saving throw to resist, becoming immune to the adult aboleth\xe2\x80\x99s probing telepathy for the next 24 hours if successful. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The adult aboleth makes three tentacle attacks. \n'b' Tentacle . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature\xe2\x80\x99s skin becomes translucent and slimy, the creature can\xe2\x80\x99t regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed. \n'b' Tail . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 15 (3d6 + 5) bludgeoning damage. \n'b' Enslave (3/Day) . The adult aboleth targets one creature it can see within 30 feet of it. The target must succeed on a DC 16 Wisdom saving throw or be magically charmed by the adult aboleth until the adult aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the adult aboleth\xe2\x80\x99s control and can\xe2\x80\x99t take reactions , and the adult aboleth and the target can communicate telepathically with each other over any distance. Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the adult aboleth. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The adult 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\xe2\x80\x99s turn. The adult aboleth regains spent legendary actions at the start of its turn. \n'b'\n'b' Detect . The adult aboleth makes a Wisdom ( Perception ) check. \n'b' Tail Swipe . The adult aboleth makes one tail attack . \n'b' Psychic Drain (Costs 2 Actions) . One creature charmed by the adult aboleth takes 10 (3d6) psychic damage, and the adult aboleth regains hit points equal to the damage the creature takes. \n'b'\n'b' ABOUT \n'b' Adult aboleths make up the majority of this species\xe2\x80\x99 population. They\xe2\x80\x99re often alone in a domain they control from a submerged lair. \n'b' They stay in contact with their peers through the dreams that lead them to the memory sanctum. \n'b' Aboleths are aquatic, tentacled aberrations that look like a mix of cliones, cuttlefish, sea anemones, and none of them all at once. Aboleths are nightmares of the deep, covered in a dangerous mucus and possessing the ability to invade dreams. They prowl dark waters and hatch terrible plans that threaten the future of the entire world. \n'b' Origins of the Aboleths \n'b' On the surface, aboleths are all but unknown, while they are as mysterious as they are feared in the Netherworld. It\xe2\x80\x99s difficult to gather and analyze information concerning them. The texts they leave behind are written in Deep Speech, a language that has nothing in common with other tongues on Eana, neither in its structure nor phonemes. \n'b' It\xe2\x80\x99s possible to gain information from the chuuls\xe2\x80\x99 sacred chants and the walls of their temples. \n'b' Their perspective is biased, just like subterranean or surface-dwelling cults looking for salvation in the worship of Blackwater. These groups are aware of some facts and details, but rarely see the whole picture. \n'b' There are also ruins marked by their presence. These are cultural sites for chuuls and humanoids, sometimes including an adult aboleth\xe2\x80\x99s palace from where it dispenses revelations. \n'b' The Travelers brought many creatures to Eana through their portals, the ateaks. These beings, some of which are intelligent, learned to adapt to their new environment but frequently represent threats to natural balance as the druids see it. Bringing aboleths to Eana was certainly the Travelers\xe2\x80\x99 worst mistake, and they paid for it with the annihilation of their civilization at the hands of a meteorite summoned by the aboleths that fell in the region currently known as the Eolian Isles. \n'b' Masters of Plots \n'b' Nowadays, aboleths roam vast networks of aquatic underground tunnels. Endless canals constructed with magic or servants\xe2\x80\x99 hands-particularly the chuuls-allow them to swim between the depths of Cyfandir and Acoatl. Aboleths avoid acting in person: they dislike doing so, and their bodies are scarcely adapted to it. They make use of individuals\xe2\x80\x99 curiosity, greed, ambition, and despair to tempt them and coax them into carrying out beneficial actions . \n'b' The Aboleths\xe2\x80\x99 Memory \n'b' Aboleths preserve their memory in a nightmarish sanctum they access when dreaming. They deposit all their memories there, as well as most of those of their devoured victims. All this information is then shared among their whole kind. If one of them dies, their knowledge is not lost. \n'b' Psychurges enter this memory sanctum through their dreams, leading them to sometimes believe this place has no physical presence. Yet it does exist, deep in the Netherworld somewhere near Acoatl, under the Karakin sea. \n'b' The aboleths also use this site to keep in contact with Blackwater and are able to create new vessels (see Aberrant creatures: Category III Aberration, or Vessel). \n'b' One might speculate that destroying the memory sanctum would sever the bond to Blackwater and end its pernicious influence. Unfortunately, the energy emanating from this place is so strong that humanoid minds are almost invariably shattered and plunged into madness. To win, it is therefore necessary to have both precise information to find it, and sufficiently advanced knowledge about aberrations to resist their powers. \n'b' Seemingly Infinite Knowledge \n'b' Aboleths and their servants sometimes appear omniscient, reinforced by their solemn demeanor. \n'b' They\xe2\x80\x99re certain the stars will align for them, and that their victory is inevitable. What they reveal may be unnerving, sometimes disheartening. Some fall into despair when they\xe2\x80\x99re made aware of the sheer vastness of the unknown. \n'b' The greater aberrations\xe2\x80\x99 power is real and their knowledge far from a ploy. These creatures are experts in History and Nature thanks to their access to the memory sanctum of their kind, and the bond they keep with Blackwater\xe2\x80\x99s cosmic entity. They hold a depth of knowledge far greater than most of Eana\xe2\x80\x99s inhabitants. \n'b' Their knowledge is not absolute, however, and their propensity for certainties can even make them naive in a way, in contrast to the potency of their intelligence. These beings are so sure of the depth of their knowledge of the world that they may delude themselves. The leeway to take advantage of this is tiny, but sometimes even a single grain of sand is enough to tip the scales.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lantern Dragonette \n'b' Family: Dragonette \n'b' Tiny dragon , lawful neutral \n'b' Armor Class 13 (natural armor) Hit Points 28 (8d4 + 8) Speed 15 ft., fly 40 ft. (hover)\n'b' STATS STR: 7 (\xe2\x80\x932) DEX: 15 (+2) CON: 13 (+1) INT: 16 (+3) WIS: 13 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +3, Cha +3 Skills Arcana +5, History +5, Nature +5, Perception +3, Religion +5 Senses darkvision 60 ft., passive Perception 13 Languages Common, Draconic, Primordial, telepathy 60 ft. Challenge 1/2 (100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Magical Darkness Hypersensitivity . While in an area of magical darkness , the lantern dragonette can\xe2\x80\x99t fly or use Lantern Belly, and it takes 3 (1d6) necrotic damage each minute. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Fire Breath . The lantern dragonette breathes fire in a 15-foot cone. Each creature in the area must make a DC 11 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half the damage on a successful one. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Lantern Belly . The dragonette sheds bright light in a 20-foot radius and dim light for an additional 20 feet or stops shedding light. To shed light, it must have eaten at least 4 ounces of candle wax in the past 24 hours. It can shed light for up to 1 hour for every 4 ounces of candle wax it has eaten in the past 24 hours, to a maximum of 4 hours every 24 hours. \n'b'\n'b' ABOUT \n'b' This cat-sized drake with a waxy appearance and a glow emanating from its belly can hover in midair, filling a small area with a warm glow. \n'b' The lantern dragonette is named for its belly, which glows with a warm light. The beast\xe2\x80\x99s yellow, waxy scales darken with age, though the dragonettes rarely live more than 50 years. They weigh from 5 to 10 pounds and are 18 inches long. \n'b' Eat Candle Wax . The dragonette devours four ounces of candle wax each day, plus four more ounces if it has made its belly glow. A lantern dragonette\xe2\x80\x99s unusual diet leads it to lair in libraries, abbeys, and other places of study.\xc2\xa0Even though the dragonettes eat candles essential for study during dark hours, they still provide light and protect their adopted homes. Residents and caretakers consider them good luck and enjoy conversing with them. \n'b' Telepathic Chatterbox . This gregarious dragonette prefers to speak with its companions but uses telepathy if necessary; the creature hisses when surprised or displeased. It loves nothing more than discussing magic and history with an intelligent and informed individual. \n'b' Adventurous Companions . Occasionally, a dragonette wishing to learn more about the world finds a spellcaster or adventuring party to travel with, purely for the sake of learning or to acquire new sources of knowledge. Most parties enjoy the traveling light source and the abilities these companions bring to bear. A lantern dragonette avoids combat and uses its abilities only to escape or to defend its lair, family, and friends. \n'b' Diligent Parents . A mated pair produces one clutch of two to five eggs every five years. One parent raises the young dragonettes until they mature, typically in a year, while the other scours the area for candle wax to feed the hungry hatchlings.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragonette, Barnyard \n'b' Tiny dragon , neutral \n'b' Armor Class 13 (natural armor) \n'b' Hit Points 18 (4d4 + 8) \n'b' Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 12 (+1) CON: 15 (+2) INT: 8 (\xe2\x80\x931) WIS: 13 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +3 \n'b' Senses darkvision 60 ft., passive Perception 13 \n'b' Languages Common, Draconic \n'b' Challenge 1/4 (50 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . The barnyard dragonette has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Speak with Beasts . The barnyard dragonette can communicate with Beasts as if they shared a language. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) piercing damage. If the target is a Small or smaller creature, it must succeed on a DC 12 Strength saving throw or be grappled . \n'b' Scale Rake . One creature grappled by the dragonette must make a DC 12 Strength saving throw, taking 5 (2d4) slashing damage on a failed save, or half as much damage on a successful one. \n'b' Gritty Breath (Recharge 5\xe2\x80\x936) . The dragonette exhales a cloud of stinging dust in a 15-foot cone. Each creature in the area must succeed on a DC 12 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' ABOUT \n'b' The barnyard dragonette\xe2\x80\x99s social nature and natural curiosity leads some of them to serve spellcasters. Such dragonettes have the following trait. \n'b' Familiar . The dragonette can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the dragonette senses as long as they are within 1 mile of each other. While the dragonette is within 10 feet of its companion, the companion shares the dragonette\xe2\x80\x99s Speak with Beasts trait. At any time and for any reason, the dragonette can end its service as a familiar, ending the telepathic bond . \n'b' This reptile stares into the distance for a moment, balanced on its powerful hind legs and tail, before dropping back down to all fours. Its short snout and oversized lower jaw give it a pugnacious appearance that is reinforced by its rolling gait. \n'b' Barnyard dragonettes are friendly and social lesser dragons with a fondness for pranks. They primarily eat mushrooms, though they can subsist on scraps from the slops trough without any complaint. The dragons bury their eggs in animal manure to gestate, and mated pairs have found the easiest way to gain access to a manure pile is to choose a farmstead and make a deal with the farmers working it. Most often, they trade pest- and predator-killing services for their stinking reward. \n'b' Coyote Hunters . Barnyard dragonettes despise canines, and the chore they most relish is the stalking and killing of wolves, coyotes, and foxes that threaten their farm. A pair of the housecat-sized dragons can make short work of most predatory canines, while larger family units or groups comprised of dragonettes residing at multiple closely located farms will work together to destroy or chase off packs of larger predators such as worgs. The dragonettes are less antagonistic to farmyard dogs and develop a grudging fondness for them over time. \n'b' Prankster Dragons . Barnyard dragonettes love to play pranks on each other and other creatures. Their favorite trick is to take a regularly used item, such as a shovel or hatchet, and move it away from its normal resting place, forcing the user to hunt it down.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragonette, Keyhole \n'b' Tiny dragon , neutral \n'b' Armor Class 14 (natural armor) Hit Points 27 (6d4 + 12) Speed 30 ft., climb 20 ft.\n'b' STATS STR: 12 (+1) DEX: 15 (+2) CON: 14 (+2) INT: 7 (-2) WIS: 10 (+0) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +4 Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 12 Languages Common, Draconic Challenge 1/2 (100 XP) \n'b' Special Traits \n'b'\n'b' Compress . The dragonette can squeeze through a space as narrow as 1 inch wide. \n'b' Leaping Withdraw . The dragonette\xe2\x80\x99s long jump is up to 20 feet, and its high jump is up to 10 feet, with or without a running start. If the dragonette leaps out of a creature\xe2\x80\x99s reach, it doesn\xe2\x80\x99t provoke opportunity attacks. \n'b' Tongue Pick . The dragonette can use its tongue to pick locks and disarm traps, as if its tongue was a set of thieves\xe2\x80\x99 tools. It is proficient in using its tongue in this way. \n'b' Vermin Hunter . Swarms of beasts don\xe2\x80\x99t have resistance to piercing and slashing damage from the dragonette. In addition, as a bonus action, the dragonette can use Scale Slash against a swarm of beasts occupying its space. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Scale Slash . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) slashing damage. \n'b' Soporific Breath (Recharge 5-6) . The dragonette exhales a cloud of sleep gas in a 15-foot cone. Each creature in the area must succeed on a DC 12 Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. \n'b'\n'b' About \n'b' A wingless reptile with a long, lithe body and short, powerful legs scurries down an alley after a rat. Its pointed snout darts into the hole where its prey disappeared. \n'b' The keyhole dragonette is a small, wingless dragon with flexible bands of large, overlapping scales, a pointed snout, and a wide, flat tail. \n'b' Urban Exterminators . Keyhole dragonettes were magically bred to be adept at entering closed-off or hard-to-reach places.\xc2\xa0Their original purpose was to seek out and destroy nests of rats and other city-dwelling vermin, but they regularly find themselves employed as living lockpicks. Their sensitivity to vibrations helps them find prey no matter where it is hidden, and their long, deft tongues enable them to pick even the most complex of locks. Dragonettes have difficulty delineating between pests and pets, and they sometimes consume the furry companions of the people whose homes they are ridding of vermin. \n'b' Big Eaters . Belying their small frames, keyhole dragonettes have voracious appetites and can consume a variety of foods.\xc2\xa0Aside from meat, they enjoy fruits, nuts, and vegetables.\xc2\xa0Keyhole dragonettes with easy access to sugary foods often develop a sweet tooth. \n'b' Loyal Companions . Guards, wilderness scouts, and rogues of all types often see the value in taking a keyhole dragonette as a companion. Young dragonettes are easy to train and eagerly bond with people, quickly becoming steadfast friends with their caretakers. If the person a dragonette has bonded to dies or leaves, the dragonette becomes despondent. The depression can last for years if something doesn\xe2\x80\x99t occur to lift the creature\xe2\x80\x99s spirits. \n'b' Keyhole Dragonette Familiars \n'b' Some keyhole dragonettes are willing to serve spellcasters as a familiar. Such dragonettes have the following trait. \n'b' The dragonette can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the dragonette senses as long as they are within 1 mile of each other. While the dragonette is within 10 feet of its companion, magic, including the dragonette\xe2\x80\x99s breath, can\xe2\x80\x99t put the companion to sleep. At any time and for any reason, the dragonette can end its service as a familiar, ending the telepathic bond .'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragonette, Sedge \n'b' Tiny dragon , neutral \n'b' Armor Class 13 (natural armor) \n'b' Hit Points 27 (5d4 + 15) \n'b' Speed 20 ft., swim 50 ft.\n'b' STATS STR: 14 (+2) DEX: 10 (+0) CON: 16 (+3) INT: 10 (+0) WIS: 14 (+2) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Nature +2, Stealth +4 \n'b' Damage Resistances poison \n'b' Condition Immunities poisoned \n'b' Senses darkvision 60 ft., passive Perception 14 \n'b' Languages Common, Draconic \n'b' Challenge 1/2 (100 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Swamp Camouflage . The sedge dragonette has advantage on Dexterity ( Stealth ) checks made to hide in swampy terrain. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Spines . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 4 (1d4 + 2) piercing damage, and a spine sticks into the target. Until a creature takes an action to remove the spine, the target has disadvantage on attack rolls. \n'b' Reeking Breath (Recharge 5\xe2\x80\x936) . The dragonette exhales a cloud of nauseating gas in a 15-foot cone. Each creature in the area must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Boggy Presence (1/Day) . The sedge dragonette transmutes the ground in a 10-foot-radius centered on it into a muddy soup for 10 minutes. For the duration, any creature, other than a sedge dragonette, moving through the area must spend 4 feet of movement for every 1 foot it moves. \n'b'\n'b' REACTIONS \n'b'\n'b' Prickly Defense . When a creature the sedge dragonette can see hits the dragonette with a melee attack while within 5 feet of it, the dragonette can make one Spines attack against the creature. \n'b'\n'b' ABOUT \n'b' Though shy, some sedge dragonettes are willing to serve patient and calm spellcasters as a familiar. Such dragonettes have the following trait. \n'b' The dragonette can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the dragonette senses as long as they are within 1 mile of each other. While the dragonette is within 10 feet of its companion, the companion has resistance to poison damage and is immune to the poisoned condition. At any time and for any reason, the dragonette can end its service as a familiar, ending the telepathic bond . \n'b' Familiar \n'b' This low-slung dragon is no larger than a skunk. Sharp teeth jut from the lower jaw, and the fine spines flat against its back are almost invisible until the dragon reflexively fans them out. \n'b' Sedge dragonettes are native to swamps and bogs where they nest in tall copses of soggy marsh grass. Long ago, they were bred to protect valuable papyrus thickets, but their shyness led them to avoid confrontation when possible. Instead, their innate curiosity and interest in the goings-on around them led them to becoming knowledgeable about their environs and its denizens. Rangers and druids who are well versed in boggy terrain often seek out the local sedge dragonettes to determine the bog\xe2\x80\x99s health and the recent activities of its inhabitants. \n'b' Introverted Scalykin . Sedge dragonettes rarely seek company. They don\xe2\x80\x99t prefer isolation, nor are they antisocial. Their standoffishness is the result of a shyness common to their species. It is unknown whether their diffidence was intentionally sought when the creatures were first bred or is a result of the inhospitable environment where they thrive. Creatures that slowly and patiently break through the emotional shell find the dragonettes to be among their fiercest friends.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragonleaf Tree \n'b' Large plant , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 152 (16d10 + 64) Speed 15 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 19 (+4) INT: 5 (-3) WIS: 12 (+1) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities blinded , deafened Senses blindsight 120 ft., passive Perception 11 Languages understands Draconic but can\xe2\x80\x99t speak Challenge 8 (3,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Elemental Affinity . The dragonleaf tree has immunity to a type of damage based on the type of dragon that grew it: acid (black, copper), cold (silver, white), fire (brass, gold, red), lighting (blue, bronze), or poison (green). \n'b' Eternally Loyal . The dragonleaf tree has advantage on ability checks and saving throws against influence or effects that would encourage it or force it to act against its draconic master. If charmed or controlled and directed to act against its master, the tree can immediately repeat the effect\xe2\x80\x99s saving throw, ending the effect on itself on a success. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dragon leaf tree makes three Slam or Throw Leaves attacks. \n'b' Slam . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 12 (2d8 + 3) bludgeoning damage plus 7 (2d6) damage of the type noted in the Elemental Affinity trait. \n'b' Throw Leaves . Ranged Weapon Attack : +5 to hit, range 30/120 ft., one target. Hit : 12 (4d4 + 2) slashing damage plus 7 (2d6) damage of the type noted in the Elemental Affinity trait. \n'b' Elemental Leaves (Recharge 6) . The dragonleaf tree\xe2\x80\x99s leaves rain acid, shed bolts of lightning, shake loose icicles, or similarly emit the elemental energies of the dragon that grew the tree. Each creature within 20 feet of the dragonleaf tree must make a DC 15 Dexterity saving throw, taking 42 (12d6) damage of the type noted in the Elemental Affinity trait. \n'b'\n'b' ABOUT \n'b' The dragon-headed leaves of these oak trees sometimes rustle despite a lack of wind, betraying a hint that they\xe2\x80\x99re more than they seem. \n'b' Gifts among Dragons . These magnificent trees are imbued with some characteristics of their draconic masters. While most groves consist of only one type of dragonleaf tree, dragons sometimes make gifts of them to cement a pact or as a show of fealty. The dragon giving the tree relinquishes command of the plant as part of the deal. This accounts for mixed groves belonging to especially powerful dragon lords. \n'b' Silent Guardians . Dragonleaf trees use fairly simple tactics to deter potential intruders into their masters\xe2\x80\x99 lairs. They remain motionless or allow the breeze to jostle their leaves to appear inconspicuous. Once enough intruders enter the grove, the trees fire razor sharp leaves or rain elemental energies upon the intruders, adjusting their position to make better use of their weapons. \n'b' Long Memories . Dragonleaf trees live up to 1,000 years. They stand 15 feet tall and weigh 3,000 pounds, but ancient specimens can reach heights of 45 feet. Growing a new dragonleaf tree requires a cutting from an existing tree at least 50 years old, which the tree\xe2\x80\x99s draconic master imbues with power, sacrificing the use of its breath weapon for a month. While this time barely registers on a dragon\xe2\x80\x99s whole lifespan, it still carefully considers the creation of a new tree, for fear that others might discover its temporary weakness.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragonne \n'b' Large magical beast , unaligned \n'b' Armor Class : 18 Hit Points 76 (9d10+27) Speed : 40 ft., fly 30 ft.\n'b' STATS STR: 19 (+4) DEX: 15 (+2) CON: 17 (+3) INT: 6 (-2) WIS: 12 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills : Perception +7, Survival +5 Senses : blindsight , darkvision 60 ft., scent, passive Perception 17 Condition Immunities : blind Languages : Draconic Challenge : 5 (1,800 XP) \n'b' Special Traits \n'b'\n'b' Multiattack : While in melee combat, the dragonne attacks with a bite and two claw attacks. \n'b' Pounce : If the dragonne moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone . If the target is prone, the dragonne can make one bite attack against it as a bonus action. \n'b' Roar : A dragonne can loose a devastating roar every 1d4 rounds. All creatures except dragonnes within 120 feet must succeed on a DC 15 Wisdom save or gain a level of exhaustion . Those within 30 feet who fail their saves gain two levels of exhaustion . \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 10 (2d6+4) \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (2d4+4) \n'b'\n'b' About \n'b' A dragonne is a massive beast resembling a cross between a lion and a dragon. It has fur ranging from tawny brown to fiery red, huge bat wings and a massive body about 12 feet long and weighing about 700 pounds.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Planetar, Lesser \n'b' Family: Angels \n'b' Medium celestial , lawful good \n'b' Armor Class 18 (natural armor) Hit Points 135 (18d8 + 54) Speed 30 ft., fly 90 ft.\n'b' STATS STR: 12 (+1) DEX: 24 (+7) CON: 16 (+3) INT: 18 (+4) WIS: 22 (+6) CHA: 22 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +12, Wis +11, Cha +11 Skills Perception +16 Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , frightened Senses darkvision 120 ft., passive Perception 26 Languages all Challenge 13 (10,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Angelic Weapons . The planetar\xe2\x80\x99s weapons are magical. When the planetar hits with any weapon, the weapon deals an extra 18 (4d8) radiant damage (included in the attack ). \n'b' Ever-Moving . When the planetar is hit by a melee attack it can immediately move up to 10 feet without provoking opportunity attacks. \n'b' Magic Resistance . The planetar has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The planetar makes two Sublime Bow attacks. \n'b' Sublime Bow . Ranged Weapon Attack : +12 to hit, range 150/600 ft., one target. Hit : 16 (2d8 + 7) piercing damage plus 18 (4d8) radiant damage. A creature hit by this attack must succeed on a DC 19 Wisdom saving throw or be frightened of the planetar until the end of the creature\xe2\x80\x99s next turn.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragonne \n'b' Large dragon , chaotic good \n'b' Armor Class 17 (natural armor) Hit Points 119 (14d10 + 42) Speed 50 ft., fly 30 ft.\n'b' STATS STR: 19 (+4) DEX: 12 (+1) CON: 17 (+3) INT: 16 (+3) WIS: 13 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4, Con +6, Wis +4, Cha +5 Skills Deception +5, Perception +7, Stealth +4 Senses darkvision 120 ft., passive Perception 17 Languages Common, Draconic Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . The dragonne has advantage on Wisdom (Perception) checks that rely on smell. \n'b' Pack Tactics . The dragonne has advantage on an attack roll against a creature if at least one of the lion\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Pounce . If the dragonne moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be forced prone. If the target is prone, the lion can make one bite attack against it as a bonus action. \n'b' Running Leap . With a 10-foot running start, the dragonne can long jump up to 25 feet. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dragonne makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 15 (2d10 + 4) piercing damage. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Roar (Recharge 5-6) . The dragonne emits a magical roar. Each creature within 120 feet of the dragonne and able to hear the roar must make a DC 12 Wisdom saving throw. On a failure the target is deafened for 1 minute. If the target is within 30 feet and fails it is instead paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragon, Black (Adult) \n'b' Family: Dragons - Chromatic \n'b' Huge dragon , chaotic evil \n'b' Armor Class 19 (natural armor) Hit Points 195 (17d12 + 85) Speed 40 ft., fly 80 ft., swim 40 ft.\n'b' STATS STR: 23 (+6) DEX: 14 (+2) CON: 21 (+5) INT: 14 (+2) WIS: 13 (+1) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Con +10, Wis +6, Cha +8 Skills Perception +11, Stealth +7 Damage Immunities acid Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21 Languages Common, Draconic Challenge 14 (11,500 XP) \n'b' Special Traits \n'b' Amphibious : The dragon can breathe air and water. \n'b' Legendary Resistance (3/Day) : If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Actions \n'b' Multiattack : The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. \n'b' Bite : Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage. \n'b' Claw : Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) slashing damage. \n'b' Tail : Melee Weapon Attack : +11 to hit, reach 15 ft., one target. Hit : 15 (2d8 + 6) bludgeoning damage. \n'b' Frightful Presence : Each creature of the dragon\xe2\x80\x99s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. 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\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Acid Breath (Recharge 5-6) : The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' Legendary Actions \n'b'\n'b' 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\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b' Detect : The dragon makes a Wisdom (Perception) check. \n'b' Tail Attack : The dragon makes a tail attack. \n'b' Wing Attack (Costs 2 Actions) : The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. \n'b' About \n'b' Hissing green acid drips from the fanged maw of this black-scaled, horned dragon.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragon, Black (Ancient) \n'b' Family: Dragons - Chromatic \n'b' Gargantuan dragon , chaotic evil \n'b' Armor Class 22 (natural armor) Hit Points 367 (21d20 + 147) Speed 40 ft., fly 80 ft., swim 40 ft.\n'b' STATS STR: 27 (+8) DEX: 14 (+2) CON: 25 (+7) INT: 16 (+3) WIS: 15 (+2) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +9, Con +14, Wis +9, Cha +11 Skills Perception +16, Stealth +9 Damage Immunities acid Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26 Languages Common, Draconic Challenge 21 (33,000 XP) \n'b' Special Traits \n'b' Amphibious : The dragon can breathe air and water. \n'b' Legendary Resistance (3/Day) : If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Actions \n'b' Multiattack : The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. \n'b' Bite : Melee Weapon Attack : +15 to hit, reach 15 ft., one target. Hit : 19 (2d10 + 8) piercing damage plus 9 (2d8) acid damage. \n'b' Claw : Melee Weapon Attack : +15 to hit, reach 10 ft., one target. Hit : 15 (2d6 + 8) slashing damage. \n'b' Tail : Melee Weapon Attack : +15 to hit, reach 20 ft., one target. Hit : 17 (2d8 + 8) bludgeoning damage. \n'b' Frightful Presence : Each creature of the dragon\xe2\x80\x99s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. 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\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Acid Breath (Recharge 5-6) : The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' Legendary Actions \n'b'\n'b' 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\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b' Detect : The dragon makes a Wisdom (Perception) check. \n'b' Tail Attack : The dragon makes a tail attack. \n'b' Wing Attack (Costs 2 Actions) : The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. \n'b' About \n'b' Hissing green acid drips from the fanged maw of this black-scaled, horned dragon.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Alpha Werewolf \n'b' Medium humanoid (human, shapechanger), chaotic evil \n'b' Armor Class 12 in humanoid form or 15 (natural armor) in hybrid or wolf form Hit Points 180 (24d8 + 72) Speed 30 ft. (40 ft. in wolf form)\n'b' STATS STR: 17 (+3) DEX: 14 (+2) CON: 16 (+3) INT: 11 (+0) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +12, Stealth +7 Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Senses passive Perception 22 Languages Common, plus up to one other language (can\xe2\x80\x99t speak in wolf form) Challenge 13 (10,000 XP) \n'b' Special Traits \n'b' Shapechanger . The werewolf can use its action to polymorph into a wolf-humanoid hybrid, or into a wolf, or back into its true form, which is humanoid . Its statistics, other than its armor class, are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b' Keen Hearing and Smell . The werewolf has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Legendary Resistance (2/Day) . If the werewolf fails a saving throw, it can choose to succeed instead. \n'b' Pack Leader . The alpha werewolf has advantage on an attack roll against a creature if at least one of the werewolf \xe2\x80\x98s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. Likewise, each of the alpha werewolf \xe2\x80\x98s allies has advantage on an attack roll against a creature if the alpha werewolf is within 5 feet of the creature and isn\xe2\x80\x99t incapacitated. \n'b' Actions \n'b' Multiattack (Humanoid or Hybrid Form Only) . The werewolf makes four attacks: one with its bite, and three with its claws or longsword. \n'b' Bite (Hybrid or Wolf Form Only) . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 8 (1d10 + 3) piercing damage. If the target is a humanoid , it must succeed on a DC 16 Constitution saving throw, or be cursed with werewolf lycanthropy. \n'b' Claws (Hybrid Form Only) . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) slashing damage. \n'b' Longsword (Humanoid Form Only) . Melee Weapon Attack : +8 to hit, reach 5 ft., one creature. Hit : 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage, if wielded in two hands. \n'b' Legendary Actions \n'b' The alpha werewolf 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\xe2\x80\x99s turn. The werewolf regains spent legendary actions at the start of its turn. \n'b' Slash . The werewolf makes one attack with its claws or longsword. \n'b' Transform . The werewolf uses its Shapechanger ability. \n'b' Pack Maneuver (Costs 2 Actions) . The alpha werewolf, or an ally within 30 feet that can see and hear it, moves up to half its speed without provoking opportunity attacks.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragon, Black (Wyrmling) \n'b' Family: Dragons - Chromatic \n'b' Medium dragon , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 33 (6d8 + 6) Speed 30 ft., fly 60 ft., swim 30 ft.\n'b' STATS STR: 15 (+2) DEX: 14 (+2) CON: 13 (+1) INT: 10 (+0) WIS: 11 (+0) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4, Con +3, Wis +2, Cha +3 Skills Perception +4, Stealth +4 Damage Immunities acid Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14 Languages Draconic Challenge 2 (450 XP) \n'b' Special Traits \n'b' Amphibious : The dragon can breathe air and water. \n'b' Actions \n'b' Bite : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (1d10 + 2) piercing damage plus 2 (1d4) acid damage. \n'b' Acid Breath (Recharge 5-6) : The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' Hissing green acid drips from the fanged maw of this black-scaled, horned dragon.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragon, Black (Young) \n'b' Family: Dragons - Chromatic \n'b' Large dragon , chaotic evil \n'b' Armor Class 18 (natural armor) Hit Points 127 (15d10 + 45) Speed 40 ft., fly 80 ft., swim 40 ft.\n'b' STATS STR: 19 (+4) DEX: 14 (+2) CON: 17 (+3) INT: 12 (+1) WIS: 11 (+0) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Con +6, Wis +3, Cha +5 Skills Perception +6, Stealth +5 Damage Immunities acid Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16 Languages Common, Draconic Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Amphibious : The dragon can breathe air and water. \n'b' Actions \n'b' Multiattack : The dragon makes three attacks: one with its bite and two with its claws. \n'b' Bite : Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 15 (2d10 + 4) piercing damage plus 4 (1d8) acid damage. \n'b' Claw : Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Acid Breath (Recharge 5-6) : The dragon exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' Hissing green acid drips from the fanged maw of this black-scaled, horned dragon.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragon, Blue (Adult) \n'b' Family: Dragons - Chromatic \n'b' Huge dragon , lawful evil \n'b' Armor Class 19 (natural armor) Hit Points 225 (18d12 + 108) Speed 40 ft., burrow 30 ft., fly 80 ft.\n'b' STATS STR: 25 (+7) DEX: 10 (+0) CON: 23 (+6) INT: 16 (+3) WIS: 15 (+2) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Con +11, Wis +7, Cha +9 Skills Perception +12, Stealth +5 Damage Immunities lightning Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22 Languages Common, Draconic Challenge 16 (15,000 XP) \n'b' Special Traits \n'b' Legendary Resistance (3/Day) : If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Actions \n'b' Multiattack : The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. \n'b' Bite : Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage. \n'b' Claw : Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 14 (2d6 + 7) slashing damage. \n'b' Tail : Melee Weapon Attack : +12 to hit, reach 15 ft., one target. Hit : 16 (2d8 + 7) bludgeoning damage. \n'b' Frightful Presence : Each creature of the dragon\xe2\x80\x99s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. 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\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Lightning Breath (Recharge 5-6) : The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' Legendary Actions \n'b'\n'b' 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\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b' Detect : The dragon makes a Wisdom (Perception) check. \n'b' Tail Attack : The dragon makes a tail attack. \n'b' Wing Attack (Costs 2 Actions) : The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. \n'b' About \n'b' With scales the color of the desert sky, this large, serpentine dragon moves with an unsettling grace.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragon, Blue (Ancient) \n'b' Family: Dragons - Chromatic \n'b' Gargantuan dragon , lawful evil \n'b' Armor Class 22 (natural armor) Hit Points 481 (26d20 + 208) Speed 40 ft., burrow 40 ft., fly 80 ft.\n'b' STATS STR: 29 (+9) DEX: 10 (+0) CON: 27 (+8) INT: 18 (+4) WIS: 17 (+3) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Con +15, Wis +10, Cha +12 Skills Perception +17, Stealth +7 Damage Immunities lightning Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27 Languages Common, Draconic Challenge 23 (50,000 XP) \n'b' Special Traits \n'b' Legendary Resistance (3/Day) : If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Actions \n'b' Multiattack : The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. \n'b' Bite : Melee Weapon Attack : +16 to hit, reach 15 ft., one target. Hit : 20 (2d10 + 9) piercing damage plus 11 (2d10) lightning damage. \n'b' Claw : Melee Weapon Attack : +16 to hit, reach 10 ft., one target. Hit : 16 (2d6 + 9) slashing damage. \n'b' Tail : Melee Weapon Attack : +16 to hit, reach 20 ft., one target. Hit : 18 (2d8 + 9) bludgeoning damage. \n'b' Frightful Presence : Each creature of the dragon\xe2\x80\x99s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. 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\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Lightning Breath (Recharge 5-6) : The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' Legendary Actions \n'b'\n'b' 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\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b' Detect : The dragon makes a Wisdom (Perception) check. \n'b' Tail Attack : The dragon makes a tail attack. \n'b' Wing Attack (Costs 2 Actions) : The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. \n'b' About \n'b' With scales the color of the desert sky, this large, serpentine dragon moves with an unsettling grace.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragon, Blue (Wyrmling) \n'b' Family: Dragons - Chromatic \n'b' Medium dragon , lawful evil \n'b' Armor Class 17 (natural armor) Hit Points 52 (8d8 + 16) Speed 30 ft., burrow 15 ft., fly 60 ft.\n'b' STATS STR: 17 (+3) DEX: 10 (+0) CON: 15 (+2) INT: 12 (+1) WIS: 11 (+0) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +2, Con +4, Wis +2, Cha +4 Skills Perception +4, Stealth +2 Damage Immunities lightning Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14 Languages Draconic Challenge 3 (700 XP) \n'b' Actions \n'b' Bite : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (1d10 + 3) piercing damage plus 3 (1d6) lightning damage. \n'b' Lightning Breath (Recharge 5-6) : The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' With scales the color of the desert sky, this large, serpentine dragon moves with an unsettling grace.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragon, Blue (Young) \n'b' Family: Dragons - Chromatic \n'b' Large dragon , lawful evil \n'b' Armor Class 18 (natural armor) Hit Points 152 (16d10 + 64) Speed 40 ft., burrow 20 ft., fly 80 ft.\n'b' STATS STR: 21 (+5) DEX: 10 (+0) CON: 19 (+4) INT: 14 (+2) WIS: 13 (+1) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4, Con +8, Wis +5, Cha +7 Skills Perception +9, Stealth +4 Damage Immunities lightning Senses blindsight 30 ft., darkvision 120 ft., passive Perception 19 Languages Common, Draconic Challenge 9 (5,000 XP) \n'b' Actions \n'b' Multiattack : The dragon makes three attacks: one with its bite and two with its claws. \n'b' Bite : Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 16 (2d10 + 5) piercing damage plus 5 (1d10) lightning damage. \n'b' Claw : Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage. \n'b' Lightning Breath (Recharge 5-6) : The dragon exhales lightning in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' With scales the color of the desert sky, this large, serpentine dragon moves with an unsettling grace.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragon, Green (Adult) \n'b' Family: Dragons - Chromatic \n'b' Huge dragon , lawful evil \n'b' Armor Class 19 (natural armor) Hit Points 207 (18d12 + 90) Speed 40 ft., fly 80 ft., swim 40 ft.\n'b' STATS STR: 23 (+6) DEX: 12 (+1) CON: 21 (+5) INT: 18 (+4) WIS: 15 (+2) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Con +10, Wis +7, Cha +8 Skills Deception +8, Insight +7, Perception +12, Persuasion +8, Stealth +6 Damage Immunities poison Condition Immunities poisoned Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22 Languages Common, Draconic Challenge 15 (13,000 XP) \n'b' Special Traits \n'b' Amphibious : The dragon can breathe air and water. \n'b' Legendary Resistance (3/Day) : If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Actions \n'b' Multiattack : The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. \n'b' Bite : Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 17 (2d10 + 6) piercing damage plus 7 (2d6) poison damage. \n'b' Claw : Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) slashing damage. \n'b' Tail : Melee Weapon Attack : +11 to hit, reach 15 ft., one target. Hit : 15 (2d8 + 6) bludgeoning damage. \n'b' Frightful Presence : Each creature of the dragon\xe2\x80\x99s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. 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\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Poison Breath (Recharge 5-6) : The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' Legendary Actions \n'b'\n'b' 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\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b' Detect : The dragon makes a Wisdom (Perception) check. \n'b' Tail Attack : The dragon makes a tail attack. \n'b' Wing Attack (Costs 2 Actions) : The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. \n'b' About \n'b' Scales the color of emeralds armor this ferocious dragon. A single sharp horn protrudes from the end of its toothy snout.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Sacred Witness \n'b' Family: Angels \n'b' Medium celestial , lawful good \n'b' Armor Class 13 (studded leather) Hit Points 63 (14d8) Speed 30 ft., fly 50 ft. (hover)\n'b' STATS STR: 9 (-1) DEX: 12 (+1) CON: 11 (+0) INT: 15 (+2) WIS: 18 (+4) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wisdom +7, Charisma +6 Skills Investigation +5, Perception +7, Persuasion +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Senses truesight 120 ft., passive Perception 17 Languages all, telepathy 120 ft. Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Divine Awareness . The sacred witness knows if it hears a lie. \n'b' Superior Sneak Attack . The sacred witness deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of any ally of the witness that isn\xe2\x80\x99t incapacitated , and it doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b' Truthbound . The sacred witness can\xe2\x80\x99t tell a lie. \n'b'\n'b' ACTIONS \n'b'\n'b' Dagger . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) piercing damage. \n'b' Mirror Walk . Using its action, the sacred witness unbinds itself from existence. During this time, the sacred witness can\xe2\x80\x99t affect or be affected by other creatures, and the sacred witness ignores all objects and effects except reflective surfaces. Not even a creature with truesight can perceive the sacred witness. The witness\xe2\x80\x99s reflection can be seen from the Material Plane and the witness can perceive the Material Plane through reflective surfaces. The witness can end this effect using its action and by doing so, it reappears in the Material Plane in the spot it currently occupies. If the witness occupies the same spot as a solid object or creature when this happens, it is immediately shunted to the nearest unoccupied space that it can occupy and take force damage equal to twice the number of feet it is moved. \n'b'\n'b' REACTIONS \n'b'\n'b' Counterattack . When targeted by a melee weapon attack , the sacred witness makes a dagger attack against the attacker. \n'b'\n'b' ABOUT \n'b' Most temples, usually of the good-aligned deities, are watched over by angelic forces. When an injustice occurs around or in such temples, angels called sacred witnesses watch these events so that they may never forget. They are known for their dramatic interruptions of important trials concerning priests and heroes. \n'b' Divine Creation . A sacred witness is an angel and doesn\xe2\x80\x99t require food, drink, or sleep. \n'b' Mirror Realm . All sacred witnesses have the ability to step outside creation, where they move through the infinite darkness, moving through the Material Plane as they do so. The witnesses call this place the mirror realm, even though it is in fact nowhere, because the witnesses can see the Material Plane through reflective surfaces and their reflections can be seen through the Material Plane. \n'b' Testimony . There have been several trials where powerful clerics summoned sacred witnesses to testify in court. In most other cases, they just show up themselves.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragon, Green (Ancient) \n'b' Family: Dragons - Chromatic \n'b' Gargantuan dragon , lawful evil \n'b' Armor Class 21 (natural armor) Hit Points 385 (22d20 + 154) Speed 40 ft., fly 80 ft., swim 40 ft.\n'b' STATS STR: 27 (+8) DEX: 12 (+1) CON: 25 (+7) INT: 20 (+5) WIS: 17 (+3) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +8, Con +14, Wis +10, Cha +11 Skills Deception +11, Insight +10, Perception +17, Persuasion +11, Stealth +8 Damage Immunities poison Condition Immunities poisoned Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27 Languages Common, Draconic Challenge 22 (41,000 XP) \n'b' Special Traits \n'b' Amphibious : The dragon can breathe air and water. \n'b' Legendary Resistance (3/Day) : If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Actions \n'b' Multiattack : The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. \n'b' Bite : Melee Weapon Attack : +15 to hit, reach 15 ft., one target. Hit : 19 (2d10 + 8) piercing damage plus 10 (3d6) poison damage. \n'b' Claw : Melee Weapon Attack : +15 to hit, reach 10 ft., one target. Hit : 22 (4d6 + 8) slashing damage. \n'b' Tail : Melee Weapon Attack : +15 to hit, reach 20 ft., one target. Hit : 17 (2d8 + 8) bludgeoning damage. \n'b' Frightful Presence : Each creature of the dragon\xe2\x80\x99s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. 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\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Poison Breath (Recharge 5-6) : The dragon exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' Legendary Actions \n'b'\n'b' 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\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b' Detect : The dragon makes a Wisdom (Perception) check. \n'b' Tail Attack : The dragon makes a tail attack. \n'b' Wing Attack (Costs 2 Actions) : The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. \n'b' About \n'b' Scales the color of emeralds armor this ferocious dragon. A single sharp horn protrudes from the end of its toothy snout.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragon, Green (Wyrmling) \n'b' Family: Dragons - Chromatic \n'b' Medium dragon , lawful evil \n'b' Armor Class 17 (natural armor) Hit Points 38 (7d8 + 7) Speed 30 ft., fly 60 ft., swim 30 ft.\n'b' STATS STR: 15 (+2) DEX: 12 (+1) CON: 13 (+1) INT: 14 (+2) WIS: 11 (+0) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +3, Con +3, Wis +2, Cha +3 Skills Perception +4, Stealth +3 Damage Immunities poison Condition Immunities poisoned Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14 Languages Draconic Challenge 2 (450 XP) \n'b' Special Traits \n'b' Amphibious : The dragon can breathe air and water. \n'b' Actions \n'b' Bite : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (1d10 + 2) piercing damage plus 3 (1d6) poison damage. \n'b' Poison Breath (Recharge 5-6) : The dragon exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' Scales the color of emeralds armor this ferocious dragon. A single sharp horn protrudes from the end of its toothy snout.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Cerberus \n'b' Large fiend (devil), lawful evil \n'b' Armor Class 14 Hit Points 147 (14d10 + 70) Speed 40 ft.\n'b' STATS STR: 22 (+6) DEX: 18 (+4) CON: 20 (+5) INT: 5 (-3) WIS: 14 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +10, Wis +6 Skills Intimidation +5, Investigation +1, Perception +6, Survival +6 Damage Resistances cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , frightened Senses darkvision 60 ft., passive Perception 16 Languages abyssal, Common, Infernal but cannot speak Challenge 10 (5,900 XP) \n'b' Special Traits \n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede Cerberus\xe2\x80\x99 darkvision . \n'b' Multiple Heads . Cerberus has three heads. While it has more than one head, it has advantage on saving throws against being blinded , deafened, and stunned. Whenever Cerberus takes 40 or more damage in a single turn, one of its heads dies. If all its heads die, Cerberus dies. \n'b' Magic Resistance . Cerberus has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . Cerberus\xe2\x80\x99 attacks are magical. \n'b' Actions \n'b' Fire Breath (Recharge 6) . Cerberus exhales fire in a 30 ft. cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. \n'b' Multiattack . Cerberus makes as many attacks as it has heads. \n'b' Cursed Bite . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 20 (4d6 + 6) piercing damage. In addition, the bite saps the target\xe2\x80\x99s life energy, reducing its movement speed by 10 feet until the end of its next turn. \n'b' About \n'b' The three-headed hound guardian of the underworld gate, Cerberus\xe2\x80\x99 role is to prevent the dead from escaping to the world of the living, and to keep out those of the living who seek to save the lives of their loved ones.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragon, Green (Young) \n'b' Family: Dragons - Chromatic \n'b' Large dragon , lawful evil \n'b' Armor Class 18 (natural armor) Hit Points 136 (16d10 + 48) Speed 40 ft., fly 80 ft., swim 40 ft.\n'b' STATS STR: 19 (+4) DEX: 12 (+1) CON: 17 (+3) INT: 16 (+3) WIS: 13 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4, Con +6, Wis +4, Cha +5 Skills Deception +5, Perception +7, Stealth +4 Damage Immunities poison Condition Immunities poisoned Senses blindsight 30 ft., darkvision 120 ft., passive Perception 17 Languages Common, Draconic Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Amphibious : The dragon can breathe air and water. \n'b' Actions \n'b' Multiattack : The dragon makes three attacks: one with its bite and two with its claws. \n'b' Bite : Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 15 (2d10 + 4) piercing damage plus 7 (2d6) poison damage. \n'b' Claw : Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Poison Breath (Recharge 5-6) : The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' Scales the color of emeralds armor this ferocious dragon. A single sharp horn protrudes from the end of its toothy snout.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragon, Red (Adult) \n'b' Family: Dragons - Chromatic \n'b' Huge dragon , chaotic evil \n'b' Armor Class 19 (natural armor) Hit Points 256 (19d12 + 133) Speed 40 ft., climb 40 ft., fly 80 ft.\n'b' STATS STR: 27 (+8) DEX: 10 (+0) CON: 25 (+7) INT: 16 (+3) WIS: 13 (+1) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Con +13, Wis +7, Cha +11 Skills Perception +13, Stealth +6 Damage Immunities fire Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23 Languages Common, Draconic Challenge 17 (18,000 XP) \n'b' Special Traits \n'b' Legendary Resistance (3/Day) : If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Actions \n'b' Multiattack : The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. \n'b' Bite : Melee Weapon Attack : +14 to hit, reach 10 ft., one target. Hit : 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage. \n'b' Claw : Melee Weapon Attack : +14 to hit, reach 5 ft., one target. Hit : 15 (2d6 + 8) slashing damage. \n'b' Tail : Melee Weapon Attack : +14 to hit, reach 15 ft., one target. Hit : 17 (2d8 + 8) bludgeoning damage. \n'b' Frightful Presence : Each creature of the dragon\xe2\x80\x99s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. 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\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Fire Breath (Recharge 5-6) : The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' Legendary Actions \n'b'\n'b' 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\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b' Detect : The dragon makes a Wisdom (Perception) check. \n'b' Tail Attack : The dragon makes a tail attack. \n'b' Wing Attack (Costs 2 Actions) : The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. \n'b' About \n'b' A crown of cruel horns surrounds the head of this mighty dragon. Thick scales the color of molten rock cover its long body.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragon, Red (Ancient) \n'b' Family: Dragons - Chromatic \n'b' Gargantuan dragon , chaotic evil \n'b' Armor Class 22 (natural armor) Hit Points 546 (28d20 + 252) Speed 40 ft., climb 40 ft., fly 80 ft.\n'b' STATS STR: 30 (+10) DEX: 10 (+0) CON: 29 (+9) INT: 18 (+4) WIS: 15 (+2) CHA: 23 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Con +16, Wis +9, Cha +13 Skills Perception +16, Stealth +7 Damage Immunities fire Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26 Languages Common, Draconic Challenge 24 (62,000 XP) \n'b' Special Traits \n'b' Legendary Resistance (3/Day) : If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Actions \n'b' Multiattack : The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. \n'b' Bite : Melee Weapon Attack : +17 to hit, reach 15 ft., one target. Hit : 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage. \n'b' Claw : Melee Weapon Attack : +17 to hit, reach 10 ft., one target. Hit : 17 (2d6 + 10) slashing damage. \n'b' Tail : Melee Weapon Attack : +17 to hit, reach 20 ft., one target. Hit : 19 (2d8 + 10) bludgeoning damage. \n'b' Frightful Presence : Each creature of the dragon\xe2\x80\x99s 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 each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Fire Breath (Recharge 5-6) : The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' Legendary Actions \n'b'\n'b' 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\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b' Detect : The dragon makes a Wisdom (Perception) check. \n'b' Tail Attack : The dragon makes a tail attack. \n'b' Wing Attack (Costs 2 Actions) : The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. \n'b' About \n'b' A crown of cruel horns surrounds the head of this mighty dragon. Thick scales the color of molten rock cover its long body.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragon, Red (Wyrmling) \n'b' Family: Dragons - Chromatic \n'b' Medium dragon , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 75 (10d8 + 30) Speed 30 ft., climb 30 ft., fly 60 ft.\n'b' STATS STR: 19 (+4) DEX: 10 (+0) CON: 17 (+3) INT: 12 (+1) WIS: 11 (+0) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +2, Con +5, Wis +2, Cha +4 Skills Perception +4, Stealth +2 Damage Immunities fire Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14 Languages Draconic Challenge 4 (1,100 XP) \n'b' Actions \n'b' Bite : Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (1d10 + 4) piercing damage plus 3 (1d6) fire damage. \n'b' Fire Breath (Recharge 5-6) : The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' A crown of cruel horns surrounds the head of this mighty dragon. Thick scales the color of molten rock cover its long body.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragon, Red (Young) \n'b' Family: Dragons - Chromatic \n'b' Large dragon , chaotic evil \n'b' Armor Class 18 (natural armor) Hit Points 178 (17d10 + 85) Speed 40 ft., climb 40 ft., fly 80 ft.\n'b' STATS STR: 23 (+6) DEX: 10 (+0) CON: 21 (+5) INT: 14 (+2) WIS: 11 (+0) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4, Con +9, Wis +4, Cha +8 Skills Perception +8, Stealth +4 Damage Immunities fire Senses blindsight 30 ft., darkvision 120 ft., passive Perception 18 Languages Common, Draconic Challenge 10 (5,900 XP) \n'b' Actions \n'b' Multiattack : The dragon makes three attacks: one with its bite and two with its claws. \n'b' Bite : Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage. \n'b' Claw : Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) slashing damage. \n'b' Fire Breath (Recharge 5-6) : The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' A crown of cruel horns surrounds the head of this mighty dragon. Thick scales the color of molten rock cover its long body.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragon, White (Adult) \n'b' Family: Dragons - Chromatic \n'b' Huge dragon , chaotic evil \n'b' Armor Class 18 (natural armor) Hit Points 200 (16d12 + 96) Speed 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft.\n'b' STATS STR: 22 (+6) DEX: 10 (+0) CON: 22 (+6) INT: 8 (-1) WIS: 12 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Con +11, Wis +6, Cha +6 Skills Perception +11, Stealth +5 Damage Immunities cold Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21 Languages Common, Draconic Challenge 13 (10,000 XP) \n'b' Special Traits \n'b' Ice Walk : The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn\xe2\x80\x99t cost it extra moment. \n'b' Legendary Resistance (3/Day) : If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Actions \n'b' Multiattack : The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. \n'b' Bite : Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage. \n'b' Claw : Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) slashing damage. \n'b' Tail : Melee Weapon Attack : +11 to hit, reach 15 ft., one target. Hit : 15 (2d8 + 6) bludgeoning damage. \n'b' Frightful Presence : Each creature of the dragon\xe2\x80\x99s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. 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\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Cold Breath (Recharge 5-6) : The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' Legendary Actions \n'b'\n'b' 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\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b' Detect : The dragon makes a Wisdom (Perception) check. \n'b' Tail Attack : The dragon makes a tail attack. \n'b' Wing Attack (Costs 2 Actions) : The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. \n'b' About \n'b' This dragon\xe2\x80\x99s scales are a frosty white. Its head is crowned with slender horns, with a thin membrane stretched between them.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragon, White (Ancient) \n'b' Family: Dragons - Chromatic \n'b' Gargantuan dragon , chaotic evil \n'b' Armor Class 20 (natural armor) Hit Points 333 (18d20 + 144) Speed 40 ft., burrow 40 ft., fly 80 ft., swim 40 ft.\n'b' STATS STR: 26 (+8) DEX: 10 (+0) CON: 26 (+8) INT: 10 (+0) WIS: 13 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Con +14, Wis +7, Cha +8 Skills Perception +13, Stealth +6 Damage Immunities cold Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23 Languages Common, Draconic Challenge 20 (25,000 XP) \n'b' Special Traits \n'b' Ice Walk : The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn\xe2\x80\x99t cost it extra moment. \n'b' Legendary Resistance (3/Day) : If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Actions \n'b' Multiattack : The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. \n'b' Bite : Melee Weapon Attack : +14 to hit, reach 15 ft., one target. Hit : 19 (2d10 + 8) piercing damage plus 9 (2d8) cold damage. \n'b' Claw : Melee Weapon Attack : +14 to hit, reach 10 ft., one target. Hit : 15 (2d6 + 8) slashing damage. \n'b' Tail : Melee Weapon Attack : +14 to hit, reach 20 ft., one target. Hit : 17 (2d8 + 8) bludgeoning damage. \n'b' Frightful Presence : Each creature of the dragon\xe2\x80\x99s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. 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\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Cold Breath (Recharge 5-6) : The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' Legendary Actions \n'b'\n'b' 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\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b' Detect : The dragon makes a Wisdom (Perception) check. \n'b' Tail Attack : The dragon makes a tail attack. \n'b' Wing Attack (Costs 2 Actions) : The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. \n'b' About \n'b' This dragon\xe2\x80\x99s scales are a frosty white. Its head is crowned with slender horns, with a thin membrane stretched between them.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragon, White (Wyrmling) \n'b' Family: Dragons - Chromatic \n'b' Medium dragon , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 32 (5d8 + 10) Speed 30 ft., burrow 15 ft., fly 60 ft., swim 30 ft.\n'b' STATS STR: 14 (+2) DEX: 10 (+0) CON: 14 (+2) INT: 5 (-3) WIS: 10 (+0) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +2, Con +4, Wis +2, Cha +2 Skills Perception +4, Stealth +2 Damage Immunities cold Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14 Languages Draconic Challenge 2 (450 XP) \n'b' Actions \n'b' Bite : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (1d10 + 2) piercing damage plus 2 (1d4) cold damage. \n'b' Cold Breath (Recharge 5-6) : The dragon exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' This dragon\xe2\x80\x99s scales are a frosty white. Its head is crowned with slender horns, with a thin membrane stretched between them.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Sammael \n'b' Family: Angels \n'b' Pale-skinned, beautiful humanoids without gender, these angels are wrapped in black, swirling mist in the shape of elegant robes. \n'b' Medium celestial , neutral good \n'b' Armor Class 16 (natural armor) Hit Points 104 (16d8 + 32) Speed 30 ft., fly 40 ft.\n'b' STATS STR: 18 (+4) DEX: 10 (+0) CON: 14 (+2) INT: 10 (+0) WIS: 19 (+4) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis+7, Charisma +4 Skills Insight +7, Perception +7 Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , exhaustion , frightened Senses darkvision 120 ft., passive Perception 17 Languages all, telepathy 120 ft. Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Angelic Weapons . The sammael\xe2\x80\x99s weapon attacks are magical. When the sammael hits with any weapon, the weapon deals an extra 2d8 radiant damage (included in the attack ). \n'b' Sacred Duty . The sammael angel can use its bonus action to shift its purpose between Destructor, Executioner, and Punisher. \n'b' Destructor . The sammael\xe2\x80\x99s purpose is to destroy unholy monuments and statues. Its weapon attacks deal double damage to objects and structures. \n'b' Executioner . The sammael\xe2\x80\x99s purpose is to slay a specific creature. The angel has advantage on attack rolls against a specific creature, chosen by its deity. As long as the angel and the victim are on the same plane of existence, the angel knows the precise location of the creature. \n'b' Punisher . The sammael\xe2\x80\x99s purpose is to punish, but not kill, creatures, inflicting long-term suffering on those of its deity\xe2\x80\x99s choosing. A creature reduced to 0 hp by the angel loses 3 (1d6) Charisma as its body is horribly scarred by the deity\xe2\x80\x99s retribution. The scars last until the creature is cured by the greater restoration spell or similar magic. \n'b' Actions \n'b' Multiattack . The sammael makes two melee attacks . \n'b' Greataxe (Executioner Form Only) . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 10 (1d12 + 4) slashing damage plus 9 (2d8) radiant damage. If the target is a creature, it must succeed on a DC 16 Wisdom saving throw or be frightened until the end of its next turn. \n'b' Slam (Destructor Form Only) . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) fire damage plus 9 (2d8) radiant damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be pushed 10 feet away from the angel. \n'b' Whip (Punisher Form Only) . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 6 (1d4 + 4) slashing damage plus 9 (2d8) radiant damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be stunned until the end of its next turn. A creature\xe2\x80\x99s hp maximum is reduced by an amount equal to the radiant damage taken. This reduction lasts until the creature finishes a short or long rest . \n'b' About \n'b' Three Forms . The sammael angels are often referred to as the \xe2\x80\x9cGods\xe2\x80\x99 Severity,\xe2\x80\x9d owing to the grim tasks assigned them. They are the angels burdened with execution, destruction, and punishment. Their weapons and tactics vary depending on the nature of their assignments. Executioners appear as muscled warriors, wielding massive, radiant axes. Destructors arrive with flaming fists and wield both elemental and divine magic. Punishers arrive with cruel whips, whose lashes sear both body and soul. \n'b' Strong-Willed . Despite the dark nature of their work, sammael angels show no malice on their luminescent visages. Though their assigned tasks often run counter to their alignment and divine nature, the angels maintain their inherent goodness. This strength of will makes them unshakable in combat. \n'b' Immortal Nature . The sammael angel doesn\xe2\x80\x99t require food, drink, or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragon, White (Young) \n'b' Family: Dragons - Chromatic \n'b' Large dragon , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 133 (14d10 + 56) Speed 40 ft., burrow 20 ft., fly 80 ft., swim 40 ft.\n'b' STATS STR: 18 (+4) DEX: 10 (+0) CON: 18 (+4) INT: 6 (-2) WIS: 11 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +3, Con +7, Wis +3, Cha +4 Skills Perception +6, Stealth +3 Damage Immunities cold Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16 Languages Common, Draconic Challenge 6 (2,300 XP) \n'b'\n'b' Special Traits \n'b'\n'b'\n'b' Ice Walk : The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn\xe2\x80\x99t cost it extra movement. \n'b'\n'b' Actions \n'b'\n'b'\n'b' Multiattack : The dragon makes three attacks: one with its bite and two with its claws. \n'b' Bite : Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) cold damage. \n'b' Claw : Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Cold Breath (Recharge 5-6) : The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' Description \n'b'\n'b'\n'b' This dragon\xe2\x80\x99s scales are a frosty white. Its head is crowned with slender horns, with a thin membrane stretched between them.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Cerebral Stalker \n'b' Medium aberration , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 85 (10d8 + 40) Speed 30 ft., burrow 20 ft.\n'b' STATS STR: 16 (+3) DEX: 15 (+2) CON: 19 (+4) INT: 11 (+0) WIS: 15 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +8 Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 18 Languages believed to understand Common and possibly others, but never speaks Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Consume Brain . Once it has its victim underground, the cerebral stalker begins gnawing on the victim\xe2\x80\x99s head, rapidly chewing through bone and tissue, dealing 13 (2d8 + 4) piercing damage each round. When the victim dies, the cerebral stalker reaches the victim\xe2\x80\x99s brain, which it promptly devours. A victim slain in this manner reanimates in 1d4 rounds as a zombie . Typically, the cerebral stalker \xe2\x80\x9ctosses\xe2\x80\x9d them back up to the surface of the ground so their traveling companions can witness the reanimation and deal with their newly undead friend. Zombies created in this manner are under no one\xe2\x80\x99s control. \n'b' Earth Glide . A cerebral stalker can glide through any sort of natural earth or stone as easily as a fish swims through water. Its gliding leaves no sign of its passage or hint of its presence to creatures that don\xe2\x80\x99t possess tremorsense. It can bring cocooned victims along with it, but they have no special capacity for breathing while underground. Getting into the ground, however, is not as easy for the cerebral stalker as moving underground. It must spend four moves on four rounds (no dashing) melding into the ground. On the first round, the creature sinks to its knees; on the second round, to its waist; on the third round, to its neck; and on the fourth round, the stalker and any creature it has cocooned disappear completely underground. Melding into the ground does not provoke an opportunity attack . If the cerebral stalker is grappled while sinking into the ground, it must win a Strength contest against its grapplers to sink farther that round. Dispel magic or a similar spell cast on a sinking cerebral stalker paralyzes it the same as a hold monster spell. The spot where the cerebral stalker sank radiates magic for one hour. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The cerebral stalker makes one Bite and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 8 (1d10 + 3) piercing damage. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 7 (1d8 + 3) slashing damage and the target is grappled and restrained (escape DC 14). \n'b' Cocoon (3/day) . A cerebral stalker cocoons a grappled foe with sticky webbing. The webs completely encase the victim, excluding the top of the victim\xe2\x80\x99s head, its eyes, and its nose. The cocooned victim is restrained and anchored by the webs to the cerebral stalker\xe2\x80\x99s body. The cocooned creature can, as an action, attempt to break free with a successful DC 20 Strength ( Athletics ) check or Dexterity ( Acrobatics ) check. The webbing can be cut open enough for a trapped character to escape with 8 slashing damage against Armor Class 10. \n'b' Gaze . One creature that can see the cerebral stalker must make a successful DC 14 Wisdom saving throw or become frightened for 1d4 rounds. \n'b'\n'b' ABOUT \n'b' A cerebral stalker is a carnivorous predator that lies in wait just below the surface of the ground for an unsuspecting victim to pass over or near it. When it detects prey with its tremorsense, the stalker bursts through the ground in a shower of rock and earth, seizes and cocoons its victim, and disappears into the ground to devour the victim\xe2\x80\x99s brain at its leisure. Companions of the cerebral stalker\xe2\x80\x99s intended victim are held at bay with its fear-inducing gaze \xe2\x80\x93 but the real terror is reserved for those the creature drags below ground, where they\xe2\x80\x99re destined to have their skulls chewed open and their brains devoured. \n'b' The lair of a cerebral stalker is a large, hollow chamber underground, often littered with skull fragments, bits of webbing, and chunks of desiccated brain matter. A cerebral stalker has no use for or interest in treasure, but the belongings of its victims \xe2\x80\x93 especially weapons and magical implements they were clutching in their hands when the cerebral stalker grabbed them \xe2\x80\x93 sometimes fall loose. \n'b' Cerebral stalkers are solitary creatures; they despise others of their kind. They do not team up or hunt in concert, and they even attack others of their race if another invades their territory. The typical stalker\xe2\x80\x99s hunting ground covers an area of five square miles, though an individual rarely journeys that far from its lair. The lifespan and reproduction method of these creatures is completely unknown.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragon, Brass (Adult) \n'b' Family: Dragons - Metallic \n'b' Huge dragon , chaotic good \n'b' Armor Class 18 (natural armor) Hit Points 172 (15d12 + 75) Speed 40 ft., burrow 30 ft., fly 80 ft.\n'b' STATS STR: 23 (+6) DEX: 10 (+0) CON: 21 (+5) INT: 14 (+2) WIS: 13 (+1) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Con +10, Wis +6, Cha +8 Skills History +7, Perception +11, Persuasion +8, Stealth +5 Damage Immunities fire Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21 Languages Common, Draconic Challenge 13 (10,000 XP) \n'b' Special Traits \n'b' Legendary Resistance (3/Day) : If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Actions \n'b' Multiattack : The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. \n'b' Bite : Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 17 (2d10 + 6) piercing damage. \n'b' Claw : Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) slashing damage. \n'b' Tail : Melee Weapon Attack : +11 to hit, reach 15 ft., one target. Hit : 15 (2d8 + 6) bludgeoning damage. \n'b' Frightful Presence : Each creature of the dragon\xe2\x80\x99s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. 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\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Breath Weapons (Recharge 5-6) : The dragon uses one of the following breath weapons. \n'b' Fire Breath : The dragon exhales fire in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one. \n'b' Sleep Breath : The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. \n'b'\n'b' Legendary Actions \n'b'\n'b' 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\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b' Detect : The dragon makes a Wisdom (Perception) check. \n'b' Tail Attack : The dragon makes a tail attack. \n'b' Wing Attack (Costs 2 Actions) : The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. \n'b' About \n'b' A crest of horns sweeps back from the head of this dragon, leading to a long neck and serpentine brass body.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragon, Brass (Ancient) \n'b' Family: Dragons - Metallic \n'b' Gargantuan dragon , chaotic good \n'b' Armor Class 20 (natural armor) Hit Points 297 (17d20 + 119) Speed 40 ft., burrow 40 ft., fly 80 ft.\n'b' STATS STR: 27 (+8) DEX: 10 (+0) CON: 25 (+7) INT: 16 (+3) WIS: 15 (+2) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Con +13, Wis +8, Cha +10 Skills History +9, Perception +14, Persuasion +10, Stealth +6 Damage Immunities fire Senses blindsight 60 ft., darkvision 120 ft., passive Perception 24 Languages Common, Draconic Challenge 20 (25,000 XP) \n'b' Special Traits \n'b' Legendary Resistance (3/Day) : If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Actions \n'b' Multiattack : The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. \n'b' Bite : Melee Weapon Attack : +14 to hit, reach 15 ft., one target. Hit : 19 (2d10 + 8) piercing damage. \n'b' Claw : Melee Weapon Attack : +14 to hit, reach 10 ft., one target. Hit : 15 (2d6 + 8) slashing damage. \n'b' Tail : Melee Weapon Attack : +14 to hit, reach 20 ft., one target. Hit : 17 (2d8 + 8) bludgeoning damage. \n'b' Frightful Presence : Each creature of the dragon\xe2\x80\x99s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. 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\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Breath Weapons (Recharge 5-6) : The dragon uses one of the following breath weapons: \n'b' Fire Breath : The dragon exhales fire in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one. \n'b' Sleep Breath : The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. \n'b' Change Shape : The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher 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 dragon\xe2\x80\x99s choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. \n'b'\n'b' Legendary Actions \n'b'\n'b' 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\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b' Detect : The dragon makes a Wisdom (Perception) check. \n'b' Tail Attack : The dragon makes a tail attack. \n'b' Wing Attack (Costs 2 Actions) : The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. \n'b' About \n'b' A crest of horns sweeps back from the head of this dragon, leading to a long neck and serpentine brass body.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragon, Brass (Wyrmling) \n'b' Family: Dragons - Metallic \n'b' Medium dragon , chaotic good \n'b' Armor Class 16 (natural armor) Hit Points 16 (3d8 + 3) Speed 30 ft., burrow 15 ft., fly 60 ft.\n'b' STATS STR: 15 (+2) DEX: 10 (+0) CON: 13 (+1) INT: 10 (+0) WIS: 11 (+0) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +2, Con +3, Wis +2, Cha +3 Skills Perception +4, Stealth +2 Damage Immunities fire Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14 Languages Draconic Challenge 1 (200 XP) \n'b' Actions \n'b' Bite : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (1d10 + 2) piercing damage. \n'b' Breath Weapons (Recharge 5-6) : The dragon uses one of the following breath weapons. \n'b' Fire Breath : The dragon exhales fire in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. \n'b' Sleep Breath : The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. \n'b' About \n'b' A crest of horns sweeps back from the head of this dragon, leading to a long neck and serpentine brass body.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragon, Brass (Young) \n'b' Family: Dragons - Metallic \n'b' Large dragon , chaotic good \n'b' Armor Class 17 (natural armor) Hit Points 110 (13d10 + 39) Speed 40 ft., burrow 20 ft., fly 80 ft.\n'b' STATS STR: 19 (+4) DEX: 10 (+0) CON: 17 (+3) INT: 12 (+1) WIS: 11 (+0) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +3, Con +6, Wis +3, Cha +5 Skills Perception +6, Persuasion +5, Stealth +3 Damage Immunities fire Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16 Languages Common, Draconic Challenge 6 (2,300 XP) \n'b' Actions \n'b' Multiattack : The dragon makes three attacks: one with its bite and two with its claws. \n'b' Bite : Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 15 (2d10 + 4) piercing damage. \n'b' Claw : Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Breath Weapons (Recharge 5-6) : The dragon uses one of the following breath weapons. \n'b' Fire Breath : The dragon exhales fire in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one. \n'b' Sleep Breath : The dragon exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or fall unconscious for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. \n'b' About \n'b' A crest of horns sweeps back from the head of this dragon, leading to a long neck and serpentine brass body.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragon, Bronze (Adult) \n'b' Family: Dragons - Metallic \n'b' Huge dragon , lawful good \n'b' Armor Class 19 (natural armor) Hit Points 212 (17d12 + 102) Speed 40 ft., fly 80 ft., swim 40 ft.\n'b' STATS STR: 25 (+7) DEX: 10 (+0) CON: 23 (+6) INT: 16 (+3) WIS: 15 (+2) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Con +11, Wis +7, Cha +9 Skills Insight +7, Perception +12, Stealth +5 Damage Immunities lightning Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22 Languages Common, Draconic Challenge 15 (13,000 XP) \n'b' Special Traits \n'b' Amphibious : The dragon can breathe air and water. \n'b' Legendary Resistance (3/Day) : If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Actions \n'b' Multiattack : The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. \n'b' Bite : Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 18 (2d10 + 7) piercing damage. \n'b' Claw : Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 14 (2d6 + 7) slashing damage. \n'b' Tail : Melee Weapon Attack : +12 to hit, reach 15 ft., one target. Hit : 16 (2d8 + 7) bludgeoning damage. \n'b' Frightful Presence : Each creature of the dragon\xe2\x80\x99s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. 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\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Breath Weapons (Recharge 5-6) : The dragon uses one of the following breath weapons. \n'b' Lightning Breath : The dragon exhales lightning in a 90- foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. \n'b' Repulsion Breath : The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon. \n'b' Change Shape : The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher 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 dragon\xe2\x80\x99s choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. \n'b'\n'b' Legendary Actions \n'b'\n'b' 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\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b' Detect : The dragon makes a Wisdom (Perception) check. \n'b' Tail Attack : The dragon makes a tail attack. \n'b' Wing Attack (Costs 2 Actions) : The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. \n'b' About \n'b' This sleek dragon is covered in dull metallic scales that range in color from shining bronze to mottled blue.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragon, Bronze (Ancient) \n'b' Family: Dragons - Metallic \n'b' Gargantuan dragon , lawful good \n'b' Armor Class 22 (natural armor) Hit Points 444 (24d20 + 192) Speed 40 ft., fly 80 ft., swim 40 ft.\n'b' STATS STR: 29 (+9) DEX: 10 (+0) CON: 27 (+8) INT: 18 (+4) WIS: 17 (+3) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Con +15, Wis +10, Cha +12 Skills Insight +10, Perception +17, Stealth +7 Damage Immunities lightning Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27 Languages Common, Draconic Challenge 22 (41,000 XP) \n'b' Special Traits \n'b' Amphibious : The dragon can breathe air and water. \n'b' Legendary Resistance (3/Day) : If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Actions \n'b' Multiattack : The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. \n'b' Bite : Melee Weapon Attack : +16 to hit, reach 15 ft., one target. Hit : 20 (2d10 + 9) piercing damage. \n'b' Claw : Melee Weapon Attack : +16 to hit, reach 10 ft., one target. Hit : 16 (2d6 + 9) slashing damage. \n'b' Tail : Melee Weapon Attack : +16 to hit, reach 20 ft., one target. Hit : 18 (2d8 + 9) bludgeoning damage. \n'b' Frightful Presence : Each creature of the dragon\xe2\x80\x99s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. 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\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Breath Weapons (Recharge 5-6) : The dragon uses one of the following breath weapons. \n'b' Lightning Breath : The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. \n'b' Repulsion Breath : The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 23 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon. \n'b' Change Shape : The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher 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 dragon\xe2\x80\x99s choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. \n'b'\n'b' Legendary Actions \n'b'\n'b' 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\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b' Detect : The dragon makes a Wisdom (Perception) check. \n'b' Tail Attack : The dragon makes a tail attack. \n'b' Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. \n'b' About \n'b' This sleek dragon is covered in dull metallic scales that range in color from shining bronze to mottled blue.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragon, Bronze (Wyrmling) \n'b' Family: Dragons - Metallic \n'b' Medium dragon , lawful good \n'b' Armor Class 17 (natural armor) Hit Points 32 (5d8 + 10) Speed 30 ft., fly 60 ft., swim 30 ft.\n'b' STATS STR: 17 (+3) DEX: 10 (+0) CON: 15 (+2) INT: 12 (+1) WIS: 11 (+0) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +2, Con +4, Wis +2, Cha +4 Skills Perception +4, Stealth +2 Damage Immunities lightning Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14 Languages Draconic Challenge 2 (450 XP) \n'b' Special Traits \n'b' Amphibious : The dragon can breathe air and water. \n'b' Actions \n'b' Bite : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (1d10 + 3) piercing damage. \n'b' Breath Weapons (Recharge 5-6) : The dragon uses one of the following breath weapons. \n'b' Lightning Breath : The dragon exhales lightning in a 40- foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one. \n'b' Repulsion Breath : The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 12 Strength saving throw. On a failed save, the creature is pushed 30 feet away from the dragon. \n'b' About \n'b' This sleek dragon is covered in dull metallic scales that range in color from shining bronze to mottled blue.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragon, Bronze (Young) \n'b' Family: Dragons - Metallic \n'b' Large dragon , lawful good \n'b' Armor Class 18 (natural armor) Hit Points 142 (15d10 + 60) Speed 40 ft., fly 80 ft., swim 40 ft.\n'b' STATS STR: 21 (+5) DEX: 10 (+0) CON: 19 (+4) INT: 14 (+2) WIS: 13 (+1) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +3, Con +7, Wis +4, Cha +6 Skills Insight +4, Perception +7, Stealth +3 Damage Immunities lightning Senses blindsight 30 ft., darkvision 120 ft., passive Perception 17 Languages Common, Draconic Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Amphibious : The dragon can breathe air and water. \n'b' Actions \n'b' Multiattack : The dragon makes three attacks: one with its bite and two with its claws. \n'b' Bite : Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 16 (2d10 + 5) piercing damage. \n'b' Claw : Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage. \n'b' Breath Weapons (Recharge 5-6) : The dragon uses one of the following breath weapons. \n'b' Lightning Breath : The dragon exhales lightning in a 60- foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one. \n'b' Repulsion Breath : The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 15 Strength saving throw. On a failed save, the creature is pushed 40 feet away from the dragon. \n'b' About \n'b' This sleek dragon is covered in dull metallic scales that range in color from shining bronze to mottled blue.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragon, Copper (Adult) \n'b' Family: Dragons - Metallic \n'b' Huge dragon , chaotic good \n'b' Armor Class 18 (natural armor) Hit Points 184 (16d12 + 80) Speed 40 ft., climb 40 ft., fly 80 ft.\n'b' STATS STR: 23 (+6) DEX: 12 (+1) CON: 21 (+5) INT: 18 (+4) WIS: 15 (+2) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Con +10, Wis +7, Cha +8 Skills Deception +8, Perception +12, Stealth +6 Damage Immunities acid Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22 Languages Common, Draconic Challenge 14 (11,500 XP) \n'b' Special Traits \n'b' Legendary Resistance (3/Day) : If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Actions \n'b' Multiattack : The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. \n'b' Bite : Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 17 (2d10 + 6) piercing damage. \n'b' Claw : Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) slashing damage. \n'b' Tail : Melee Weapon Attack : +11 to hit, reach 15 ft., one target. Hit : 15 (2d8 + 6) bludgeoning damage. \n'b' Frightful Presence : Each creature of the dragon\xe2\x80\x99s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. 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\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Breath Weapons (Recharge 5-6) : The dragon uses one of the following breath weapons. \n'b' Acid Breath : The dragon exhales acid in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one. \n'b' Slowing Breath : The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can\xe2\x80\x99t use reactions, its speed is halved, and it can\xe2\x80\x99t 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. \n'b'\n'b' Legendary Actions \n'b'\n'b' 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\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b' Detect : The dragon makes a Wisdom (Perception) check. \n'b' Tail Attack : The dragon makes a tail attack. \n'b' Wing Attack (Costs 2 Actions) : The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. \n'b' About \n'b' Bright, shining copper scales run from the horn-crowned head to the ridged tail of this long-winged dragon.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Sanctified Angel \n'b' Family: Angels \n'b' Medium celestial , lawful good \n'b' Armor Class 21 (+3 plate) Hit Points 378 (36d8 + 216) Speed 50 ft., fly 150 ft.\n'b' STATS STR: 22 (+6) DEX: 22 (+6) CON: 22 (+6) INT: 22 (+6) WIS: 22 (+6) CHA: 22 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws All +13 Skills Athletics +13, Intimidation +13, Insight +13, Perception +13, Persuasion +13, Religion +13 Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , prone , restrained , stunned Senses truesight 60 ft., passive Perception 34 Languages all, telepathy 120 ft. Challenge 22 (41,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Blessed Weapons . The sanctified angel\xe2\x80\x99s weapon attacks are magical and it has advantage on attack rolls against evil-aligned creatures. When it hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack ). \n'b' Divine Awareness . The sanctified angel knows if it hears a lie. \n'b' Heavenly Gift . The halberd of the sanctified angel is a gift given by the rulers of heaven. The sanctified angel can call the halberd to its hand as a bonus action, regardless of the distance between them. \n'b' Legendary Resistance (3/Day) . If the sanctified angel fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . The sanctified angel has advantage on saving throws against spells and other magical effects. \n'b' Strength of Heavens . The sanctified angel can wield Large weapons. \n'b' Unstoppable . The sanctified angel is always under the effects of the freedom of movement spell. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The sanctified angel makes three weapon attacks. \n'b' +3 Large Halberd . Melee Weapon Attack : +16 to hit, reach 10 ft., one target. Hit : 20 (2d10 + 9) slashing damage plus 18 (4d8) radiant damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Parry . The sanctified angel adds 4 to its AC against one melee attack that would hit it. To do so, the sanctified angel must see the attacker and be wielding a melee weapon. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The sanctified angel 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\xe2\x80\x99s turn. The sanctified angel regains spent legendary actions at the start of its turn. \n'b'\n'b' Detect . The sanctified angel makes a Wisdom ( Perception ) check. \n'b' Move . The sanctified angel moves up to half its speed. \n'b' Attack (Costs 2 Actions) . The sanctified angel makes one attack . \n'b'\n'b' ABOUT \n'b' Sanctified angels are some of the highest ranking angels in the hierarchy of heaven. They fulfill the will of the divine. When the forces to whom the sanctified angels serve decide to declare war, send important gifts or messages, cause disasters, destroy someone, something, or somewhere; it is done by sanctified angels . They also lead angelic legions. \n'b' Answer of Heaven . A sanctified angel can be sent as an answer to features such as Divine Intervention. \n'b' Blessings of Heaven . A sanctified angel brings the blessings of heaven wherever it goes. The ill heals faster, the soil yields more harvest, people do not have nightmares etc. \n'b' Divine Creation . A sanctified angel is an angel and doesn\xe2\x80\x99t require food, drink, or sleep. \n'b' Sanctified . A sanctified angel cannot be corrupted in any way. There is no such thing as a fallen sanctified angel.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Cerebrax \n'b' Large aberration , lawful evil \n'b' Armor Class 16 (mind armor) Hit Points 60 (8d10 + 16) Speed 0 ft., fly 30 ft. (hover)\n'b' STATS STR: 17 (+3) DEX: 11 (+0) CON: 15 (+2) INT: 18 (+4) WIS: 16 (+3) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6 Damage Resistances poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities prone Senses darkvision 60 ft., passive Perception 16 Languages all, telepathy 120 ft. Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting (Psionics) . The cerebrax\xe2\x80\x99s innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no components:\n'b'\n'b'\n'b' At will : detect thoughts , levitate , minor illusion \n'b' 3/day each : hypnotic pattern , misty step \n'b' 1/day each : see invisibility , shield \n'b'\n'b' Magic Resistance . The cerebrax has advantage on saving throws against spells and other magical effects. \n'b' Mind Armor . The cerebrax has a psionic field around itself that gives it an AC of 16. \n'b'\n'b' ACTIONS \n'b'\n'b' Tendrils . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 12 (2d8 + 3) slashing damage. \n'b' Mind Blast (Recharge 2-3) . The cerebrax magically emits psychic energy in a 90-foot cone. Each creature in that area must succeed on a DC 16 Intelligence saving throw or take 13 (2d8 + 4) psychic damage. If the creature(s) are spellcasters and fail the save, the cerebrax also drains three spell slots below 4th level. It gains 10 temporary hit points each time it drains spell slots from a creature. \n'b'\n'b' ABOUT \n'b' The cerebrax are from another world ruled entirely by psionic creatures. They hunt spellcasters and drain their powers. This process fuels the psionic monsters. \n'b' Mind Control . Cerebrax are insane, foul beings. They want to eventually take over the entire multiverse. The aberrations know they can\xe2\x80\x99t compete with powerful spellcasters, so lesser magic-users are their usual targets. \n'b' Neural Network . Cerebrax can communicate with others of their kind across any distance via a hive mind where they can access each others\xe2\x80\x99 memories.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragon, Copper (Ancient) \n'b' Family: Dragons - Metallic \n'b' Gargantuan dragon , chaotic good \n'b' Armor Class 21 (natural armor) Hit Points 350 (20d20 + 140) Speed 40 ft., climb 40 ft., fly 80 ft.\n'b' STATS STR: 27 (+8) DEX: 12 (+1) CON: 25 (+7) INT: 20 (+5) WIS: 17 (+3) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +8, Con +14, Wis +10, Cha +11 Skills Deception +11, Perception +17, Stealth +8 Damage Immunities acid Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27 Languages Common, Draconic Challenge 21 (33,000 XP) \n'b' Special Traits \n'b' Legendary Resistance (3/Day) : If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Actions \n'b' Multiattack : The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. \n'b' Bite : Melee Weapon Attack : +15 to hit, reach 15 ft., one target. Hit : 19 (2d10 + 8) piercing damage. \n'b' Claw : Melee Weapon Attack : +15 to hit, reach 10 ft., one target. Hit : 15 (2d6 + 8) slashing damage. \n'b' Tail : Melee Weapon Attack : +15 to hit, reach 20 ft., one target. Hit : 17 (2d8 + 8) bludgeoning damage. \n'b' Frightful Presence : Each creature of the dragon\xe2\x80\x99s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. 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\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Breath Weapons (Recharge 5-6) : The dragon uses one of the following breath weapons. \n'b' Acid Breath : The dragon exhales acid in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 63 (14d8) acid damage on a failed save, or half as much damage on a successful one. \n'b' Slowing Breath : The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 Constitution saving throw. On a failed save, the creature can\xe2\x80\x99t use reactions, its speed is halved, and it can\xe2\x80\x99t 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. \n'b' Change Shape : The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher 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 dragon\xe2\x80\x99s choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. \n'b'\n'b' Legendary Actions \n'b'\n'b' 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\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b' Detect : The dragon makes a Wisdom (Perception) check. \n'b' Tail Attack : The dragon makes a tail attack. \n'b' Wing Attack (Costs 2 Actions) : The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. \n'b' About \n'b' Bright, shining copper scales run from the horn-crowned head to the ridged tail of this long-winged dragon.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragon, Copper (Wyrmling) \n'b' Family: Dragons - Metallic \n'b' Medium dragon , chaotic good \n'b' Armor Class 16 (natural armor) Hit Points 22 (4d8 + 4) Speed 30 ft., climb 30 ft., fly 60 ft.\n'b' STATS STR: 15 (+2) DEX: 12 (+1) CON: 13 (+1) INT: 14 (+2) WIS: 11 (+0) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +3, Con +3, Wis +2, Cha +3 Skills Perception +4, Stealth +3 Damage Immunities acid Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14 Languages Draconic Challenge 1 (200 XP) \n'b' Actions \n'b' Bite : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (1d10 + 2) piercing damage. \n'b' Breath Weapons (Recharge 5-6) : The dragon uses one of the following breath weapons. \n'b' 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. \n'b' 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\xe2\x80\x99t use reactions, its speed is halved, and it can\xe2\x80\x99t 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. \n'b' About \n'b' Bright, shining copper scales run from the horn-crowned head to the ridged tail of this long-winged dragon.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragon, Copper (Young) \n'b' Family: Dragons - Metallic \n'b' Large dragon , chaotic good \n'b' Armor Class 17 (natural armor) Hit Points 119 (14d10 + 42) Speed 40 ft., climb 40 ft., fly 80 ft.\n'b' STATS STR: 19 (+4) DEX: 12 (+1) CON: 17 (+3) INT: 16 (+3) WIS: 13 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4, Con +6, Wis +4, Cha +5 Skills Deception +5, Perception +7, Stealth +4 Damage Immunities acid Senses blindsight 30 ft., darkvision 120 ft., passive Perception 17 Languages Common, Draconic Challenge 7 (2,900 XP) \n'b' Actions \n'b' Multiattack : The dragon makes three attacks: one with its bite and two with its claws. \n'b' Bite : Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 15 (2d10 + 4) piercing damage. \n'b' Claw : Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Breath Weapons (Recharge 5-6) : The dragon uses one of the following breath weapons. \n'b' Acid Breath : The dragon exhales acid in an 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 40 (9d8) acid damage on a failed save, or half as much damage on a successful one. \n'b' Slowing Breath : The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw. On a failed save, the creature can\xe2\x80\x99t use reactions, its speed is halved, and it can\xe2\x80\x99t 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. \n'b' About \n'b' Bright, shining copper scales run from the horn-crowned head to the ridged tail of this long-winged dragon.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragon, Gold (Adult) \n'b' Family: Dragons - Metallic \n'b' Huge dragon , lawful good \n'b' Armor Class 19 (natural armor) Hit Points 256 (19d12 + 133) Speed 40 ft., fly 80 ft., swim 40 ft.\n'b' STATS STR: 27 (+8) DEX: 14 (+2) CON: 25 (+7) INT: 16 (+3) WIS: 15 (+2) CHA: 24 (+7) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +8, Con +13, Wis +8, Cha +13 Skills Insight +8, Perception +14, Persuasion +13, Stealth +8 Damage Immunities fire Senses blindsight 60 ft., darkvision 120 ft., passive Perception 24 Languages Common, Draconic Challenge 17 (18,000 XP) \n'b' Special Traits \n'b' Amphibious : The dragon can breathe air and water. \n'b' Legendary Resistance (3/Day) : If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Actions \n'b' Multiattack : The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. \n'b' Bite : Melee Weapon Attack : +14 to hit, reach 10 ft., one target. Hit : 19 (2d10 + 8) piercing damage. \n'b' Claw : Melee Weapon Attack : +14 to hit, reach 5 ft., one target. Hit : 15 (2d6 + 8) slashing damage. \n'b' Tail : Melee Weapon Attack : +14 to hit, reach 15 ft., one target. Hit : 17 (2d8 + 8) bludgeoning damage. \n'b' Frightful Presence : Each creature of the dragon\xe2\x80\x99s 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 each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Breath Weapons (Recharge 5-6) : The dragon uses one of the following breath weapons. \n'b' Fire Breath : The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one. \n'b' Weakening Breath : The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Change Shape : The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher 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 dragon\xe2\x80\x99s choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. \n'b'\n'b' Legendary Actions \n'b'\n'b' 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\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b' Detect : The dragon makes a Wisdom (Perception) check. \n'b' Tail Attack : The dragon makes a tail attack. \n'b' Wing Attack (Costs 2 Actions) : The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. \n'b' About \n'b' Golden scales cover the body of this majestic dragon, and a regal crest of horns arches backward above wise and piercing eyes.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragon, Gold (Ancient) \n'b' Family: Dragons - Metallic \n'b' Gargantuan dragon , lawful good \n'b' Armor Class 22 (natural armor) Hit Points 546 (28d20 + 252) Speed 40 ft., fly 80 ft., swim 40 ft.\n'b' STATS STR: 30 (+10) DEX: 14 (+2) CON: 29 (+9) INT: 18 (+4) WIS: 17 (+3) CHA: 28 (+9) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +9, Con +16, Wis +10, Cha +16 Skills Insight +10, Perception +17, Persuasion +16, Stealth +9 Damage Immunities fire Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27 Languages Common, Draconic Challenge 24 (62,000 XP) \n'b' Special Traits \n'b' Amphibious : The dragon can breathe air and water. \n'b' Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Actions \n'b' Multiattack : The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. \n'b' Bite : Melee Weapon Attack : +17 to hit, reach 15 ft., one target. Hit : 21 (2d10 + 10) piercing damage. \n'b' Claw : Melee Weapon Attack : +17 to hit, reach 10 ft., one target. Hit : 17 (2d6 + 10) slashing damage. \n'b' Tail : Melee Weapon Attack : +17 to hit, reach 20 ft., one target. Hit : 19 (2d8 + 10) bludgeoning damage. \n'b' Frightful Presence : Each creature of the dragon\xe2\x80\x99s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. 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\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Breath Weapons (Recharge 5-6) : The dragon uses one of the following breath weapons. \n'b' Fire Breath : The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one. \n'b' Weakening Breath : The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Change Shape : The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher 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 dragon\xe2\x80\x99s choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. \n'b'\n'b' Legendary Actions \n'b'\n'b' 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\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b' Detect : The dragon makes a Wisdom (Perception) check. \n'b' Tail Attack : The dragon makes a tail attack. \n'b' Wing Attack (Costs 2 Actions) : The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. \n'b' About \n'b' Golden scales cover the body of this majestic dragon, and a regal crest of horns arches backward above wise and piercing eyes.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragon, Gold (Wyrmling) \n'b' Family: Dragons - Metallic \n'b' Medium dragon , lawful good \n'b' Armor Class 17 (natural armor) Hit Points 60 (8d8 + 24) Speed 30 ft., fly 60 ft., swim 30 ft.\n'b' STATS STR: 19 (+4) DEX: 14 (+2) CON: 17 (+3) INT: 14 (+2) WIS: 11 (+0) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4, Con +5, Wis +2, Cha +5 Skills Perception +4, Stealth +4 Damage Immunities fire Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14 Languages Draconic Challenge 3 (700 XP) \n'b' Special Traits \n'b' Amphibious : The dragon can breathe air and water. \n'b' Actions \n'b' Bite : Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (1d10 + 4) piercing damage. \n'b' Breath Weapons (Recharge 5-6) : The dragon uses one of the following breath weapons. \n'b' Fire Breath : The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. \n'b' Weakening Breath : The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' About \n'b' Golden scales cover the body of this majestic dragon, and a regal crest of horns arches backward above wise and piercing eyes.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragon, Gold (Young) \n'b' Family: Dragons - Metallic \n'b' Large dragon , lawful good \n'b' Armor Class 18 (natural armor) Hit Points 178 (17d10 + 85) Speed 40 ft., fly 80 ft., swim 40 ft.\n'b' STATS STR: 23 (+6) DEX: 14 (+2) CON: 21 (+5) INT: 16 (+3) WIS: 13 (+1) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Con +9, Wis +5, Cha +9 Skills Insight +5, Perception +9, Persuasion +9, Stealth +6 Damage Immunities fire Senses blindsight 30 ft., darkvision 120 ft., passive Perception 19 Languages Common, Draconic Challenge 10 (5,900 XP) \n'b' Special Traits \n'b' Amphibious : The dragon can breathe air and water. \n'b' Actions \n'b' Multiattack : The dragon makes three attacks: one with its bite and two with its claws. \n'b' Bite : Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 17 (2d10 + 6) piercing damage. \n'b' Claw : Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) slashing damage. \n'b' Breath Weapons (Recharge 5-6) : The dragon uses one of the following breath weapons. \n'b' Fire Breath : The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much damage on a successful one. \n'b' Weakening Breath : The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' About \n'b' Golden scales cover the body of this majestic dragon, and a regal crest of horns arches backward above wise and piercing eyes.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragon, Silver (Adult) \n'b' Family: Dragons - Metallic \n'b' Huge dragon , lawful good \n'b' Armor Class 19 (natural armor) \n'b' Hit Points 243 (18d12 + 126) \n'b' Speed 40 ft., fly 80 ft.\n'b' STATS STR: 27 (+8) DEX: 10 (+0) CON: 25 (+7) INT: 16 (+3) WIS: 13 (+1) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Con +12, Wis +6, Cha +10 \n'b' Skills Arcana +8, History +8, Perception +11, Stealth +5 \n'b' Damage Immunities cold \n'b' Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21 \n'b' Languages Common, Draconic \n'b' Challenge 16 (15,000 XP) \n'b' Special Traits \n'b'\n'b' Legendary Resistance (3/Day) : If the dragon fails a saving throw, it can choose to succeed instead. \n'b'\n'b' Actions \n'b'\n'b' Multiattack : The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. \n'b' Bite : Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit : 19 (2d10 + 8) piercing damage. \n'b' Claw : Melee Weapon Attack : +13 to hit, reach 5 ft., one target. Hit : 15 (2d6 + 8) slashing damage. \n'b' Tail : Melee Weapon Attack : +13 to hit, reach 15 ft., one target. Hit : 17 (2d8 + 8) bludgeoning damage. \n'b' Frightful Presence : Each creature of the dragon\xe2\x80\x99s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. 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\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Breath Weapons (Recharge 5-6) : The dragon uses one of the following breath weapons. \n'b'\n'b' Cold Breath : The dragon exhales an icy blast in a 60- foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8) cold damage on a failed save, or half as much damage on a successful one. \n'b' Paralyzing Breath : The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' Change Shape : The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher 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 dragon\xe2\x80\x99s choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. \n'b'\n'b' Legendary Actions \n'b' 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\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b'\n'b' Detect : The dragon makes a Wisdom (Perception) check. \n'b' Tail Attack : The dragon makes a tail attack. \n'b' Wing Attack (Costs 2 Actions) : The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. \n'b'\n'b' About \n'b' The scales of this tall, elegant dragon shine like polished silver, and its tail has a feathered appearance. \n'b' Upon reaching adulthood, silver dragons have acquired sufficient experience and knowledge of the world to set up a safe lair. While other dragons are content to remain within their secluded homes, silver dragons often risk leaving to meddle in humanoid affairs. \n'b' The life of an adult silver dragon is one of devotion and self-sacrifice, with every one of them relentlessly dedicating themselves to what they deem to be fair and good. It is often a trying path, as the dragon works to preserve, assist, and support from the shadows, expecting neither reward nor recognition. A silver dragon\xe2\x80\x99s tremendous determination usually allows them to bear such a life, but some can be engulfed by resentment, bitterness, or resignation, which leads to selfishness, or even corruption. A corrupted silver dragon is as rare as it is dangerous.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragon, Silver (Ancient) \n'b' Family: Dragons - Metallic \n'b' Gargantuan dragon , lawful good \n'b' Armor Class 22 (natural armor) Hit Points 487 (25d20 + 225) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 30 (+10) DEX: 10 (+0) CON: 29 (+9) INT: 18 (+4) WIS: 15 (+2) CHA: 23 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Con +16, Wis +9, Cha +13 Skills Arcana +11, History +11, Perception +16, Stealth +7 Damage Immunities cold Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26 Languages Common, Draconic Challenge 23 (50,000 XP) \n'b' Special Traits \n'b'\n'b' Legendary Resistance (3/Day) : If the dragon fails a saving throw, it can choose to succeed instead. \n'b'\n'b' Actions \n'b'\n'b' Multiattack : The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. \n'b' Bite : Melee Weapon Attack : +17 to hit, reach 15 ft., one target. Hit : 21 (2d10 + 10) piercing damage. \n'b' Claw : Melee Weapon Attack : +17 to hit, reach 10 ft., one target. Hit : 17 (2d6 + 10) slashing damage. \n'b' Tail : Melee Weapon Attack : +17 to hit, reach 20 ft., one target. Hit : 19 (2d8 + 10) bludgeoning damage. \n'b' Frightful Presence : Each creature of the dragon\xe2\x80\x99s 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 each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Breath Weapons (Recharge 5-6) : The dragon uses one of the following breath weapons.\n'b'\n'b'\n'b' Cold Breath : The dragon exhales an icy blast in a 90- foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8) cold damage on a failed save, or half as much damage on a successful one. \n'b' Paralyzing Breath : The dragon exhales paralyzing gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' Change Shape : The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher 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 dragon\xe2\x80\x99s choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. \n'b'\n'b' Legendary Actions \n'b' 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\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b'\n'b' Detect : The dragon makes a Wisdom (Perception) check. \n'b' Tail Attack : The dragon makes a tail attack. \n'b' Wing Attack (Costs 2 Actions) : The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. \n'b'\n'b' A Silver Dragon\xe2\x80\x99s Lair \n'b' The dragon\xe2\x80\x99s magic changes their environment to suit their shape and grant it an edge within its domain. \n'b' Regional Effects \n'b' The presence of a silver dragon can be noticed from several miles away, marked by a feeling of serenity and contemplation. \n'b'\n'b' Breath Weapons (Recharge 4-6) . When the dragon is in its lair, its breath weapons recharge on 4-6 instead of 5-6. \n'b' Chatty Reflections . A silver dragon can speak to its guests at will via the reflective surfaces of the art pieces scattered across its domain. For the creature, it feels as though it is speaking to its own reflection in water, a mirror, or a panel of glass. \n'b' Cool Breeze . Even in summer, the temperature within a silver dragon\xe2\x80\x99s domain never rises above 70 \xc2\xb0F above ground. Below, the ground is layered with ice. The dragon can make the floor slick at will, turning it into difficult terrain . Any creature the dragon finds welcome becomes immune to cold within its realm. \n'b' Glass Palace . A silver dragon\xe2\x80\x99s domain contains strange and incredibly detailed crystalline structures, exquisitely delicate arrangements that occur both out in the open, and within its glass palaces. Slate, crystal, glass, ice, and frost all blend in fragile works of art. Each is enchanted by a permanent effect similar to the alarm spell. A mere touch is sufficient for the dragon to immediately receive a short mental vision of the creature that triggered the alarm. Sometimes, silver dragons arrange sensor-like arrays at the entrance of their lair, structures resembling unsteady games of mikado, thus ensuring they won\xe2\x80\x99t be caught flat-footed. These structures automatically retake their shape every day as long as the dragon\xe2\x80\x99s influence lasts. \n'b' Signs . A silver dragon can manifest crystalline or icy structures within its domain and within 2 miles of it. The dragon can break them at will, causing them to fall at specific angles to serve as signs, allowing the dragon to, among other things, provide lost travelers with directions. \n'b'\n'b' Lair Actions \n'b' Inside its lair, the dragon can take a lair action on initiative count 20 (losing all initiative ties). \n'b'\n'b' Foresight . During a target creature\xe2\x80\x99s next turn, the dragon gains the effects of the foresight spell. The dragon can target itself. \n'b' Inhale . The dragon tries to catch its breath. Roll a d6. On a 6, it can use the Breath Weapons action again. \n'b' Magic Resistance . Until its next lair action, the dragon has advantage on saving throws against spells and other magical effects. \n'b' Movement . The dragon can move a number of feet equal to its speed. \n'b' Secret Traps . The dragon can trigger one of the two following traps, which are otherwise undetectable:\n'b'\n'b'\n'b' Neutralizing Gas . Gas spews forth in a 5-foot-radius from a point within the same room as the dragon. Each creature within the area of effect must succeed on a DC 20 Constitution saving throw or be blinded . If the saving throw fails by 5 or more, the target is also poisoned while blinded in this way; if it fails by 10 or more, the target is also stunned while blinded and poisoned in this way; if it fails by 15 or more, the target is also paralyzed while blinded , poisoned , and stunned in this way. The creature can repeat the saving throw at the end of each of its turns, ending a condition of its choice on itself on a success. \n'b' Trapdoor . The trapdoor is 10 ft. \xc3\x97 10 ft. and swings open under a creature that the dragon can see. The creature must succeed on a DC 15 Dexterity saving throw or fall 20 ft. into a pit inscribed with a glyph, making it an area of dead magic. The creature must succeed on a DC 20 Strength ( Athletics ) check to exit the pit unless it has a flying or climbing speed through nonmagical means. \n'b' Sturdy Scales . Until its next lair action, the dragon has resistance to nonmagical bludgeoning, piercing, and slashing damage. \n'b'\n'b' About \n'b' The scales of this tall, elegant dragon shine like polished silver, and its tail has a feathered appearance. \n'b' The personality of an ancient dragon is molded by the ordeals it has faced.\xc2\xa0Those who reach full maturity have known success and failure, and have seen civilizations blossom and collapse. They may retain a proactive outlook on life or may be more disillusioned.\xc2\xa0As time goes on, a silver dragon grows ever more distant from the daily lives of surface dwellers. Their perception of good and evil changes. The balance of powers and the respect of natural cycles take precedence over any other consideration. Ancient silver dragons involve themselves more and more rarely in the everyday affairs of humanoids , instead acting on a much larger scale. \n'b' Some bards lament those silver dragons who have lost the will to fight and retreat to their domain, slumbering for eternity\xe2\x80\xa6 That is, until adventurers arrive and convince them to take up arms again to drive off a great evil.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragon, Silver (Wyrmling) \n'b' Family: Dragons - Metallic \n'b' Medium dragon , lawful good \n'b' Armor Class 17 (natural armor) Hit Points 45 (6d8 + 18) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 19 (+4) DEX: 10 (+0) CON: 17 (+3) INT: 12 (+1) WIS: 11 (+0) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +2, Con +5, Wis +2, Cha +4 Skills Perception +4, Stealth +2 Damage Immunities cold Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14 Languages Draconic Challenge 2 (450 XP) \n'b' Actions \n'b'\n'b' Bite : Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (1d10 + 4) piercing damage. \n'b' Breath Weapons (Recharge 5-6) : The dragon uses one of the following breath weapons.\n'b'\n'b'\n'b' Cold Breath : The dragon exhales an icy blast in a 15- foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one. \n'b' Paralyzing Breath : The dragon exhales paralyzing gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' About \n'b' The scales of this tall, elegant dragon shine like polished silver, and its tail has a feathered appearance. \n'b' The nests of silver dragons are among the best hidden. The parents, all too familiar with intrigue and espionage, err toward caution, making their nests in carefully concealed and cleverly protected lairs. It is not unheard of for a treasure hunter to mistake a lair for a draconic hoard, ending up sadly disappointed when all they find is a silver dragon\xe2\x80\x99s pride and joy. \n'b' When the parents are away, engaged in mortal affairs, the wyrmlings are entrusted to longtime friends and associates-who can be of any nature, from common humanoid species to extraordinary creatures-charged to protect the young with their lives. \n'b' Silver dragon eggs are about 2.5 feet tall and 2 feet wide. The shell is half an inch thick, made of a very hard mineral substance. Some jewelers incorporate pieces of it in their work, to splendid effect.'} |