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Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Mushroom, Shrieker \n'b' Family: Fungi \n'b' Small beast , any evil \n'b' Armor Class 11 (unarmored) Hit Points 10 (3d6) Speed 0\n'b' STATS STR: 1 (-5) DEX: 1 (-5) CON: 10 (+0) INT: 1 (-5) WIS: 3 (-4) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities blind, deafened , frightened , paralyzed Senses blindsight 30 ft. (totally blind beyond this radius) Speed \xe2\x80\x93 Challenge 1/8 (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Camouflage . When shrieker mushrooms are still, they look like everyday fungi and sometimes hide among normal mushrooms. \n'b' Micro-movement . Shrieker mushrooms move too slowly to register as having a speed for practical purposes. While a normal creature may not notice a shrieker on the move, they can slowly \xe2\x80\x9ccrawl\xe2\x80\x9d from area to area. Generally it takes many hours or even days to cover a few feet of actual movement. \n'b'\n'b' ACTIONS \n'b'\n'b' Shriek Symbiosis . Shriekers try to position themselves in such a way as to help herd victims toward a killing zone, where the creature they have a symbiotic relationship with dispatches the prey. When something comes into range, they scream and screech at a frequency painful for most hearing creatures within 30 ft. The shriek itself is audible from 300 ft. away. The mushrooms continue to shriek until whatever disturbed them has moved out of their 30-ft. range. Eardrum Bursting. After three rounds, anyone still within 30 ft. of the shrieker mushrooms starts taking 1d4+1 damage every round they remain within the radius. Deaf people with intact eardrums do not perceive the shrieking as auditorily painful but do still suffer damage from bursting and bleeding eardrums. Normal ear protections do not help to counter the effects. \n'b'\n'b' ABOUT \n'b' These annoying creatures come in a variety of types, and shriek when disturbed. Though they look like mushrooms, they are in fact a symbiotic insect that lives on cave walls, warning a larger predator of potential prey and then scavenging off the remains. When a creature nears them, they emit a very nasty scream at ear-piercing volume to herd victims toward the greater threat. People living outside cities and villages sometimes cultivate these mushrooms as alarm systems for homes or shops. There are even unverified rumors of one old orc who is trying to cultivate them into a singing variety. \n'b' Shriekers can be cultivated as an early warning system, but there are a few rules to remember. Always plant shriekers in a place with 24-hour shadowy conditions; they shriek when exposed to light. Best if fed daily, meat pat\xc3\xa9 is preferred. Starving shriekers become violent and scream at a frequency that induces seizures, aneurysms, and sometimes insanity, in order to seize whatever meat is available to feed.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Phycomid (Advanced) \n'b' Family: Fungi \n'b' Small plant , neutral \n'b' Armor Class 15 (natural armor) Hit Points 14 (3d6+3) Speed 5 ft.\n'b' STATS STR: 1 (\xe2\x80\x935) DEX: 10 (+0) CON: 12 (+1) INT: 1 (\xe2\x80\x935) WIS: 1 (\xe2\x80\x935) CHA: 1 (\xe2\x80\x935) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances fire Senses darkvision 40 ft., passive Perception 11 Languages None Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Symbiotic Mold . Advanced phycomids symbiotically partner with various species of mold. When threatened, phycomids spew globules of sticky fungal mold with the same effects as one of the following Fungal Molds: Cinnamon Mold, Brown Mold, Yellow Mold. \n'b'\n'b' ACTIONS \n'b'\n'b' Fungal Globules . Ranged Weapon Attack : +3 to hit, range 40 ft., one target. Hit : effects of fungal mold. \n'b'\n'b' ABOUT \n'b' Advanced phycomids are subterranean tubular fungi often found among common mushrooms and molds.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Violet Fungus \n'b' Family: Fungi \n'b' Medium plant , unaligned \n'b' Armor Class 5 Hit Points 18 (4d8); Wound Threshold 4 Speed 5 ft.\n'b' STATS STR: 3 (-4) DEX: 1 (-5) CON: 10 (+0) INT: 1 (-5) WIS: 3 (-4) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities blinded , deafened , frightened Senses blindsight 30 ft. (blind beyond this radius), passive Perception 6 Languages \xe2\x80\x94 Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the violet fungus remains motionless, it is indistinguishable from a same-sized ordinary fungus (common in the Netherworld and some environments). \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The fungus makes 1d4 Rotting Touch attacks. \n'b' Rotting Touch . Melee Weapon Attack : +2 to hit, reach 10 ft., one creature. Hit : 4 (1d8) necrotic damage. \n'b'\n'b' ABOUT \n'b' Violet fungi are to mushrooms as carnivorous plants are to plant life: the result of adaptation to an environment scarce in nutrients. They\xe2\x80\x99re mainly found in rocky areas where plants don\xe2\x80\x99t grow, and where they can occasionally catch small animals traveling through. \n'b' Violet fungi are ambush predators. A lone individual is content to target prey about the size of a netherpossum; but if these fungi are numerous, they\xe2\x80\x99re able to take down much larger animals. \n'b' A violet fungus dissolves its prey and stocks the nutrients in underground vesicles branching off from its mycelium. The necrotic damage it inflicts also breaks down its victims\xe2\x80\x99 bones. The fungi don\xe2\x80\x99t consume the bones, but as they are corroded they crumble and disappear in a few weeks at most, so that the sight of them doesn\xe2\x80\x99t alert future prey.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Fungi, Wirbeln \n'b' A strange, mushroom-shaped creature leaps and flies through the air, spraying spores below itself. \n'b' Small plant , lawful neutral \n'b' Armor Class 13 Hit Points 16 (3d8 + 3) Speed 20 ft., fly 20 ft.\n'b' STATS STR: 8 (-1) DEX: 16 (+3) CON: 13 (+1) INT: 10 (+0) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5, Perception +3 Condition Immunities blinded , deafened , frightened , poisoned Senses darkvision 60 ft., passive perception 13 Languages Common, Druidic, Elvish, Sylvan Challenge 1 (200 XP) \n'b' Special Traits \n'b' Natural Appearance . While the wirbeln remains motionless, it is indistinguishable from an ordinary fungus. \n'b' Actions \n'b' Poison Needle . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Poison Dart . Ranged Weapon Attack : +5 to hit, range 20/60 ft., one target. Hit : 5 (1d4 + 3) piercing damage. If the target is a creature, it must make a DC 13 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Spore Cloud. (Recharge 5-6) . The wirbeln ejects spores in a 15- foot cone. All creatures that are not wirbeln fungi must succeed on a DC 13 Constitution saving throw or take 5 (1d10) poison damage and be subject to one of the following effects for 1 minute, depending on the wirbeln\xe2\x80\x99s color: green is poisoned ; red is blinded ; yellow is incapacitated; blue is paralyzed ; purple is frightened ; and black is 5 (2d4) poison damage each round. The target 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' Wirbeln are spiral-shaped bipedal fungi that appear in an array of colors. Each individual is a specific hue that indicates the type of spores it produces. Wirbeln fungi cause minor coloration changes as a form of communication, depending on mood, temperament, or personality. \n'b' Symbiotic Nomads . The wirbeln fungi\xe2\x80\x99s origin is lost to history. Those familiar with the creatures know they are wanderers who roam until they find a suitable home, usually in deep and wild places. Home for the wirbeln fungi is best defined by the deep-rooted companionship they develop with other races, rather than a specific location. The wirbeln fungi form allegiances with numerous species, such as elves, gnomes, treants, and others. \n'b' Fierce Protectors . The main strength of wirbeln fungi is their ability to turn back adversaries threatening their gatherings. The extreme loyalty of the wirbeln reveals itself through a determination to defend its chosen community, even if such defense is detrimental to the individual wirbeln. \n'b' Cunning Controllers . Wirbeln fungi employ diversionary tactics, using their numbers and the natural terrain to their advantage to shirk capture and harass enemies. The wirbeln fungi continually fly out of reach, landing on high ledges or branches. They attack by shooting poisonous darts and dropping on enemies from above. They utilize body- and mind-altering spores with overwhelming effects.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Shroomog \n'b' Family: Fungofauna \n'b' Large plant (fungofauna), chaotic good \n'b' Armor Class 18 (natural armor) Hit Points 73 (7d10 + 35) Speed 40 ft.\n'b' STATS STR: 18 (+4) DEX: 9 (-1) CON: 21 (+5) INT: 16 (+3) WIS: 15 (+2) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +1, Con +7 Skills Intimidation +3, Perception +4, Stealth +1 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses passive Perception 14 Languages understands Common but can\xe2\x80\x99t speak, can communicate with plant creatures Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Fungal Fur . The shroomog\xe2\x80\x99s fur provides full cover to any Tiny creature that use its action to hide in it. Tiny creatures are blinded and restrained while hiding in the shroomog\xe2\x80\x99s fur and can use another action to climb out of it. The shroomog\xe2\x80\x99s fur can hold up to 20 Tiny creatures at a time. \n'b' Keen Hearing and Smell . The shroomog has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Poison Sense . The shroomog can detect whether a substance is poisonous by smell, taste, or touch. \n'b' Shroompy Sense . The shroomog can pinpoint the location of shroompies within 300 feet of it and know if they are in distress. \n'b' Shroomog Stamina . If damage reduces the shroomog to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken. On a success, the shroomog drops to 1 hit point instead. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. \n'b' Slumber Spores (Recharge 5-6) . The shroomog ejects spores from its cap at one creature it can see within 30 feet of it. The target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is unconscious . The target wakes up if it takes damage or if another creature takes an action to shake it awake. \n'b'\n'b' REACTIONS \n'b'\n'b' Protective Instinct . When a creature the shroomog can see hits a target within 5 feet of it with an attack , the shroomog can use its reaction to shield the ally from harm, becoming the target of the attack instead. \n'b'\n'b' ABOUT \n'b' Exceptionally tough and loyal, a shroomog\xe2\x80\x99s stamina is only matched by its urge to protect its friends and the shroompies under its care. \n'b' A typical shroomog usually carries several developing shroompies on its back, which look like mushroom caps peeking out of the shroomog\xe2\x80\x99s orange fur. When faced with danger, a shroomog won\xe2\x80\x99t hesitate to use its slumber spores on any aggressor. \n'b' Greater Steed . At the gamemaster\xe2\x80\x99s discretion, a player character who can obtain a greater steed through magic may choose the form of a shroomog for their greater steed.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Citrullus \n'b' Medium plant , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 85 (10d10 + 30) Speed 15 ft.\n'b' STATS STR: 18 (+4) DEX: 8 (-1) CON: 16 (+3) INT: 3 (-4) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities bludgeoning Damage Immunities acid Senses blindsight 30 ft., passive Perception 10 Languages \xe2\x80\x94 Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the citrullus remains motionless, it is indistinguishable from a normal melon plant. \n'b' Gush . When the citrullus takes bludgeoning damage, sticky juice splashes out of it. If the attacker is within 30 feet of the citrullus, the attacker must succeed on a DC 13 Dexterity saving throw or be restrained by the sticky juice as if it had failed a saving throw against the plant\xe2\x80\x99s Bile Spray action. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 18 (4d6 + 4) piercing damage plus 7 (2d6) acid damage. \n'b' Bile Spray (Recharge 5\xe2\x80\x936) . The citrullus exhales pink bile in a 30-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw. On a failure, the creature takes 14 (4d6) acid damage and is restrained by the sticky seed-filled juice for 1 minute. On a success, the creature takes half the damage and isn\xe2\x80\x99t restrained . A creature, including the restrained creature, can take its action to free the restrained creature by succeeding on a DC 13 Strength check. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Creeping Seedlings . The seeds in the sticky juice grow viny tendrils and drag each creature restrained by Bile Spray and Gush up to 25 feet straight toward the citrullus. \n'b'\n'b' ABOUT \n'b' The humble melon plant slowly rises up, its striped melon splitting to reveal a maw of teeth and a gullet full of seed-filled, oozing fruit flesh. \n'b' The citrullus is a carnivorous plant that has adapted to mimic the guise of ordinary melons. When attacking, the creature\xe2\x80\x99s toothy mouth reveals its horrible, juicy gullet. During the first stage of its life, the citrullus grows from sunlight, water, and the nutrients from decaying animals and plants. Once it reaches a few feet in size, these elements are no longer enough to sustain its hunger for growth, and it turns to living prey. Pest Control. The first citrullus was created by a wizard with a keen interest in magical gardening. This wizard discovered that as her garden grew lush with enchanted fruits and vegetables, local wildlife began eating the magical plants before she could harvest them. Over time, she created a fruit that would defend itself and the other plants against these pets. Her creation was such a success, that she eventually fell prey to its ravenous hunger. As the citrullus\xe2\x80\x99s flowers bloomed and withered, it spread its seeds far and wide. Some daring farmers still use this tactic today\xe2\x80\x94but with far more caution. \n'b' Juicy Demise . Unlike many sentient plants, which use vines to trap prey, the citrullus has a sticker solution. It can spew an adhesive, seed-filled fluid at creatures it considers to be an easy meal. Once a creature is trapped, the seeds sprout small creepers that drag the creature back to the maw of the citrullus. Many people believe that eating the seeds of the citrullus causes the plant to grow in the stomach of the consumer, but this rumor has been debunked by alchemists who use the seeds to craft antacid cocktails for upset stomachs and potions of acid resistance .'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Shroomog Mossback \n'b' Family: Fungofauna \n'b' Huge plant (fungofauna), chaotic good \n'b' Armor Class 19 (natural armor) Hit Points 229 (17d12 + 119) Speed 40 ft.\n'b' STATS STR: 22 (+6) DEX: 6 (-2) CON: 25 (+7) INT: 16 (+3) WIS: 17 (+3) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +10, Dex +2, Con +11, Wis +7 Skills Intimidation +5, Perception +7, Stealth +2 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses passive Perception 17 Languages understands Common but can\xe2\x80\x99t speak, can communicate with plant creatures Challenge 12 (8,400 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Hearing and Smell . The shroomog has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Mossy Fur . Any creature that grapples the shroomog or otherwise comes into direct contact with the shroomog\xe2\x80\x99s fur must succeed on a DC 19 Constitution saving throw or become poisoned for l minute. A poisoned creature no longer in direct contact with the shroomog can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Poison Sense . The shroomog can detect whether a substance is poisonous by smell, taste, or touch. \n'b' Shroompy Sense . The shroomog can pinpoint the location of shroompies within 300 feet of it and know if they are in distress. \n'b' Shroomog Stamina . If damage reduces the shroomog to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken. On a success, the shroomog drops to 1 hit point instead. \n'b' The Circle of Life . When the shroomog dies, it is reborn as a shroompy from the last spore on its body. The reborn shroomog has the statistics of a shroompy (CR 0) but retains its alignment and memories. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 19 (2d12 + 6) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. If the shroomog moved at least 20 feet straight toward a creature immediately before the hit, the creature must succeed on a DC 18 Strength saving throw or be knocked prone . If the creature is prone , the shroomog can make one stomp attack against it as a bonus action. \n'b' Stomp . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 32 (4d12 + 6) bludgeoning damage. \n'b' Torpor Spores (Recharge 5-6) . The shroomog ejects spores from its cap at one creature it can see within 60 feet of it. The target must succeed on a DC 19 Constitution saving throw or be poisoned for 1 hour. Until this poison ends, the target is unconscious . The target wakes up if it takes damage or if another creature takes an action to shake it awake. \n'b'\n'b' REACTIONS \n'b'\n'b' Protective Instinct . When a creature the shroomog can see hits a target within 5 feet of it with an attack , the shroomog can use its reaction to shield the ally from harm, becoming the target of the attack instead. \n'b'\n'b' ABOUT \n'b' Towering over playful shroompies and young shroomogs, mossbacks are ancient shroomogs that have lived full lives and created countless shroompies. \n'b' Covered in poisonous moss and boasting terrifying strength, a shroomog mossback might seem intimidating at first, but these gentle giants are benevolent and wise, and still springy shroompies at heart. \n'b' A shroomog mossback will often ponder the meaning of life and reminisce its vast past staying virtually unmoving as young shroompies climb on its mossy back and use its dried cap as a platform for gliding. \n'b' If threatened, a shroomog mossback will first try to put enemies to sleep with its potent torpor spores and avoid violence, but it will charge into combat with its full might if its friends are in danger. \n'b' Shroompy Reborn . A shroomog mossback has stopped producing shroompy spores long ago, yet one last spore remains on its back. When the mossback\xe2\x80\x99s body finally gives in to old age, the ancient creature will be reborn through that final spore, which will grow into a new shroompy with the mossback\xe2\x80\x99s memories and jump off to play with the other younglings. \n'b' A reborn shroomog mossback will often guide its pack and will have a higher chance of becoming a shroompy sigma as it ages. In time, such a shroompy may eventually grow up to become a shroomog mossback again, continuing the cycle.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Shroompy \n'b' Family: Fungofauna \n'b' Tiny plant (fungofauna), chaotic good \n'b' Armor Class 12 (natural armor) Hit Points 3 (1d4 + 1) Speed 40 ft., climb 30 ft.\n'b' STATS STR: 4 (-3) DEX: 12 (+1) CON: 13 (+1) INT: 10 (+0) WIS: 13 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +3 Damage Immunities poison Condition Immunities poisoned Senses passive Perception 13 Languages understands Common but can\xe2\x80\x99t speak, can communicate with plant creatures Challenge 0 (10 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Glide . The shroompy has special skin membranes that allow it to glide. When the shroompy falls and isn\xe2\x80\x99t incapacitated , it subtracts up to 100 feet from the fall when calculating the fall\xe2\x80\x99s damage, and it can move up to 2 feet horizontally for every 1 foot it descends. \n'b' Keen Hearing and Smell . The shroompy has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Poison Sense . The shroompy can detect whether a substance is poisonous by smell, taste, or touch. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +0 to hit, reach 5 ft., one target. Hit : 1 piercing damage, and the target must make a DC 11 Constitution saving throw, taking 1 poison damage on a failed save. \n'b'\n'b' REACTIONS \n'b'\n'b' Fetch! When asked by an ally, the shroompy can use its reaction to move up to its speed towards an object and pick it up as a free action, or move towards the ally if it has already picked up the object. The shroompy can\xe2\x80\x99t use its bite action while carrying an object in this way. \n'b'\n'b' ABOUT \n'b' Hardy and highly intelligent, shroompies, also known as mushroom puppies, are a curious combination between fungi and dogs. Their remarkable toughness and versatility have allowed shroompies to spread across many worlds. Wherever they find themselves, shroompies are instantly recognizable by their distinctive mushroom cap and the special skin membranes that allow them to glide. \n'b' The Shroompy Cycle . Being beasts and fungi both, shroompies have an unusual life cycle that fascinates sages. \n'b' Shroompies are born from spores that grow on the back of shroomogs. Shroomogs, also known as mushroom dogs, are shroompies that become enlarged and develop morphological features that allow them to grow more shroompies on their backs. Most shroompies can live indefinitely in their puppy form, and only a few shroompies will undergo the transformation into a shroomog. \n'b' A Taste for Poison . Shroompies and shroomogs find the taste and smell of most poisonous substances irresistible. \n'b' They will eagerly seek out and devour poisoned food, and even gulp down poison straight from the bottle if given the chance. This makes shroompies and shroomogs excellent for detecting poison, but not ideal companions for adventurers who deal in poisons themselves. \n'b' Sporal Hibernation . When faced with extreme conditions such as freezing cold or the vacuum of the void, shroompies and shroomogs are able to enter a state of near-zero metabolic activity known as sporal hibernation. When transformed in this way, they become remarkably durable and can lie dormant almost indefinitely, until they reach favorable conditions that allow them to wake up again. \n'b' The typical shroompy is curious, friendly, and remarkably eager to help, which has led shroompies to become best pals with numerous adventurers across the dimensions. \n'b' Their ability to sniff out poison (if only to consume it), coupled with their fantastic reflexes when asked to fetch, makes shroompies invaluable allies, in addition to fun-loving buddies. \n'b' Shroompies remember the orange color of their shroomog parent and instinctively like anything orange as a result. \n'b' Familiar . At the gamemaster\xe2\x80\x99s discretion, a player character who can cast find familiar may choose the form of a shroompy for their familiar.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Shroompy Sigma \n'b' Family: Fungofauna \n'b' Tiny plant (fungofauna), chaotic good \n'b' Armor Class 15 (natural armor) Hit Points 19 (3d4 + 12) Speed 40 ft., climb 30 ft.\n'b' STATS STR: 6 (-2) DEX: 15 (+2) CON: 18 (+4) INT: 15 (+2) WIS: 13 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4, Con +6 Skills Acrobatics +4, Perception +3, Stealth +4 Damage Immunities poison Condition Immunities poisoned Senses passive Perception 13 Languages understands Common but can\xe2\x80\x99t speak, can communicate with plant creatures Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Glide . The shroompy has special skin membranes that allow it to glide. When the shroompy falls and isn\xe2\x80\x99t incapacitated , it subtracts up to 100 feet from the fall when calculating the fall\xe2\x80\x99s damage, and it can move up to 2 feet horizontally for every 1 foot it descends. \n'b' Keen Hearing and Smell . The shroompy has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Poison Sense . The shroompy can detect whether a substance is poisonous by smell, taste, or touch. \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, and the target must make a DC 14 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. \n'b' Slumber Spores (Recharge 5-6) . The shroompy ejects spores from its cap at one creature it can see within 10 feet of it. The target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is unconscious . The target wakes up if it takes damage or if another creature takes an action to shake it awake. \n'b'\n'b' REACTIONS \n'b'\n'b' Fetch! When asked by an ally, the shroompy can use its reaction to move up to its speed towards an object and pick it up as a free action, or move towards the ally if it has already picked up the object. The shroompy can\xe2\x80\x99t use its bite action while carrying an object in this way. \n'b'\n'b' ABOUT \n'b' Though they are pack creatures, shroompies have no strict hierarchy. Everyone in a shroompy pack (sometimes known as a shroompy colony) does their part, from the tiniest shroompy that just jumped off its parent\xe2\x80\x99s orange back, to the most ancient shroomog. \n'b' Shroompy sigmas are rugged and adventurous shroompies that often return home bruised and battered from some brawl. Though they might appear solitary, sigmas care deeply about their pack and will get into all sorts of trouble to keep danger away from those they seek to protect. \n'b' Shroompy sigmas are more likely to further transform into shroomogs than the average shroompy. This is reflected in their ability to eject slumber spores that can render enemies unconscious long enough for other shroompies to escape to safety. \n'b' Pact of the Chain Familiar . At the gamemaster\xe2\x80\x99s discretion, a warlock with a pact of the chain may choose the form of a shroompy sigma for their familiar. \n'b' Talking Shroompies and Shroomogs \n'b' Typical shroompies and shroomogs can\xe2\x80\x99t speak in a way humanoids understand, but they are exceptionally intelligent and capable of communicating complex concepts between them. \n'b' At the gamemaster\xe2\x80\x99s discretion, player characters may encounter talking shroompies, or they may find ways to allow their shroompy friends to speak. Such methods might include adding a new function to the awaken spell, which could allow the caster to bestow speech to already intelligent targets.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Animal Lord, Queen of Scorpions \n'b' Family: Animal Lords \n'b' Medium fey (shapechanger), lawful evil \n'b' Armor Class 17 (natural armor) Hit Points 142 (15d8 + 75) Speed 40 ft., burrow 20 ft., climb 40 ft.\n'b' STATS STR: 22 (+6) DEX: 15 (+2) CON: 20 (+5) INT: 18 (+4) WIS: 16 (+3) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +9, Wis +7, Cha +8 Skills Arcana +8, Deception +8, Perception +7, Persuasion +8, Stealth +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities acid, poison Condition Immunities charmed , exhaustion , frightened , incapacitated , poisoned , stunned Senses darkvision 60 ft., tremorsense 120 ft., passive Perception 17 Languages all, telepathy 120 ft. \n'b' Challenge 13 (10,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Arachnid Passivism . No scorpion or spider can willingly attack the Queen of Scorpions. They can be forced to do so through magical means. \n'b' Legendary Resistance (3/Day) . If the Queen of Scorpions fails a saving throw, she can choose to succeed instead. \n'b' Magic Resistance . The Queen of Scorpions has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The Queen of Scorpions\xe2\x80\x99 weapon attacks are magical. \n'b' Rejuvenation . If she dies, the Queen of Scorpions\xe2\x80\x99 soul reforms on the Astral Plane. In 1d6 days, it inhabits the body of another scorpion on the Material Plane, which then becomes the Queen of Scorpions (with all of the hp and abilities thereof). Only killing every scorpion on the Material Plane will prevent this trait from functioning. \n'b' Shapechanger . The Queen of Scorpions can use her action to polymorph into a Huge giant scorpion, a Medium human woman of unearthly beauty, or back into her true Medium, scorpion-tailed humanoid form. Her statistics, other than her size , are the same in each form-with the exception that only her scorpion and true forms retain her climbing and burrowing speeds. Any equipment she is wearing or carrying transforms with her. She reverts to her true form if she dies. \n'b' Speak with Arachnids . The Queen of Scorpions can communicate with scorpions and spiders as if they shared a language. \n'b' Spider Climb . The Queen of Scorpions\xe2\x80\x99 can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Innate Spellcasting . The Queen of Scorpions\xe2\x80\x99 innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). She can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : invisibility (self only), pass without trace , poison spray \n'b' 3/day each : giant insect (scorpions and spiders only), ray of enfeeblement \n'b' 1/day each : etherealness , eyebite , freedom of movement \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . In human form, the Queen of Scorpions makes two scimitar attacks. In scorpion form, she makes three attacks: two with her claws and one with her sting. In her true form, she makes three attacks: one with her sting and two with her scimitar. \n'b' Claw (Scorpion Form Only) . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 15 (2d8 + 6) bludgeoning damage and the target is grappled (escape DC 17). While in scorpion form, the Queen has two claws, each of which can grapple only one target. \n'b' Scimitar (Humanoid or True Form Only) . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 9 (1d6 + 6) slashing damage plus 3 (1d6) poison damage. \n'b' Sting (Scorpion or True Form Only) . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 11 (1d10 + 6) piercing damage, and the target must make a DC 17 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. \n'b' Acidic Bile (Recharge 5-6) . The Queen of Scorpions spews acid from her mouth in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw. On a failure, a creature takes 45 (10d8) acid damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t poisoned . 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' LEGENDARY ACTIONS \n'b' The Queen of Scorpions 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 Queen of Scorpions regains spent legendary actions at the start of her turn. \n'b'\n'b' At Will Spell . The Queen of Scorpions casts one of her at will spells. \n'b' Burrow (Scorpion or True Form Only) . The Queen of Scorpions moves up to her burrowing speed without provoking opportunity attacks. \n'b' Scimitar (Costs 2 Actions; Humanoid or True Form Only) . The Queen of Scorpions makes one scimitar attack . \n'b'\n'b' REGIONAL EFFECTS \n'b' The presence of the Queen of Scorpions warps the region containing her temple, which creates one or more of the following effects: \n'b'\n'b' The area within 5 miles of the temple attracts spiders and scorpions of all sizes. The Queen of Scorpions can choose to see or hear through the senses of any arachnid in this area and can speak through it while doing so. \n'b' Arachnids within 5 miles of the Queen of Scorpions\xe2\x80\x99 temple have advantage on all Dexterity ( Stealth ) checks made to hide . \n'b' The animal lords first appear in the Creature Codex. Two additional animal lords are presented here: the Queen of Scorpions, an exiled animal lord who manipulates the mortal world through a complex network of thieves and spies from her desert home, and the Toad King, a burgeoning animal lord who seeks apotheosis by sending brave heroes on complex quests. \n'b' The Queen of Scorpions leaves no physical evidence of her passage when within 1 mile of her temple unless she wishes to. In addition, creatures and plants native to her domain don\xe2\x80\x99t cause her harm or cost her extra movement when she moves through the area. If the Queen of Scorpions dies, these effects fade over the course of 1d10 days. \n'b'\n'b' ABOUT \n'b' The unearthly beauty of this woman is marred by her sinister eyes and the large scorpion tail rising up behind her head. \n'b' Exiled Lord . The Queen of Scorpions was once a powerful member of the animal lords, until her appetites for blood and murder led to her exile. This punishment is an affront to her pride, and she plots revenge against the other animal lords and anyone they hold dear. \n'b' Mistress of Poison . The Queen of Scorpions resides in an ancient desert temple carved in the side of a stone cliff. The temple is a complex network of canyons filled with scorpions, spiders, and shrouded cultists.\xc2\xa0Assassin\xe2\x80\x99s guilds, thieves\xe2\x80\x99 dens, and other underworld organizations rely on the Queen of Scorpions for the deadliest poisons and most potent acids. She operates her shipments of poisons via her shrouded cultists and a network of go-betweens. Only a select few of her customers are aware of the true identity of their supplier. \n'b' Murderer of Monarchs . The long exile imposed on the Queen of Scorpions turned her lust for murder into a dangerous addiction. She delights in seducing nobles, kings, and queens with promises of power or magic and slowly poisoning them to watch her prey wither to death. Her delight often gets the better of her as she lingers over a dying person just a little too long, leaving her dangerously close to being caught. The other animal lords believe it is only a matter of time before her luck runs out.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Fungus Folk Monarch \n'b' Family: Fungus Folk \n'b' Medium plant , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 82 (11d8 + 33) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 15 (+2) CON: 17 (+3) INT: 9 (-1) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities fire Damage Immunities poison Condition Immunities blinded , deafened, exhaustion Senses darkvision 60 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' Actions \n'b' Slam . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 12 (3d6 + 2) bludgeoning damage. \n'b' Spore Cloud . The fungus folk monarch releases a cloud of spores in a 10-foot radius. All creatures in this area must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' About \n'b' Fungus folk are an extremely peaceful and easy-going race of intelligent plants. They are bipedal, in a squat, humanoid fashion. The fungus men are sexless, and reproduce by means of spore clouds. They lack the appendages for fine manipulation of objects, but are quite dexterous in their own way. The fungus men are fiercely loyal to their fungus man king, and attack immediately if it is threatened.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Fungus Man King \n'b' Medium plant , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 82 (11d8 + 33) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 15 (+2) CON: 17 (+3) INT: 9 (-1) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities fire Damage Immunities poison Condition Immunities blinded , deafened, exhaustion Senses darkvision 60 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' Actions \n'b' Slam . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 12 (3d6 + 2) bludgeoning damage. \n'b' Spore Cloud . The fungus man king releases a cloud of spores in a 10-foot radius. All creatures in this area must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Fungus Queen \n'b' Medium plant , chaotic evil \n'b' Armor Class 18 (natural armor) Hit Points 221 (34d8 + 68) Speed 20 ft.\n'b' STATS STR: 23 (+6) DEX: 10 (+0) CON: 14 (+2) INT: 13 (+1) WIS: 15 (+2) CHA: 26 (+8) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +14, Stealth +6 Damage Resistances cold, acid; bludgeoning, piercing and slashing from nonmagical attacks that are not silvered Damage Immunities lightning Condition Immunities blinded , deafened , exhaustion Senses darkvision 60 ft., greensight 60 ft., passive Perception 10 Languages Abyssal, Aklo, Common, Terran, Undercommon; telepathy 100 ft Challenge 17 (18,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Battle Pods . A fungus queen fights in coordination with her sporepods. Sporepods count as allies to the fungus queen and to one another. In addition, her tentacles are treated as having 10-foot reach when she designates them to attack through a sporepod. Until the beginning of her next turn, they threaten all squares within 10 feet and can make any number of opportunity attacks, though tentacles that are grappling cannot be used to make opportunity attacks. \n'b' Keen Smell . The fungus queen has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Greensight . The fungus queen can see through plant matter of any kind that provides up to \xc2\xbe cover to a range of 60 feet. Creatures do not benefit from \xc2\xbe cover or less from the fungus queen\xe2\x80\x99s attacks and do not benefit from any kind of concealment or stealth effect short of invisibility in forest (or fungal) terrain. \n'b' Speak with Plants . The fungus queen can communicate with plants as if they shared a language. \n'b' Innate Spellcasting : The fungus queen\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 22, +14 to hit with spells). She can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : tongues \n'b' 3/day each : charm person , detect thoughts , suggestion \n'b' 1/day each : awaken (plants only), dominate monster (plants only), dominate person , slow \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The fungus queen makes two claw attacks and four tentacle attacks. \n'b' Claws . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 15 (2d8 + 6) slashing damage. \n'b' Tentacles . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit. 13 (2d6 + 6) bludgeoning damage and the target is grappled (Escape DC 20). Grappled targets take crushing damage at the beginning of their turn as if a tentacle attack had successfully hit. \n'b' Mycelial Mat . A fungus queen can extrude a thick network of fungal filaments into the ground at her feet, filling all adjacent squares with this mycelial mat. Any non-fungal creature treats these squares as difficult terrain , and a non-fungal creature beginning its turn in one of these squares is subject to the fungus queens entrap attack as the mycelial mat tries to wrap the creature in a filamentous cocoon (treat as a nonflammable web spell). \n'b' Rot Queen\xe2\x80\x99s Kiss . The fungus queen kisses a creature grappled by it or a willing creature. The target must make a DC 19 Constitution saving throw against this magic, taking 36 (5d10 + 8) psychic damage on a failed saving throw, or half as much damage on a successful one. The target\xe2\x80\x99s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. A failed save also compels the target creature to approach the fungus queen for another kiss (treat as a suggestion spell). If a Large or smaller creature is reduced to 0 hit points by this ability it does not die but instead becomes infested with fast-growing spores and becomes a fungal servant, a zombielike under the fungus queen\xe2\x80\x99s control. There is no limit to the number of fungal servants the fungus queen can create in this way. Creatures without living flesh and blood, such as constructs, elementals, oozes, plants, and undead) are immune to this effect. \n'b'\n'b' LAIR ACTIONS \n'b' On initiative count 20 (losing initiative ties), the fungus queen takes a lair action to cause one of the following effects; the fungus queen can\xe2\x80\x99t use the same effect two rounds in a row. \n'b'\n'b' Fungal growths in the lair release a 20-foot-radius cloud of spores centered on a point the fungal queen can see within 60 feet of her. The cloud spreads around corners, and the area is lightly obscured. Each creature in the cloud when it appears or that ends its turn in the cloud must make a DC 19 Constitution save or be charmed by the fungus queen until the end of creature\xe2\x80\x99s next turn. A wind of at least 10 miles per hour disperses the spores. The spores otherwise persist until the fungus queen takes another lair action or is killed. \n'b' Up to two charmed creatures or allied plants use their reaction to move half their speed and make one weapon attack . \n'b'\n'b' LEGENDARY ACTIONS \n'b' The fungus queen can take 2 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 fungus queen regains spent legendary actions at the start of its turn. \n'b'\n'b' Mumbo-Jumbo . The fungus queen casts a spell. \n'b' Ick! I think I stepped in something! The fungus queen uses the mycelial mat action. \n'b' Sporepod . A fungus queen can cause a Medium pod of fungal material to burst out of the ground at any point within 60 feet of her current location. Once created, a sporepod cannot move. If the fungus queen travels more than 120 feet from a sporepod, it is destroyed. A fungus queen can maintain a number of sporepods equal to her Charisma modifier. As a move action, she can instantaneously travel to one of her sporepods as well as between sporepods. She can also choose to spread out her tentacle attacks among her sporepods, attacking a creature within 10 feet of any sporepod with a tentacle. A sporepod is an object that has an AC of 20 and 30 hit points ; damage dealt to a sporepod does not harm the fungus queen. \n'b'\n'b' ABOUT \n'b' An encounter with a normally non-intelligent plant monster acting in a sinister and organized way is sure evidence of the manipulation of a fungus queen, but these monsters are equally fond of commanding and keeping other creatures as pets and slaves as well, particularly attractive humanoids. \n'b' Those charmed minions they especially favor are given the gift of the fungus queen\xe2\x80\x99s embrace, and are transformed into fungoid minions forever loyal to their pallid mistress. A typical fungus queen is 6 feet tall and weighs 150 pounds. \n'b' Envious Control . Fungus queens are violently jealous and possessive. Those who attempt to lure away their charmed and dominated pets or cure those they have infested gain their eternal ire, but it is by succubi that fungus queens are the most enraged. Whether it be a simple territorial conflict or some deeper hatred born of their unique genesis, a fungus queen faced with someone whom she even suspects might be a succubus is a terror indeed, for in such battles the sensuous plants abandon their normally subtle approaches of mental control and trickery, and instead bring all of their power to bear in an attempt to rip the offending creature limb from limb. Fungus queens take great delight in transforming succubi into fungoid creatures under their control. \n'b' While their jealousy doesn\xe2\x80\x99t compel them to do battle with other fungus queens, they are always careful to maintain their own territorial boundaries apart from any nearby queens, and they take great pains not to -poach- from their sisters\xe2\x80\x99 harems of charmed and infested pets. \n'b' Fungal Servants \n'b' Fungal servants retain their normal AC, hit points , Hit Dice, Strength , Dexterity , Constitution , immunities, resistances, and vulnerabilities. \n'b'\n'b' Lost Characteristics . Fungal servants lose all skill bonuses, saving throw bonuses, special senses, and other special traits. They lose all actions other than Multiattack and melee weapon attacks that deal slashing, bludgeoning, or piercing damage, though effects that come from magic items or other special equipment still function normally. \n'b' Type . A fungal servant\xe2\x80\x99s type changes to plant, and it loses all tags. \n'b' Alignment . Fungal servants are psychically linked to their fungus queen when within 60 feet and are treated as chaotic evil. Outside this radius, they are essentially mindless and are treated as unaligned. \n'b' Speed . All of a fungal servant\xe2\x80\x99s speeds are reduced by 10 feet, to a minimum of 5 feet. \n'b' Ability Scores . A fungal servant loses its previous mental ability scores and replaces them with the following scores: Int 2 (-4), Wis 6 (-2), Cha 1 (-5). \n'b' Senses . A fungal servant has blindsight with a radius of 30 feet of its own body and within a radius of 30 feet of the fungus queen that created it. A fungus queen has blindsight with a radius of 30 feet around any of its fungal servants whenever they are within 120 feet of her. Fungal servants are otherwise blind beyond this radius. \n'b' Condition Immunities . Fungal servants cannot be blinded , charmed , frightened , or paralyzed . \n'b' Languages . A fungal servant can communicate telepathically with the fungus queen that created it and with other fungal servants created by the same fungus queen. It otherwise loses all languages it formerly knew. \n'b' Attacks . A fungal servant that lacks a weapon or natural weapon like a claw or bite attack can use its limbs or body to make an unarmed attack dealing bludgeoning damage equal to 1d4 + its Strength modifier (2d4 + its Strength modifier for Large fungal servants). \n'b' Special Abilities . Fungal servants gain the following special abilities. \n'b' Fungal Ferocity : Fungal servants are fanatically devoted to the fungus queen that created them. They gain a +1 bonus on attack and damage rolls and on saving throws when they are within 30 feet of the fungus queen. This bonus is doubled to +2 against any enemy that is adjacent to the fungus queen or has attacked the fungus queen since the fungal servant\xe2\x80\x99s last turn. \n'b' Fungal Fortitude : If damage reduces a fungal servant to 0 hit points , it must make a Constitution saving throw with a DC equal to 5 + the damage it takes, unless the damage is fire or from a critical hit. If the save succeeds, the fungal servant drops to 1 hit point instead.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Fungus, Muckmaw (Common) \n'b' Medium plant (fungus), neutral \n'b' Armor Class 13 (natural armor) Hit Points 22 (4d8 + 4) Speed 20 ft.\n'b' STATS STR: 10 (+0) DEX: 10 (+0) CON: 12 (+1) INT: 10 (+0) WIS: 13 (+1) CHA: 7 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +2 Damage Resistances bludgeoning, piercing Damage Immunities acid, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 13 Languages Mycene Proficiency Bonus +2 Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Hive Mind . All fungi within 50 miles of are in constant communication. If one is aware of a particular danger, they all are. No fungus in a group is considered surprised unless all of them are. \n'b' Swamp Camouflage . The mycene has advantage on Dexterity ( Stealth ) checks made to hide in swampy terrain. \n'b'\n'b' ACTIONS \n'b'\n'b' Fist . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 5 (2d4) bludgeoning damage plus 5 (2d4) poison damage. \n'b' Spores (Recharge 6) . A 15-foot-radius cloud of toxic spores extends out from the mycene. The spores spread around corners. Each creature in that area must succeed on a DC 11 Constitution saving throw or become poisoned . While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target 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' This fungal humanoid has a toadstool-like head. The original inhabitants of the most fetid part of the swamp, they live a happy life in the quiet decay and bubbling pools. They are normally a peaceful people but will not hesitate to defend their land when threatened. Although mycene have mouths they do not have vocal chords and cannot communicate verbally. Instead, they communicate with flashing lights and scents. \n'b' Most mycenes are non-violent but are capable of defending themselves if need be. Their resistance to acid and poison makes them adept as using the regions most dangerous features to their advantage. \n'b' Mycene nobles are often styled as Kings or Queens. They grow as buds off of royal fungi plants and emerge fully-formed to lead their people.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Future Assassin \n'b' Medium humanoid ( human ), chaotic evil \n'b' Armor Class 20 ( Intelligence ) Hit Points 270 (36d8+108) Speed 40 ft. (50 ft. in combat)\n'b' STATS STR: 13 (+1) DEX: 18 (+4) CON: 17 (+3) INT: 22 (+6) WIS: 15 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +11, Int +13, Wis +9, Cha +10 Skills Acrobatics +18, Deception +17, Insight +9, Perception +9, Stealth +11 Damage Immunities psychic Condition Immunities charmed , exhaustion , frightened Senses darkvision 120 ft., passive Perception 19 Languages Common, Undercommon Challenge 23 (50,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Cunning Action (1/Turn) . The assassin can use a bonus action to take the Dash , Disengage , or Hide action. \n'b' Evasion . When the assassin makes a Dexterity saving throw to reduce the damage of a spell or attack , on a success he takes no damage and on a failure he takes half damage. \n'b' Intellectual Combatant . The assassin adds his Intelligence bonus to his armor class (included above), and he can use a bonus action to take the Dodge action. \n'b' Legendary Resistance (3/Day) . If the assassin fails a saving throw, he can choose to succeed instead. \n'b' Technological Spellcasting . The assassin is a 15th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 21; +13 to hit with spell attacks). He casts spells using technological devices he crafts (2 lb. cantrips, 1/2 lb. per spell level; AC 10 + spell level, 30 hp each) and his spells ignore the effects of counterspell, dispel magic , and antimagic fields. The assassin has the following spells prepared:\n'b'\n'b'\n'b' Cantrips : acid splash , mage hand , minor illusion , vicious mockery \n'b' 1st (4 slots) : entangle , feather fall , grease , hideous laughter \n'b' 2nd (4 slots) : acid arrow , detect thoughts , mirror image , scorching ray \n'b' 3rd (3 slots) : blink , haste , lightning bolt \n'b' 4th (3 slots) : black tentacles , dimension door , greater invisibility \n'b' 5th (2 slots) : animate objects , telekinesis \n'b' 6th (2 slots) : freezing sphere , sunbeam \n'b' 7th (2 slots) : delayed blast fireball , plane shift \n'b' 8th (1 slot) : power word stun \n'b'\n'b' Tool Mastery . When the assassin makes an ability check that uses a tool kit, he gains double his proficiency bonus (total +12). \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The assassin attacks three times. \n'b' Whipknife . Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit : 11 (2d4+6) magical bludgeoning damage plus 9 (2d8) energy damage. The assassin chooses the type of energy damage (fire, force, lightning, or psychic) when he makes the attack roll. \n'b' Technological Rifle (24 bullets) . Ranged Weapon Attack : +13 to hit, range 200/800 ft., one target. Hit : 13 (2d6+6) piercing damage plus 7 (2d6) energy damage. The assassin chooses the type of energy damage (fire, force, lightning, or psychic) when he makes the attack roll. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The assassin 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. He regains spent legendary actions at the start of his turn. \n'b'\n'b' Trigger Device . The assassin activates one technological spellcasting device of 3rd-level or lower. \n'b' Grenades (Costs 2 Actions) . The assassin throws up to 3 grenades at points he can see within 60 feet, each of which explodes in a 20-foot radius. Creatures in the area make a DC 21 Dexterity saving throw, taking 14 (4d6) energy damage on a failed save, or half as much on a successful one. The assassin chooses the type of energy damage a grenade deals (fire, force, lightning, or psychic) when he throws a grenade. \n'b' Summon Minions (Costs 2 Actions) . The assassin pulls out a ball of machinery and throws it up to 20 feet. When the ball lands, it transforms into a creature determined by rolling a d8 (1-ankylosaurus, 2- basilisk , 3-giant scorpion, 4- hell hound , 5- manticore , 6- nightmare , 7- owlbear , 8-yeti). The creature is a construct with immunity to exhaustion , poison, and the charmed , frightened , and stunned conditions. The creature acts on the assassin\xe2\x80\x99s turn. At the start of each of his turns he can command (no action required) how the creature moves and what action it takes, or to give it general orders, such as to attack his enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. \n'b'\n'b' ABOUT \n'b' Despite how impossible the endeavor may seem, throughout reality there are some killers able to slay even god-like beings-for the right price. The temporally gifted among them are known as future assassins and they are notoriously difficult to reliably contact and even harder to hire. The secrets behind doing so (where to leave the contract, what to offer, what language to chisel it in) are alone worth a kingdom\xe2\x80\x99s fortune, and whatever their payment is, it must be truly unique and well-protected otherwise they\xe2\x80\x99d just take it for themselves. \n'b' Future assassins nearly always come in pairs and only very rarely accept a contract alone, yet they never ally themselves with other creatures-instead two versions of the same killer are plucked from different points in time, ensuring that there can be no breach of loyalty and that their trust in each other is positively absolute as any act of betrayal would be treachery to oneself. \n'b' With the help of complex sensors these hired murderers wait for the right moment to strike and always do so from different directions, often with the second to attack positioned in enfilade to whatever cover is nearest their assault zone. \n'b' What sets future assassins apart and often allows them to succeed where more traditional killers fail is their access to advanced technology that is practically as powerful as the most potent archmagic. When combat begins they are always under the cover of greater invisibility , summoning minions to keep their targets busy or using grenades to force groups to scatter for cover . Collateral damage is not a concern for them either-a future assassin won\xe2\x80\x99t hesitate to endanger bystanders if it means getting a killshot or keeping defenders too occupied to effectively respond.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Alux \n'b' Tiny fey , chaotic neutral \n'b' Armor Class 15 \n'b' Hit Points 15 (6d4) \n'b' Speed 20 ft.\n'b' STATS STR: 6 (-2) DEX: 20 (+5) CON: 10 (+0) INT: 11 (+0) WIS: 12 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Nature +2, Perception +3, Sleight of Hand +7, Stealth +7 \n'b' Senses passive Perception 13 \n'b' Languages Sylvan \n'b' Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The alux\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 11). The alux can innately cast the following spells, requiring no material components: \n'b'\n'b' 3/day each : druidcraft \n'b' 1/day each : goodberry (creates magical corn instead of berries), pass without trace , plant growth \n'b'\n'b' Little House . As an action, the alux can use its cave or stone house lair to travel to or from its corresponding location in the Feywild. If the lair is destroyed, the alux will have to find a new suitable location and spend an hour preparing its new lair. \n'b' Magic Resistance . The alux has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Club . Melee Weapon Attack : +7 to hit, reach 0 ft., one target. Hit : 1 bludgeoning damage. \n'b' Invisibility . The alux magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the alux wears or carries is invisible with it. \n'b'\n'b' ABOUT \n'b' An alux is a creature of field, stone, and cave. Aluxes are helpful to their friends, but suspicious, mischievous, and even dangerous to strangers. Farmers value their assistance in growing maize and performing various helpful chores. Aluxes look like tiny people with wide staring eyes, dressed in ordinary rustic clothing. \n'b' Little Houses . Farmers sometimes attract aluxes intentionally, by building little stone houses with appropriate offerings. If an alux is pleased, it will cross over from the Feywild and serve a tenancy of seven years. Farmers sometimes seal or destroy the little houses after seven years, as an unbound alux is unpredictable. \n'b' Tiny But Proud . An alux is generally benign and secretive. However, they can be offended by destruction of nature, trespassing, being talked about by name, or unsuitable offerings. An offended alux may engage in pranks or sabotage. \n'b' Subtle . Aluxes rarely make themselves visible, and do not like the attention of strangers (who may be dangerous). Although rarely seen, an alux has potent nature magic.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Fuzzy Bat \n'b' Tiny beast , unaligned \n'b' Armor Class 13 Hit Points 1 (1d4 \xe2\x80\x93 1) Speed 5 ft., fly 30 ft.\n'b' STATS STR: 2 (-4) DEX: 16 (+3) CON: 8 (-1) INT: 3 (-4) WIS: 12 (+1) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses blindsight 90 ft, passive Perception 11 Languages \xe2\x80\x94 Challenge 0 (10 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Echolocation . The bat can\xe2\x80\x99t use its blindsight while deafened . \n'b' Flyby . The bat doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Keen Hearing . The bat has advantage on Wisdom ( Perception ) checks that rely on hearing. \n'b' Sunlight Sensitivity . While in sunlight, the bat has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +0 to hit, reach 5 ft., one target. Hit : 1 piercing damage. \n'b'\n'b' ABOUT \n'b' Fluffy and surprisingly docile, fuzzy bats represent a unique bat species that underwent the same process that transformed sun elves into dark elves during their descent into the Sunken World. The magic that changed the fugitive elves that sought refuge underground affected the creatures around them, granting them new powers. \n'b' These fuzzy flying critters possess exceptional echolocation and can navigate lightless caverns with almost unparalleled efficiency. However, this transformation left them sensitive to sunlight, much like the dark elves they followed. \n'b' Familiar . At the gamemaster\xe2\x80\x99s discretion, a player character who can cast find familiar may choose the form of a fuzzy bat for their familiar. \n'b' Awakened Fuzzy Bats . Fuzzy bats are eligible targets for the awaken spell. Awakened fuzzy bats usually strive to live in harmony with the other creatures of the Sunken World. \n'b' Some of them might study magic or art alongside dark elves, and a few might seek to become spies for shady organizations.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Fylaka \n'b' Medium celestial , neutral \n'b' Armor Class 15 (natural armor) Hit Points 120 (16d8 + 48) Speed 50 ft.\n'b' STATS STR: 19 (+4) DEX: 16 (+3) CON: 16 (+3) INT: 13 (+1) WIS: 18 (+4) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +5, Perception +7, Religion +4, Stealth +6, Survival +7 Damage Resistances necrotic, poison Senses darkvision 60 ft., passive Perception 17 Languages understands Abyssal, Celestial, and Infernal but can\xe2\x80\x99t speak; telepathy 120 ft. Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Immortal Nature . The fylaka doesn\xe2\x80\x99t require food, drink, or sleep. \n'b' Innate Spellcasting . The fylaka\xe2\x80\x99s spellcasting ability is Wisdom (spell save DC 15). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : invisibility (self only) \n'b' 3/day each : dimension door , locate creature \n'b'\n'b' Magic Resistance . The fylaka has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The fylaka\xe2\x80\x99s weapon attacks are magical. \n'b' Soul Sense . The fylaka can magically sense the presence of living or undead creatures up to 500 feet away. It knows the general direction they\xe2\x80\x99re in but not their exact locations. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The fylaka makes two attacks: one with its bite and one with its claws. It can replace its bite attack with Imprison. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage plus 7 (2d6) necrotic or radiant damage (the fylaka\xe2\x80\x99s choice). If the target is a Medium or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the fylaka can\xe2\x80\x99t bite a different target. \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage plus 7 (2d6) necrotic or radiant damage (the fylaka\xe2\x80\x99s choice). \n'b' Imprison . If the fylaka isn\xe2\x80\x99t Imprisoning a creature, the fylaka makes a claws attack against a Medium or smaller creature it is grappling. If the attack hits, it also opens its rib cage and shoves the target into its chest cavity, ending the grapple. While imprisoned in this way, the target is restrained and moves with the fylaka. It can see and hear normally but can\xe2\x80\x99t target anything outside the fylaka with attacks, spells, or abilities. It can be targeted by ranged effects originating outside the fylaka but has three-quarters cover , and it can\xe2\x80\x99t be targeted by melee attacks or effects with a range of touch. If the fylaka chooses, the target takes 10 (3d6) necrotic or radiant damage (the fylaka\xe2\x80\x99s choice) at the start of each of the fylaka\xe2\x80\x99s turns. If the fylaka takes 15 damage or more on a single turn from an imprisoned creature, or if the fylaka dies, the creature is no longer restrained and falls prone in a space within 5 feet of the fylaka. \n'b' Leap and Catch . The fylaka can jump up to its speed. It then uses Imprison, even against a creature it isn\xe2\x80\x99t grappling. \n'b' Breath Weapon (Recharge 5-6) . The fylaka exhales energy in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 21 (6d6) necrotic or radiant damage (the fylaka\xe2\x80\x99s choice) on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Fylakas rarely aim to destroy their quarry. \n'b' For one thing, psychopomps aren\xe2\x80\x99t particularly in the business of destroying souls. Rather, fylakas instead try to trap and escort souls to where they need to be. \n'b' Purgatory\xe2\x80\x99s hounds accomplish this by catching spirits in their expansive rib cages, within which divine energy weakens the prisoner and keeps it from escaping during the journey back.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Fyr \n'b' Small fey , neutral \n'b' Armor Class 11 Hit Points 9 (2d6 + 2) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 13 (+1) CON: 12 (+1) INT: 12 (+1) WIS: 13 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Animal Handling +3, Arcana +3, Deception +5, Insight +3, Nature +3, Stealth +5 Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks. Senses darkvision 60 ft., passive Perception 11 Languages Common, Sylvan Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Resilient . A fyr has advantage on all saving throws. \n'b' Innate Spellcasting . A fyr can cast the following spells without material components using Charisma as its casting ability (spell save DC 11, spell attack bonus +3).\n'b'\n'b'\n'b' At will : animal friendship, speak with animals \n'b' 3/day each : faerie fire , pass without trace , beast sense, conjure animals \n'b' 1/day each : dominate beast , invisibility \n'b'\n'b' Weapon Attunement . Fyrs have an ability to attune themselves with any wood-handled weapon so that they get a +1 bonus to attack rolls with such a weapon once they\xe2\x80\x99ve handled for at least 10 minutes. This bonus is already included in the Battleaxe attack below. \n'b'\n'b' ACTIONS \n'b'\n'b' Battleaxe . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 5 (1d8 + 1) slashing damage. \n'b' Headbutt . Melee Weapon Attack : +3 to hit, reach 5 ft., one creature. Hit : 4 (1d6 + 1) bludgeoning damage and the target must make a successful DC 11 Dexterity saving throw or be knocked prone . If the target is knocked prone , the fyr can make an immediate Battleaxe attack against it as a bonus action. \n'b'\n'b' ABOUT \n'b' An odd-looking man-goat was sitting cross-legged on a blanket at the edge of the city. The creature had large horns wrapped in spiraling bands of silver and platinum, and it was deftly threading a silver necklace. Various trinkets were spread on the cloth before it. He stopped and look up as we approached, \xe2\x80\x9cWelcome, travelers. I\xe2\x80\x99m Anghus. Feel free to browse my wares.\xe2\x80\x9d If only we\xe2\x80\x99d known the curse that Anghus was forced to pass on. Now, we\xe2\x80\x99re gearing up to find the hag that cursed him to clear our own souls. \xe2\x80\x93 Tavis Sunvale, before leaving for the Sin Mire to seek a hag named Egrella Grul Fyrs are satyr-like creatures that make their homes in the mountainous wilds and dense forests, locating their lairs in secluded caves or caverns or under a dense covering of tangled branches and leaves. They are a nomadic race that rarely stays in one place for longer than a few months before moving on. If they have neighbors, fyrs never give notice before leaving; one morning, they are simply gone. Despite being on the move so often, fyrs acclimate themselves to their surroundings very quickly. Fyr are master jewelers whose trinkets and baubles are highly sought by civilized races that appreciate fine jewelry. \n'b' Fyrs are great lovers of animals, and most animals instinctively return their affection. Fyrs are seldom encountered without animals in their company. Typically, for every two fyrs in a group, there will be one to three animals such as badgers, black bears, boars, brown bears, elks, giant badgers, giant weasels, goats, hawks, panthers, or wolves.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'G\xe2\x80\x99mayun Pirate \n'b' Small humanoid (g\xe2\x80\x99mayun), chaotic neutral \n'b' Armor Class 14 (studded leather) Hit Points 7 (2d6) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 15 (+2) CON: 11 (+0) INT: 11 (+0) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +4, Deception +4, Performance +4 Senses passive Perception 11 Languages Abyssal, Auran, Common Challenge 1/8 (25 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Truecolor Sight . The g\xe2\x80\x99mayun can see colors of the visual spectrum that most creatures can\xe2\x80\x99t even fathom. It can see a faint aura around any visible creature or object within 30 feet that bears magic and can see invisible creatures and objects within 30 feet as if they were visible. \n'b'\n'b' ACTIONS \n'b'\n'b' Dagger . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 4 (1d4 + 2) piercing damage. \n'b' Dolent Aria . The g\xe2\x80\x99mayun sings a beautiful but mournful melody. Each creature of its choice within 60 feet that can hear it must succeed on a DC 12 Wisdom saving throw. On a failure, the target can take either an action or a bonus action on its next turn but not both, and it can\xe2\x80\x99t take reactions until the end of its next turn. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to the Dolent Aria of all g\xe2\x80\x99mayuns for 24 hours. Creatures that can\xe2\x80\x99t be charmed are immune to this effect. \n'b' Rending Squall (Recharge 5-6) . The g\xe2\x80\x99mayun unleashes its pain and rage in a sudden scream. Each creature in a 15-foot cone must succeed on a DC 12 Constitution saving throw or take 3 (1d6) thunder damage. \n'b'\n'b' ABOUT \n'b' G\xe2\x80\x99mayuns are avian humanoids that resemble colorful parrots and other birds native to tropical paradises. Yet for all their beauty and freedom, the great mythos of g\xe2\x80\x99mayuns is studded with sorrow. \n'b' There are two sides to every coin-joy and sorrow, peace and violence. This is a universal truth that g\xe2\x80\x99mayuns know all too intimately. Long ago, they led a life of harmony with the world, celebrating beauty in all its forms but especially drawn to song. Their patron deity, a goddess of art and love, filled their hearts with joyous inspiration, and song would fill the air in their treetop jungle homes. But no mortal light nor any form of beauty is entirely safe from the jealous clutches of demonkind. \n'b' Corruption was slow and subtle. Demons in disguise made their way into g\xe2\x80\x99mayun enclaves and began to spread their corruptive influence. Slowly, the brilliant light of g\xe2\x80\x99mayuns dimmed, and voices that once lifted in celebration cried out to the darkness in rage. It seemed they were on the edge of being forever lost, another people damned to the status of monsters. \n'b' However, miracles happen, even to the most unexpected people and in the most unexpected places, and the g\xe2\x80\x99mayun patron goddess wasn\xe2\x80\x99t willing to allow her former devotees to lose themselves completely. As subtly as the corruption spread among g\xe2\x80\x99mayun culture, their patron\xe2\x80\x99s redemption was overt, a powerful love extending into their song and offering the hand they needed to pull them back from the brink. \n'b' Now, g\xe2\x80\x99mayuns are a people with souls rent between the demonic corruption, now centuries gone but still leaving scars upon their song, and the rainbow, both ancient and new, that slowly soothes them and undoes the sins of the past, generation by generation. But as ever, there are songs in their hearts-songs that, these days, speak to this harsh dichotomy. The loveliest of melodies, expressing the deepest of anguish and anger. Joy and love screamed in bitter anthems. Releasing all malevolence still within their hearts with music and art rather than succumbing to the temptations of wrath. \n'b' The g\xe2\x80\x99mayun resemble small and intensely colored humanoid birds without wings. \n'b' Their feathers range over a broad and bright spectrum. These feathers grow the longest and brightest atop their heads, often standing high into the air or cascading down their backs. Their large and expressive eyes are likewise a swirl of color. This vivid appearance is often offset by their taste for the darkest of clothing, adorned with skulls, spikes, or other elements that are usually more expected of nefarious cults.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Animal Lord, Queen of Serpents \n'b' Family: Animal Lords \n'b' This brown-skinned, black-haired woman of regal bearing has her hair up and wears a gold tiara. She is wrapped in a cloak of snake scales, bearing a design like the spectacle markings on a king cobra. \n'b' Medium fey (shapechanger), lawful neutral \n'b' Armor Class 17 (natural armor) Hit Points 170 (20d8 + 80) Speed 30 ft., climb 30 ft., swim 30 ft.\n'b' STATS STR: 22 (+6) DEX: 20 (+5) CON: 18 (+4) INT: 18 (+4) WIS: 21 (+5) CHA: 22 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +8, Wisdom +9, Charisma +10 Skills Arcana +8, Athletics +10, Deception +10, Nature +8, Perception +9, Persuasion +10, Stealth +9 Damage Resistances lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , incapacitated, poisoned , stunned Senses darkvision 120 ft., passive Perception 19 Languages all, telepathy 120 ft. Challenge 12 (8,400 XP) \n'b' Special Traits \n'b' Bestowal of Trust . The Queen of Serpents can grant a single creature a +1 enhancement to Wisdom which lasts until the creature harms a reptile of any kind. Only one creature may have this enhancement at any time. \n'b' Keen Smell . The Queen of Serpents has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Legendary Resistance (3/day) . If the Queen of Serpents fails a saving throw, she can choose to succeed instead. \n'b' Magic Resistance . The Queen of Serpents has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The Queen of Serpents\xe2\x80\x99 weapon attacks are magical. \n'b' Rejuvenation . If she dies, the Queen of Serpents\xe2\x80\x99 soul reforms on the Astral Plane. In 1d6 days, it inhabits the body of another serpent on the Material Plane which becomes the Queen of Serpents, with all of the hp and abilities thereof. Only killing every serpent on the Material Plane will prevent this trait from functioning. \n'b' Serpent Passivism . No serpents can willingly attack the Queen of Serpents. They can be forced to do so through magical means. \n'b' Shapechanger . The Queen of Serpents can use her action to polymorph into a Large constrictor snake, a Medium human woman of middle age, or back into her true human -snake hybrid form. Her statistics, other than her size, are the same in each form with the exception that only her snake and true forms retain her climbing and swimming speeds. Any equipment she is wearing or carrying transforms with her. \n'b' Speak with Serpents . The Queen of Serpents can communicate with serpents as if they shared a language. \n'b' Innate Spellcasting . The Queen of Serpents\xe2\x80\x99 innate spellcasting ability is Charisma (spell save DC 18). She can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : pass without trace , purify food and drink , protection from poison \n'b' 3/day each : darkness , scrying \n'b' 2/day each : etherealness , freedom of movement \n'b' 1/day each : astral projection , teleport \n'b'\n'b' Actions \n'b' Multiattack (Human or True Form Only) . In human form, the Queen of Serpents makes three shortsword attacks. In her true form, she makes two attacks: one with her bite and one with her shortsword. \n'b' Bite (Snake or True Form Only) . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 27 (6d6 + 6) piercing damage, and the target must make a DC 16 Constitution saving throw, taking 35 (10d6) poison damage on a failed save, or half as much damage on a successful one. \n'b' Shortsword (Human or True Form Only) . Melee Weapon Attack : +10 to hit, reach 5 ft., one creature. Hit : 9 (1d6 + 6) piercing damage. \n'b' Constrict (Snake or True Form Only) . Melee Weapon Attack : +10 to hit, reach 5 ft., one creature. Hit : 27 (6d6 + 6) bludgeoning damage and the target is grappled (escape DC 17) if it is a Large or smaller creature. Until this grapple ends, the creature is restrained , and the Queen of Serpents can\xe2\x80\x99t constrict another target. \n'b' Mesmerizing Gaze (Recharge 5-6) . The Queen of Serpents targets up to six creatures that she can see within 60 feet of her. Each creature must succeed on a DC 18 Charisma saving throw or be stunned for 10 minutes. The target is no longer stunned if it takes damage or another creature takes an action to shake it. If a creature\xe2\x80\x99s saving throw is successful, the creature is immune to the Queen of Serpents\xe2\x80\x99 Mesmerizing Gaze for the next 24 hours. \n'b' Legendary Actions \n'b' The Queen of Serpents 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 Queen of Serpents regains spent legendary actions at the start of her turn. \n'b' Detect . The Queen of Serpents makes a Wisdom ( Perception ) check. \n'b' Move . The Queen of Serpents moves up to her speed without provoking opportunity attacks. \n'b' Precognition (Costs 2 Actions) . The Queen of Serpents gets a brief glimpse of the immediate future, gaining advantage on attack rolls and Dexterity -based saving throws until the end of her next turn. \n'b' The Queen of Serpents\xe2\x80\x99 Lair \n'b' The Queen of Serpents resides in an ancient stone labyrinth deep in a mountain between a rainforest and a desert. In the winter months and during the rainy season, she can be found in her lair surrounded by tens of thousands of hibernating snakes. During this time, she relies heavily on information from her non-serpentine sources. When the weather changes, she often exits her lair to interact with the humanoid settlements nearby. \n'b' Regional Effects \n'b' The mountain where the Queen of Serpents lives is warped by her presence, which creates one or more of the following effects: \n'b' The area within 5 miles of the lair attracts thousands of snakes. The Queen of Serpents can choose to see or hear through the senses of any snake in this area and can speak through it while doing so. \n'b' Snakes and serpentine creatures within 5 miles of the Queen of Serpents\xe2\x80\x99 lair have advantage on all Dexterity ( Stealth ) checks made to hide . \n'b' The Queen of Serpents leaves no physical evidence of her passage when within 1 mile of her lair unless she wishes to. In addition, creatures and plants native to her domain don\xe2\x80\x99t cause her harm or cost her extra movement when she moves through the area. \n'b' If the Queen of Serpents dies, these effects fade over the course of 1d10 days. \n'b' About \n'b' Reclusive Seer . The Queen of Serpents is an oracle of minor fame. She delivers advice on matters material and mystical and has the favor of the benevolent desert gods. She seldom leaves the ancient stone chambers carved into her mountain home, but those seeking her counsel arrive with enough frequency to keep her informed of the outside world. They call her \xe2\x80\x9cthe Serpent-Kissed;\xe2\x80\x9d her abode is awash with serpents, yet no one comes to harm there unless they seek to do harm to Shahmaran. \n'b' Queen of Serpents . Known only to a few, the Queen of Serpents is also an animal lord, who bears the mantle of protector of such creatures and treats with the gods on their behalf. The association of evil with serpents makes this a difficult task, and she secretly spends much of her time away from her home on errands and missions to keep her charges from dangers that threaten their existence and reputation. She is the only Queen of Serpents, and when she is killed a new queen rises within days. \n'b' Civic Mediator . The Queen of Serpents sees a connection between the well-being of her charges and that of humanoids in general. She\xe2\x80\x99s noted that humans in particular only begin worshipping serpents in undesirable ways or killing them in droves when the humans\xe2\x80\x99 own fortunes begin to flag. Therefore, the Queen of Serpents, on occasion, intercedes to restore order where there is chaos among humans, though she does so while attempting to conceal her involvement.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gabrolin \n'b' Large fey (titanspawn), neutral \n'b' Armor Class 17 (thick weathered hide ) Hit Points 176 (16d10 + 80) Speed 40 ft. \n'b'\n'b' Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +9, Wis +6, Cha +8 Skills Athletics +10, Investigation +6, Nature +6, Perception +6, Survival +6 Damage Resistances cold, poison, thunder; bludgeoning, piercing, and slashing from nonmagical weapons Senses darkvision 60 ft.; passive Perception 20 Languages Elven, Sylvan Challenge 11 (7,200 XP) \n'b' Special Traits \n'b'\n'b' Independent Minds . A gabrolin\xe2\x80\x99s three heads act independently of each other and may all act in each round. On their round, a gabrolin may use their regular movement, make one bonus action and take one action per head. Each head may use its action either for its special attack or, if it hasn\xe2\x80\x99t been used yet, the gabrolin\xe2\x80\x99s Multiattack. Should the gabrolin suffer 60 damage in one attack , a head is destroyed; roll a d6 to randomly determine which. On a result of 1-2 the right head is destroyed. On a result of 3-4 the center head is destroyed. On a 5-6, the left head is destroyed. \n'b'\n'b' Actions \n'b'\n'b' Multiattack The gabrolin makes one gore attack and two venomous claw attacks. \n'b' Gore . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 10 (1d8 + 6) piercing damage. \n'b' Venomous Claw . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 9 (1d6 + 6) slashing damage. A creature that suffers damage from the gabrolin\xe2\x80\x99s claw attack is exposed to their sappy venom and must make a DC 15 Constitution save. On a failure, the creature is paralyzed for 1d4 rounds and cannot be affected again by the venom for 24 hours. On a success, the creature is poisoned for 1d6 rounds. A creature only suffers one instance of venom at a time. \n'b' Blinding Gaze . The gabrolin\xe2\x80\x99s left head makes a gaze attack from its empty, baleful eye sockets. The gabrolin targets one creature within 60 ft., which must make a DC 17 Wisdom save. On a failed save, the target is blinded for one minute. A success grants immunity to this attack for the next 24 hours. \n'b' Piercing Scream (Recharge 5-6) . The gabrolin\xe2\x80\x99s right head has no ears to hear its own terrible scream. All creatures within 30 feet of the gabrolin must succeed at a DC 17 Constitution save or become deafened and frightened for 1d6 rounds. \n'b' Silence . The mouthless central head of the gabrolin silences opponents. The gabrolin casts silence , as the 2nd level spell, at will, without the need for components. Its spellcasting ability for this effect is Charisma . \n'b'\n'b' About \n'b' When the Earth Mother arranged protection for the cold forests and tundra of the far north, she was uniquely inspired. Now any who would harm the wilderness meet the tundra\xe2\x80\x99s massive protector: three-headed, nine-foot tall fey creatures known as the gabrolin. \n'b' To instill focus, she made each head with a limitation: one without ears, one without eyes, and one without a mouth. This forces cooperation and ensures harmonious coordination between the three separate minds. From each head, a unique array of staglike antlers or horns sprouts, reaching for the sky through thick, mossy hair. \n'b' The creature\xe2\x80\x99s clawed hands, the size and mass of tree stumps, terminate in root-like talons that drip thick sap. \n'b' Gabrolin have massive stag\xe2\x80\x99s legs, and from the waist down they are covered in ruddy brown fur, like a towering, three-headed satyr. \n'b' Normally gentle, gabrolin unleash their true rage against any threat to itself or those it protects: blinding gazes, piercing howls, and envenomed, crushing paws. Magic users approach these normally gentle giants with particular caution. A gabrolin\xe2\x80\x99s central head casts a field of silence around strangers of dubious intent, neutralizing nearly all attempts to cast spells.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gadarene \n'b' Large fiend , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 161 (19d10 + 57) Speed 25 ft.\n'b' STATS STR: 22 (+6) DEX: 19 (+4) CON: 17 (+3) INT: 13 (+1) WIS: 16 (+3) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +8 Skills Insight +8, Perception +8 Damage Vulnerabilities radiant Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed, exhaustion, frightened Senses darkvision 120 ft., passive Perception 18 Languages Abyssal, Infernal, telepathy 120 ft. Challenge 15 (13,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Existential Dread . Each creature that can see the gadarene from within 500 feet must make a DC 17 Wisdom saving throw. Constructs, fiends, and undead automatically succeed on this saving throw. On a failed save, the creature becomes frightened of the gadarene until it finishes a short or long rest or until it sees the gadarene damaged or fail on a saving throw. When a creature succeeds on its saving throw or the effect ends on it, it becomes immune to that gadarene\xe2\x80\x99s Existential Dread for 24 hours. \n'b' Legendary Resistance (2/day) . If the gadarene fails a saving throw, it can choose to succeed instead. \n'b' Magic Weapons . The gadarene\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The gadarene makes either two ranged attacks or three melee attacks: two with its claws and one with its tusks. \n'b' Claw . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 13 (2d6 + 6) slashing damage and the target is shoved 5 feet in any direction. \n'b' Tusks . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 17 (2d10 + 6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 11 (2d10) hit points from blood loss at the start of each of its turns. Each time the gadarene hits the wounded target with this attack, the blood loss from the wound increases by 11 (2d10). The wound closes if the target magically regains at least 1 hit point or if a creature uses an action to make a successful DC 17 Wisdom (Medicine) check \n'b' Necrotic Bile . Ranged Weapon Attack : +9 to hit, range 40/120 ft., one target. Hit : 22 (4d6 + 8) necrotic damage. \n'b' Panic (Recharge 6) . Each creature within 120 feet of the gadarene\xe2\x80\x99s choice that it can see or hear and that is frightened of it must succeed on a DC 17 Wisdom saving throw or it must use its action and movement on each of turns to get out of sight of the gadarene (or as close to leaving line of sight as possible) by the safest available route. When a target starts its turn unable to see the gadarene, it makes a new saving throw, ending the effect on itself on a success. When a creature succeeds on its saving throw or the effect ends on it, it becomes immune to that gadarene\xe2\x80\x99s Panic for 24 hours. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The gadarene 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 gadarene regains spent legendary actions at the start of its turn. \n'b'\n'b' Silence of the Grave . The gadarene casts silence without expending a spell slot. Its spellcasting ability is Charisma (save DC 17). \n'b' Claw . The gadarene makes a claw attack. \n'b' Deathly Maw (Costs 2 Actions) . The gadarene makes a tusks or necrotic bile attack. \n'b'\n'b' ABOUT \n'b' Nearly matching the magical might of lesser Archlords in some ways, the dreaded gadarene exudes the palpable presence of final death. Merely glimpsing or hearing its movements fills all living things with existential terror. The gadarene is not just a mindless force of despair; it is cunning about its movements to make the most brutal use of its effect on mortal creatures. It moves to herd victims into waiting ambushes of fiends, especially bloodthirsty maggots led by disciplined underfiends. \n'b' Silenced Lands . A gadarene loping about during an invasion quickly empties miles-wide regions of dogs, cats, herds of cattle, flocks of birds, even fish and insects. It leaves only a quivering silence or shrieking fear in its wake. \n'b' Legions . The typical gadarene leads fiends of the Acheron, Hades, Lethe, and Dis legions.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gadgol \n'b' Tiny monstrosity , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 2 (1d4) Speed 10 ft., fly 40 ft. (hover)\n'b' STATS STR: 4 (-3) DEX: 16 (+3) CON: 11 (+0) INT: 6 (-2) WIS: 5 (-3) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, psychic Damage Immunities poisoned Senses darkvision 60 ft., passive Perception 7 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Familiar . With the GM\xe2\x80\x99s permission, the find familiar spell can summon this creature. \n'b' Wood Bane . The gadgol deals double damage to plant creatures and objects and structures made of wood. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 5 (1d4 + 3) piercing damage. The target must make a DC 10 Constitution saving throw, taking 2 (1d4) poison damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' This wicked-looking mosquito is the size of your hand and has a feral intelligence in its eyes. \n'b' Gadgols are evil creatures that delight in flying against the tree trunks in the Forest of Burzee. Their poisonous contact wounds the trees so that they droop and die. They are loathed by wood nymphs, who destroy them every chance they get.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Galidroo \n'b' Huge monstrosity , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 172 (15d12 + 75) Speed 40 ft., burrow 20 ft.\n'b' STATS STR: 22 (+6) DEX: 13 (+1) CON: 20 (+5) INT: 11 (+0) WIS: 18 (+4) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +9, Wis +8 Skills Perception +8 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities psychic Condition Immunities exhaustion Senses darkvision 90 ft., passive Perception 18 Languages Deep Speech, telepathy 60 ft. Challenge 12 (8,400 XP) \n'b' Special Traits \n'b' Aura of Lassitude . A creature that starts its turn within 30 feet of the galidroo must succeed on a DC 17 Constitution saving throw or feel lethargic until the start of its next turn. While lethargic, a creature can\xe2\x80\x99t use reactions , its speed is halved, and it can\xe2\x80\x99t make more than one melee or ranged attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. On a successful saving throw, the creature is immune to the galidroo\xe2\x80\x99s Aura of Lassitude for the next 24 hours. \n'b' Selective Precognition . The galidroo can see into the past, present, and future simultaneously. It can innately cast divination and legend lore once per day each, requiring no material components. Its innate spellcasting ability is Wisdom . The galidroo can\xe2\x80\x99t use these spells to gain information about itself or its personal future or past. \n'b' Two-Headed . The galidroo has advantage on Wisdom ( Perception ) checks and on saving throws against being blinded , charmed , deafened, frightened , stunned, and knocked unconscious. \n'b' Actions \n'b' Multiattack . The galidroo makes four attacks: two 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 : +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' Tail . Melee Weapon Attack : +10 to hit, reach 15 ft., one target. Hit : 16 (3d6 + 6) bludgeoning damage. The target is grappled (escape DC 17) if it is a Large or smaller creature and the galidroo doesn\xe2\x80\x99t have another creature grappled . Until this grapple ends, the target is restrained , and the galidroo can\xe2\x80\x99t use its tail on another target. \n'b' Prophetic Screech (Recharge 5-6) . The galidroo unleashes a burst of prophetic power in a 60-foot cone. Each creature in that area must make a DC 17 Intelligence saving throw. On a failure, a creature takes 35 (10d6) psychic damage and is incapacitated for 1 minute as its mind is bombarded with visions of its past and future. On a success, a creature takes half the damage and isn\xe2\x80\x99t incapacitated. The 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' Wasteland Monstrosity . The galidroo dwells primarily in desolate badlands, ravaged ruins, and areas where magic has corrupted the landscape and the creatures within it. Though powerful monsters in their own right, they are rarely at the top of the food chain and have to watch out for other monsters like purple worms and wasteland dragons. \n'b' Prophetic Beasts . The galidroo\xe2\x80\x99s two heads can see into the past, present, and future simultaneously, giving them a distorted, almost fatalistic view on life. Since the galidroo cannot see its own past or future, it is filled with endless frustration, and it zealously unleashes its rage upon anyone unfortunate enough to cross its path. Powerful liches frequently enslave galidroos, forcing the creatures to use their prophetic talents to serve the liches\xe2\x80\x99 plans. Because of the poor treatment they usually receive, galidroos are quick to turn on their \xe2\x80\x9cmasters.\xe2\x80\x9d'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gallowdead \n'b' Medium undead , chaotic evil \n'b' Armor Class 20 (plate and shield) Hit Points 180 (19d8 + 95) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 11 (+0) CON: 20 (+5) INT: 12 (+1) WIS: 16 (+3) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Wis +9, Cha +10 Damage Immunities necrotic, poison Condition Immunities exhaustion, frightened, poisoned Senses darkvision 120 ft., passive Perception 13 Languages Abyssal, Common Challenge 17 (18,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Blasphemous Whispers . A gallowdead constantly whispers vile secrets and blasphemous chants while it can see any creature and isn\xe2\x80\x99t incapacitated. Each creature that starts its turn within 20 feet of the gallowdead and can hear it must succeed on a DC 18 Wisdom saving throw. On a failure, the creature can\xe2\x80\x99t take reactions until the start of its next turn and rolls a d8 to determine what it does during its 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. \n'b' Magic Resistance . The gallowdead has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The gallowdead makes three chains of the dead attacks. \n'b' Chains of the Dead (Recharge 6) . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage, plus 18 (4d8) necrotic damage and the target must succeed on a DC 19 Constitution saving throw or be knocked unconscious for 1 minute. The unconscious target repeats the saving throw if it takes damage and at the end of each of its turns, ending the effect on itself on a success. \n'b' Destructive Wave (1/Day) . The gallowdead\xe2\x80\x99s whispers coalesce into a physical attack. All non-undead creatures within 30 feet of the gallowdead must make a DC 18 Constitution saving throw. The attack spreads around corners. A creature takes 35 (10d6) thunder damage and 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' REACTIONS \n'b'\n'b' Parry . The gallowdead adds 6 to its AC against one melee attack that would hit it. To do so, the gallowdead must see the attacker and be wielding a melee weapon.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'City Watch Captain \n'b' Medium humanoid (any), any lawful \n'b' Armor Class 15 (chain shirt) Hit Points 91 (14d8 + 28) Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 16 (+3) CON: 14 (+2) INT: 10 (+0) WIS: 11 (+0) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Senses passive Perception 14 Languages any one language (usually Common) Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Point Blank Fencer . A rapier deals one extra die of its damage when the city watch captain hits with it (included in the attack ). In addition, the captain ignores the loading property of crossbows and doesn\xe2\x80\x99t have disadvantage on the attack roll with a crossbow from being within 5 feet of a hostile creature. The captain may still have disadvantage on such an attack from other sources. \n'b' Tactical Insight . The city watch captain has advantage on initiative rolls, and friendly creatures within 30 feet of the captain and under the captain\xe2\x80\x99s command can choose to take the captain\xe2\x80\x99s initiative instead of their own when combat starts. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The city watch captain can use its Issue Orders. It then makes two Rapier attacks or three Light Crossbow attacks, or it makes one Rapier attack and two Light Crossbow attacks. \n'b' Rapier . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) piercing damage. Instead of dealing damage, the city watch captain can force the target to drop one weapon it is wielding or drop one item it is carrying. If the captain chooses to make the target drop an item, the item can\xe2\x80\x99t be wrapped around or firmly attached to the target, such as a shirt or armor. The item lands in a space of the captain\xe2\x80\x99s choice within 5 feet of the target. \n'b' Light Crossbow . Ranged Weapon Attack : +5 to hit, range 80/320 ft., one target. Hit : 7 (1d8 + 3) piercing damage. \n'b' Issue Orders . The city watch captain shouts orders at up to two friendly creatures it can see within 30 feet of it. Each target can do one of the following as a reaction :\n'b'\n'b'\n'b' Attack . The target makes one weapon attack with advantage. \n'b' Defend . The target gains a +2 bonus to its Armor Class until the start of the captain\xe2\x80\x99s next turn. \n'b' Reposition . The target moves up to half its speed without provoking opportunity attacks. \n'b'\n'b' ABOUT \n'b' With its talents, the city watch captain could easily have been on the other side of the law, but the captain likes the respect the position commands within the city, especially when leading a patrol of guards. While a trained investigator, the city watch captain is not afraid to draw its blade to end a threat to its city. \n'b' The captain maintains a no-nonsense stance when on duty and adheres to the laws of whichever city it protects. Some city watch captains let their power and authority go to their heads, while others wear the office like a badge of pride, laying down their lives in defense of the city and its citizens.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gallows Tree \n'b' Huge plant , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 287 (23d12 + 138) Speed 30 ft.\n'b' STATS STR: 25 (+7) DEX: 10 (+0) CON: 22 (+6) INT: 10 (+0) WIS: 14 (+2) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +11 Skills Perception +7, Stealth +5 Damage Resistances fire Condition Immunities frightened , prone , stunned, unconscious Senses tremorsense 60 ft., passive Perception 17 Languages Common, but cannot speak, telepathy 100 ft. with gallows tree zombies Challenge 14 (11,500 XP) \n'b' Special Traits \n'b' Create Gallows Tree Zombie . When a creature dies within 15 feet of a gallows tree, The Gallow\xe2\x80\x99s Tree uses a sharpened tendril to slice open the creature\xe2\x80\x99s abdomen, thereby spilling the corpse\xe2\x80\x99s innards on the ground. The organs and fluids are then absorbed by the tree\xe2\x80\x99s roots. Corpses of a size other than Medium or Large are simply left to rot. Medium or Large corpses are filled with a greenish pollen fired from one of the tree\xe2\x80\x99s branches. The abdominal wound heals over the next 1d4 days, at which time the slain creature rises as a gallows tree zombie connected by a tether-vine to the gallows tree that created it. Gallows tree zombies possess none of their former abilities. \n'b' Gallows Tree Zombies . Each gallows tree has several gallows tree zombies connected to it. A Huge gallows tree may have no more than seven gallows tree zombies connected to it at one time. See the gallows tree zombie entry for details on that monster. \n'b' Actions \n'b' Multiattack . The gallows tree makes three slam attacks. \n'b' Slam . Melee Weapon Attack : +12 to hit, reach 15 ft., one target. Hit : 28 (6d6 + 7) bludgeoning damage and the target is grappled (escape DC 22) and restrained . \n'b' About \n'b' This creature appears as a massive, tall tree with thick branches from which hang several humanoid corpses tightly secured by their necks with greenish-brod bushy, and its trunk is mottled brown. \n'b' Gallows trees are sentient plants that sustain themselves on the internal organs and body fluids of living creatures. They use deception to lure potential prey into range at which time they unleash the gallows tree zombies attached to their branches to kill or capture the prey. \n'b' While mobile, a gallows tree prefers to remain in one spot for an extended length of time (usually until its food supply in the area runs out). From this location, it simply waits for prey and then attacks when such beings come into view. Gallows trees do not collect treasure but occasionally such items (the remnants of devoured prey) are found near a gallows tree. \n'b' A gallows tree normally stands idle, lowering its zombies to the ground when living prey come within 100 feet of the tree. If a foe comes within 15 feet of the tree itself, it lashes out with its sharpened branches and pummels the creature or attempts to wrap a branch around the foe. A grabbed foe is subjected to additional damage as the gallows tree pummels it with its other branches. Occasionally the tree works in concert with its zombies, grabbing a foe and holding it while its zombies pound it into goop. \n'b' Slain creatures are dragged close to the tree, sliced open, and their innards devoured by the tree\xe2\x80\x99s roots.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Galtzagorri \n'b' Tiny fey , chaotic neutral \n'b' Armor Class 13 Hit Points 28 (8d4 + 8) Speed 25 ft., fly 20 ft.\n'b' STATS STR: 8 (-1) DEX: 16 (+3) CON: 12 (+1) INT: 16 (+3) WIS: 10 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +5, Deception +4, Perception +2, Sleight of Hand +5, Stealth +5 Senses darkvision 30 ft., passive Perception 12 Languages Common, Sylvan Challenge 1/2 (100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Craft Anything . The galtzagorri is considered to be a level 8 cleric and wizard for the purposes of using and crafting magic items. \n'b' Innate Spellcasting . The galtzagorri\xe2\x80\x99s innate spellcasting ability is Intelligence (spell save DC 13). The galtzagorri can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : detect magic , mending \n'b' 3/day : polymorph (self only, Tiny beast only) \n'b'\n'b' Quick Disassemble . While holding a Small or Tiny item, the galtzagorri can use an action to make a Dexterity check. On a success, the item is permanently reduced to its raw materials. The DC of the check is 13 if the object is nonmagical or 18 if the item is a common or uncommon magic item. The galtzagorri cannot disassemble rare or rarer items. \n'b'\n'b' ACTIONS \n'b'\n'b' Hook Spear . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' Disarm . The galtzagorri makes a melee or ranged hook spear attack against a creature. On a hit, the creature takes no damage but drops a weapon or other item that it is holding. \n'b'\n'b' ABOUT \n'b' Galtzagorri are diminutive, fretful humanoids native to the realm of the fey. \n'b' They wear baggy, bright red pants and sport ladybug-like wings on their bare backs. Whether in flight or on foot, galtzagorri flit about with purpose, zigzagging between trees and buildings with equal ease. On the Material Plane, galtzagorri tend to avoid big cities but might be found in woodland settlements or any heavily forested area that resembles their wild home. \n'b' For a galtzagorri, unemployment is a fate worse than death. Its nimble fingers twitching with anticipation, an unoccupied galtzagorri is prone to buzz about the land in search of overworked artisans, beleaguered farmers, and frazzled spellcasters eager to delegate their menial tasks. Once bonded to a skilled practitioner or spellcaster, a galtzagorri goes about any task, big or small, with enthusiasm, from tinkering with a malfunctioning construct to washing the windows. Galtzagorri are also helpful in battle, all too eager to swiftly disarm and disassemble their enemies\xe2\x80\x99 weapons. \n'b' Inexperienced spellcasters often seek out galtzagorri for assistance in creating magical items. Some attempt to magically summon a galtzagorri, but since a summoned galtzagorri cannot produce anything of value, its idle hands soon start taking apart anything it can find-often to the surprise and horror of the summoner. While its bonded master may initially see the creature as a blessing, a galtzagorri\xe2\x80\x99s relentless industriousness can also be a curse. An underworked galtzagorri quickly becomes agitated, undoing with frenetic anxiety the tasks it has already completed. If completely idle, it may even sabotage simple mechanical devices only so that it can fix them again. An artisan or spellcaster can rid themselves of an unwanted galtzagorri by trapping it in a small box and gifting it to another who may need the creature\xe2\x80\x99s help. \n'b' Money and ownership are so inconsequential to a galtzagorri that it would have no qualms about scratching a priceless jewel in an effort to fix a twisted prong. Any galtzagorri missing its oversized red pants-its one prized possession-has presumably sacrificed them in the name of completing some exceptionally satisfying task.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gambado \n'b' Medium aberration , chaotic neutral \n'b' Armor Class 12 (natural armor) Hit Points 32 (5d8 + 10) Speed 40 ft.\n'b' STATS STR: 14 (+2) DEX: 12 (+1) CON: 14 (+2) INT: 6 (-2) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +5 Senses darkvision 60 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b' False Appearance . While motionless, the gambado is indistinguishable from a mundane skull. \n'b' Actions \n'b' Multiattack . The gambado makes three attacks: two with its claws and one bite. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) slashing damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gampede \n'b' Large beast , neutral Good \n'b' Armor Class 13 Hit Points 52 (7d10+14) Speed 100 ft.\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 15 (+2) INT: 15 (+2) WIS: 17 (+3) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills History +4 Senses darkvision 60 ft., passive Perception 13 Languages Common, Elvish, Sylvan Challenge 2 (450 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . The gampede makes three attacks, 2 hoof attacks and 1 bite attack . If a target is prone at the beginning of the creature\xe2\x80\x99s attack , the gampede can choose to do a Trample attack instead of the hoof attacks. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (2d4+4) piercing damage. \n'b' Hoof . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6+4) bludgeoning damage. In addition, if the gampede hits one target with both hoof attacks, that target must make a Dexterity save (DC 15) or be knocked prone . The target is then immediately subject to a trample attack . \n'b' Trample . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit:25 (6d6+4) bludgeoning damage. In addition, the target must make a Dexterity save (DC 15) or be considered grappled . \n'b'\n'b' ABOUT \n'b' The gampede are rare steeds from the land of fey. They are stout animals, with legs longer than the normal horse. Their snouts are wide and almost always white. They possess flowing manes of white hair and long tails as well. They range in color from white to beige and on rare occasions speckled grey. Their eyes possess an uncanny intelligence which even the most casual viewer recognizes. \n'b' Immortal Wanderers . The gampede are immortal beasts who spend most of their days in the wilderness. from time to time, however, they join with other people for a quest or similar venture. Through their long lives, they have learned how to speak most of the trader tongues, plus elven, and are adept at learning others. They pass these languages down to their offspring so that even very young gampede are able to speak a variety of languages. \n'b' Elf Friends . They are particularly fond of elves and often let those folk ride them, but never with a saddle or bit and bridle. Elves consider them sacred animals, protecting them from harm. Upon encountering the gampede the elf may attempt to befriend the creature. To do so, they must make a successful Charisma check before the steed allows the elf to ride it. The steed stays as longs as it desires. \n'b' Shy until provoked . The gampede are wary beasts, avoiding battle when they can. However, if pressed, or the need arises, they attack immediately, singling out one target and staying on it until the victim is slain. They attack by battering with their hooves, always attempting to strike the creature\xe2\x80\x99s legs. As soon as its opponent falls to the ground, they stomp it to death.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gangster \n'b' Medium construct , neutral \n'b' Armor Class 16 \n'b' Hit Points Henchman \n'b' Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 14 (+2) CON: 12 (+1) INT: 8 (-1) WIS: 11 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +4, Sleight of Hand +4 \n'b' Senses passive Perception 10 \n'b' Languages Terran \n'b' Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Surprise Attack . If the gangster surprises a creature and deals damage the first round of combat, the target takes an extra 7 (2d6) damage from the attack . \n'b'\n'b' ACTIONS \n'b'\n'b' Sub-Machine Gun . The gangster releases a spray of bullets in 20/50-foot cone. Each creature in that cone must make a DC 12 Dexterity saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Gangsters aren\xe2\x80\x99t generally much of a threat. They use guns to spray chaos on the battlefield. They prefer intimidation and surprise tactics combined with many allies to overwhelm their enemy.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Animal Lord, Toad King \n'b' Family: Animal Lords \n'b' Medium fey (shapechanger), neutral \n'b' Armor Class 15 Hit Points 150 (20d8 + 60) Speed 30 ft., swim 60 ft.\n'b' STATS STR: 14 (+2) DEX: 20 (+5) CON: 17 (+3) 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 +9, Con +7, Cha +9 Skills Acrobatics +9, Deception +9, History +7, Insight +5, Nature +7, Survival +5 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , poisoned , stunned Senses darkvision 120 ft., passive Perception 11 Languages all, telepathy 120 ft. \n'b' Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The Toad King can breathe air and water. \n'b' Anuran Passivism . No frogs or toads can willingly attack the Toad King. They can be forced to do so through magical means. \n'b' Feint . As a bonus action before taking an action to attack , the Toad King can attempt to feint an opponent within 5 feet of him. The target must succeed on a DC 17 Wisdom saving throw, or the Toad King has advantage on his next attack . \n'b' Magic Resistance . The Toad King has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The Toad King\xe2\x80\x99s weapon attacks are magical. \n'b' Rejuvenation . If he dies, the Toad King\xe2\x80\x99s soul reforms on the Astral Plane. In 1d6 days, it inhabits the body of another frog or toad on the Material Plane, which then becomes the Toad King (with all of the hp and abilities thereof). Only killing every frog and toad on the Material Plane will prevent this trait from functioning. \n'b' Royal Croak . As a bonus action, the Toad King croaks at a frog or toad within 30 feet of him. If the target can hear him, it can make one weapon attack as a reaction against any creature that has attacked the Toad King since the end of his previous turn. \n'b' Shapechanger . The Toad King can use his action to polymorph into a Large emerald frog, a Medium male human , or back into his true Medium bipedal toad form. His statistics, other than his size , are the same in each form-with the exception that only his true and frog forms retain his swimming speed. Any equipment he is wearing or carrying transforms with him. He reverts to his true form if he dies. \n'b' Speak with Frogs and Toads . The Toad King can communicate with frogs and toads as if they shared a language. \n'b' Standing Leap . The Toad King\xe2\x80\x99s long jump is up to 20 feet and his high jump is up to 10 feet, with or without a running start. \n'b' Innate Spellcasting . The Toad King\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 17). He can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : heroism , suggestion \n'b' 3/day each : expeditious retreat , grease \n'b' 1/day each : geas , water walk \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . In frog form, the Toad King makes two bite attacks. In humanoid form, he makes three rapier attacks. In his true form, he makes three attacks: one with his bite and two with his rapier. \n'b' Bite (Frog Form and True Form Only) . Melee Weapon Attack : +9 to hit, reach 5 ft., one creature. Hit : 12 (2d6 + 5) piercing damage plus 7 (2d6) poison damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained , the Toad King can automatically hit the target with his bite, and he can\xe2\x80\x99t make bite attacks against other targets. When the Toad King moves, any Medium or smaller target he is grappling moves with him. \n'b' Rapier (Human and True Form Only) . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) piercing damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Parry (Human and True Form Only) . The Toad King adds 4 to his AC against one melee attack that would hit him. To do so, the Toad King must see the attacker and be wielding a melee weapon. \n'b'\n'b' ABOUT \n'b' The Toad King enjoys sending adventurers on elaborate quests to cure his \xe2\x80\x9ccurse,\xe2\x80\x9d often spinning tales of his woeful plight wrought at the hands of evil fey or witches. Here are some example quests for particularly helpful adventurers: \n'b'\n'b' Retrieve the warty nose of a green hag who lives deep in the swamp, then burn it in the remains of a yowler. The Toad King must inhale the rotten perfume. \n'b' Collect a dozen thornless roses from the cursed forest and sprinkle the petals in an ellipse around the Toad King at midnight on the night of a full moon. \n'b' Bathe a false gemstone from an arachnocrat in the molten saliva of a hoard drake, then place the glistening jewel on the Toad King\xe2\x80\x99s forehead. \n'b' Obtain a gallon of water once inhabited by a crinaea. The water must be freely given and free of poison, and the Toad King must bathe in it for 24 hours. \n'b' Soak the feather of a lymarien in the tears of guardian naga. The Toad King must consume the tear-soaked feather before the next crescent moon. \n'b' Bring the Toad King a cloak of winter wolf fur held together by a clasp made from a haleshi\xe2\x80\x99s clam. The clam must have been used by the haleshi at least once to magically transport itself and others. \n'b' The Toad King must consume a potion made of basilisk eyes, pixie dust, and holy water. The potion must be frozen by an ice bogie before consumption. \n'b' Weave a crown made of hair from a sea hag, an orphan of the black, and a mountain nymph, then place the crown on the Toad King\xe2\x80\x99s head. \n'b' Coat an acorn in a paste made from ashes left in an ashen custodian\xe2\x80\x99s wake and plant it in the soil of the Toad King\xe2\x80\x99s home. The first seed the tree bears will cure the Toad King. \n'b'\n'b' While humanoids have vast pantheons and divine figures of every stripe, the animals of the world have much simpler forms of faith. Among each species there is always one paragon that embodies the animal spirit in a humanoid form, the better to speak to others and represent the animals in celestial councils. \n'b' This human -sized toad has an enormous head and expressive onyx eyes. His broad smile, accentuated by wrinkles and warts, complements his regal bearing and attire. \n'b' King of Frogs . All amphibians respect the Toad King, but frogs and toads follow his orders. He lives among them in swampy areas and often adds his voice to their croaking choruses. \n'b' Fairy-tale Nobility . Comporting himself with dignity, the Toad King enjoys pretending to be a prince or king cursed to take a toad\xe2\x80\x99s form. He spins a grand tale about witches or fey enchanters and convinces listeners to undertake elaborate quests to break the curse. He is generous with castings of heroism to aid those who agree to do his bidding, but he often insists on casting geas to ensure compliance. The Toad King hints at rewards but tries not to promise anything specific. If he does guarantee a reward, he is obligated to make good on his promise if his pawns succeed. \n'b' On the Cusp of Legend . The Toad King has not quite achieved status equivalent to other animal lords. However, he expects he will undergo apotheosis when he convinces a hero or group of heroes to complete a grand adventure on his behalf.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gar, Giant \n'b' Huge beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 112 (9d12 + 54) Speed swim 60 ft.\n'b' STATS STR: 29 (+9) DEX: 10 (+0) CON: 22 (+6) INT: 2 (-4) WIS: 13 (+1) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +12, Perception +7 Senses passive Perception 17 Languages \xe2\x80\x93 Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Water Breathing . The giant gar can only breathe underwater. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 30 (6d6 + 9) piercing damage, and the target is grappled (escape DC 20). Until this grapple ends, the target is restrained , and the gar can\xe2\x80\x99t bite another target. \n'b' Swallow . The gar makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained , it has total cover against attacks and other effects outside the gar, and it takes 21 (6d6) acid damage at the start of each of the gar\xe2\x80\x99s turns. The gar can have only one target swallowed at a time. If the gar dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone .'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gar, Giant \n'b' Large beast , unaligned \n'b' Armor Class 12 (description) Hit Points 45 (6d10+12) Speed swim 80 ft.\n'b' STATS STR: 16 (+3) DEX: 15 (+2) CON: 15 (+2) INT: 1 (-5) WIS: 10 (+0) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 10 Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Quick Strike . If the Gar moves up to a target, makes a bite attack , and immediately moves away, it does not provoke an attack of opportunity. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 12 (2d8+3) piercing damage. In addition, if the Giant Gar bites a creature of small size or smaller, it can attempt to swallow them whole. The target must succeed on a Dexterity save (DC 13) or be swallowed. While swallowed, the target is blinded and restrained . The target takes 7 (2d6) acid damage at the beginning of the Gar\xe2\x80\x99s turn. If the Gar dies, the target is no longer restrained and can move out of the Gar as a normal movement. \n'b'\n'b' ABOUT \n'b' The predatory giant gar are long, thick fish, ranging up to 12 feet, though occasionally really large ones reach 15 feet in length. Their mouths are wide and lined with hundreds of razor-sharp teeth. \n'b' Wandering Predators . The giant gar live in most waters, as there are fresh and saltwater species. They travel in small schools of up to six, preying on almost anything that enters the water. Giant gar do not den nor stay in one area for any length of time. Any treasure they have has been swallowed. \n'b' Vicious striker . The giant gar attack by swooping in and biting prey and then moving out as fast again, passing around for another strike.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Garataur \n'b' Large monstrosity , neutral evil \n'b' Armor Class 17 (splint) Hit Points 75 (10d8 + 30) Speed 50 ft.\n'b' STATS STR: 18 (+4) DEX: 17 (+3) CON: 16 (+3) INT: 13 (+1) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +5, Perception +4, Religion +3, Stealth +5, Survival +4 Senses darkvision 60 ft., passive Perception 14 Languages Abyssal, Common, Gnoll Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . The garataur has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Rampage . When the garataur reduces a creature to 0 hit points with a melee attack on its turn, the garataur can take a bonus action to move up to half its speed and make a bite attack . \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (2d4 + 4) piercing damage. \n'b' Scimitar . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Longbow . Ranged Weapon Attack : +5 to hit, range 150/600 ft., one target. Hit : 7 (1d8 + 3) piercing damage. \n'b' Slashing Sprint . The garataur moves up to its speed without provoking opportunity attacks. It can make up to two scimitar attacks during this movement, but each attack must be against a different target. \n'b' Terrible Cackle (Recharge 5-6) . The garataur unleashes a horrifying cackle. Each creature within 30 feet of the garataur that can hear it must succeed on a DC 13 Wisdom saving throw or be frightened until the end of its next turn. Gnolls and hyenas automatically succeed on this saving throw. \n'b'\n'b' ABOUT \n'b' According to the legends of some warmongering gnoll communities, the emergence of a blood moon can herald the creation of a mighty warrior to lead the pack in its quest for slaughter-a bloodthirsty monster resembling a gnoll from the waist up, but with the body of a primordial hyena where its legs would be. This monster rapidly claims leadership of its clan through some combination of strength, charisma, and unparalleled bloodshed. In hushed whispers, as a new blood moon rises, the name of this beast floats on the lips of fearful gnolls huddled beneath their blankets-the garataur. \n'b' For remote gnoll societies that revere a demonic goddess, the coming of a garataur is often seen as a sacred and important event signaling the unholy favor of the queen of demons. Such zealous communities regard the creature as a representative of the goddess, and the gnolls\xe2\x80\x99 former leaders willingly step down to serve the divine emissary. However, for neighboring communities, gnoll or otherwise, the arrival of a garataur means little more than fear and pain for anyone caught in the monster\xe2\x80\x99s path. \n'b' Even the most aggressive groups of gnolls cannot compete with a war band led by a garataur, whose mind and body seem perfectly crafted for the sole purpose of slaughter. While violent gnoll communities might attack or enslave their neighbors when they are hungry or need more slaves, those groups led by a garataur actively seek out and instigate total wars. Such war bands attack until all their victims are dead or enslaved, fighting to the death. Once a fight has begun, a garataur never surrenders. \n'b' The most powerful garataurs possess divine powers and spells akin to those of a true cleric. These garataur priests are always female and refer to themselves as daughters of the blood moon. Indeed, their powers seem at their most potent during lunar eclipses, when they lead harrowing rituals beneath a red desert sky.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Garghoul \n'b' Medium undead , chaotic evil \n'b' Armor Class 12 Hit Points 40 (9d8) Speed 30 ft. fly 60 ft.\n'b' STATS STR: 14 (+2) DEX: 15 (+2) CON: 10 (+0) INT: 5 (-3) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities charmed , exhaustion , poisoned Senses darkvision 60 ft., passive Perception 11 Languages Common Challenge 2 (450 XP) \n'b' Special Traits \n'b' Keen Smell . The garghoul has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Actions \n'b' Multiattack . The garghoul makes two attacks: one with its bite, and one with its claws. \n'b' Bite . Melee Weapon Attack : +2 to hit, reach 5 ft., one creature. Hit : 9 (2d6 + 2) piercing damage. \n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d8 + 2) slashing damage. If the target is a creature other than an elf or undead , it must succeed on a DC 10 Constitution saving throw, or be paralyzed for 1 minute. If the target is paralyzed , the garghoul can grapple it as a bonus action (escape DC 12) and the garghoul can\xe2\x80\x99t use its claws against another target. The target can repeat the saving throw at the end of each of its turns, ending the paralysis effect on itself on a success. \n'b' About \n'b' A rare strain, winged garghouls are, more commonly, predatory in their behavior, snatching away their paralyzed victims to devour at leisure.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Clacker Beetle Soldier \n'b' Small beast , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 18 (4d6 + 4) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 8 (-1) DEX: 14 (+2) CON: 13 (+1) INT: 1 (-5) WIS: 7 (-2) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances slashing from nonmagical attacks Damage Immunities thunder Senses darkvision 60 ft., passive Perception 8 Languages \xe2\x80\x93 Challenge 1 (250 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Compact . A clacker beetle soldier can occupy the same 5-foot space as one other clacker beetle soldier. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 0 ft., one target in the beetle\xe2\x80\x99s space. Hit : 11 (2d8 + 2) piercing damage. \n'b' Clack . The beetle clacks its mandibles to create a small but dangerous sonic boom. All creatures in a 15-foot cone take 6 (1d10 + 1) thunder damage, or half damage with a successful DC 13 Constitution saving throw. When multiple beetles clack in the same turn and create overlapping cones, each affected creature makes just one Constitution saving throw with disadvantage and the result is applied against the total damage. \n'b'\n'b' ABOUT \n'b' Clacker beetles are aggressive subterranean scavengers. Individually they aren\xe2\x80\x99t much of a threat, but they\xe2\x80\x99re never encountered individually. Worker clacker beetles and immature beetles form swarms, and soldiers always scavenge in groups. \n'b' The beetles get their name from the deadly clacking sound produced by their mandibles. They can hook their mandibles together and apply tremendous force to the pair, then snap them apart at greater than the speed of sound. The sonic boom this generates hits with the force of a sledgehammer. Clacker beetles use this attack to stun or kill potential prey. When they\xe2\x80\x99re encountered in large groups, the rapid-fire clacking of their mandibles can quickly bring down creatures as large as trolls and ogres. \n'b' Clacker beetles nest by chewing holes into rock and rubble. A small cavern riddled with clacker beetle tunnels can house hundreds or thousands of the creatures. \n'b' They\xe2\x80\x99re fond of shiny objects, much as crows and pack rats are. When clacker beetles infest ancient tombs or other sites where valuables are stored, they\xe2\x80\x99ve been known to snatch nearly all the gold, silver, and jewels and drag it to their nesting site.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gargoctopus \n'b' A giant , blue octopus sits quietly in the waterlogged ruins of a library, poring over the remnants of ancient clay tablets. \n'b' Large monstrosity , neutral \n'b' Armor Class 13 (natural armor) Hit Points 104 (16d10 + 16) Speed 40 ft., swim 40 ft., climb 20 ft.\n'b' STATS STR: 18 (+4) DEX: 13 (+1) CON: 12 (+1) INT: 19 (+4) WIS: 16 (+3) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills History +7, Investigation +7, Perception +6, Stealth +7 Senses darkvision 60 ft., passive Perception 16 Languages telepathy 100 ft. Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Amphibious . The gargoctopus can breathe air and water. \n'b' Shifting Camouflage . The gargoctopus has advantage on Dexterity ( Stealth ) checks made to hide . \n'b' Spider Climb . The gargoctopus can climb on difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Actions \n'b' Multiattack . The gargoctopus makes four tentacle attacks or one bite attack and three tentacle attacks. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 17 (3d8 + 4) piercing damage. \n'b' Tentacle . Melee Weapon Attack : +7 to hit, reach 15 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). Until the grapple ends, the target is restrained , the gargoctopus can automatically hit the target with its tentacle, and it can\xe2\x80\x99t use the same tentacle on another target. The gargoctopus can grapple up to four creatures at one time. \n'b' Fling . One Medium or smaller creature grappled by the gargoctopus is thrown up to 20 feet in a random direction and is knocked prone . If the target strikes a solid surface, the target takes 7 (2d6) bludgeoning damage. If the target is thrown at another creature, that creature must succeed on a DC 12 Dexterity saving throw or take the same damage and be knocked prone . \n'b' Tentacle Slam (Recharge 5-6) . The gargoctopus slams the creatures grappled by it into a solid surface. Each grappled creature must make a DC 15 Constitution saving throw. On a failure, a target takes 10 (3d6) bludgeoning damage and is stunned until the end of the gargoctopus\xe2\x80\x99 next turn. On a success, a target takes half the damage and isn\xe2\x80\x99t stunned . \n'b' Ink Cloud (Recharge 6) . A 20-foot-radius cloud of darkness extends around the gargoctopus. The area is heavily obscured until the start of the gargoctopus\xe2\x80\x99 next turn. If underwater, the gargoctopus can use the Dash action as a bonus action after releasing the cloud. \n'b' About \n'b' Scholarly Wanderers . Belying its fearsome appearance, a gargoctopus is an insatiably curious scholar fascinated by the remnants of vanished cultures. It wanders the oceans exploring drowned cities and sunken ships, and occasionally it raises its imposing bulk from the water to investigate relics and ruins on land. \n'b' Sharing Lore . It is in such surroundings that a gargoctopus sometimes encounters terrestrial adventurers. If it views them as trespassers, rivals, or threats, it may react aggressively or even violently, but a gargoctopus treated with careful respect can be a source of great lore. When one gargoctopus encounters another in its travels, the two spend days or weeks exchanging information, ensuring the survival of the knowledge they have each acquired. \n'b' Tentacle Whirlwind . While preferring a life of the mind, an angered gargoctopus becomes a whirlwind of wet, crushing tentacles. Its ability to match the coloration of its flesh to its surroundings, and to adhere to walls and ceilings, makes it an elusive opponent. It can emit a cloud of ink that spreads in air or water, often using it to escape a dangerous situation. A gargoctopus is frequently accompanied by giant octopi serving as loyal bodyguards.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gargoyle, Ancient \n'b' Family: Gargoyle \n'b' Large elemental , lawful neutral \n'b' Armor Class 18 (natural armor) \n'b' Hit Points 136 (16d10 + 48) \n'b' Speed 40 ft., fly 80 ft. (hover)\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 \n'b' Skills Athletics +7, Insight +7, Perception +7 \n'b' Damage Immunities poison \n'b' Condition Immunities poisoned \n'b' Senses blindsight 30 ft., darkvision 120 ft., passive Perception 17 \n'b' Languages understands all languages but can\xe2\x80\x99t speak \n'b' Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Regeneration . The gargoyle regains 5 hit points at the start of each of its turns. If the gargoyle is reduced to 0 hit points , it turns to stone, becoming petrified , but it continues to regenerate hit points . It remains petrified until it regains all of its hit points , at which time it enters a neutral state with a new riddle inscribed on it. The gargoyle can be destroyed permanently by a disintegrate spell or if it is fully immersed in lava, acid, or another damaging substance. \n'b' Shackled Construct . The ancient gargoyle has a riddle inscribed on its chest; whoever solves that riddle and speaks the answer aloud gains control of the gargoyle . When this happens, the inscription magically shifts into a new riddle. The gargoyle has no loyalty to former masters and unwavering obedience to its current owner. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The gargoyle makes three attacks: one with its Talons and two with its Claw. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Stone Form . When there are no more tasks to be accomplished, the gargoyle returns to its stone form, becoming a solid block of stone, 5 feet on each side. It becomes petrified and remains that way until its current master commands it to awaken . If it has no master, a riddle appears on the stone cube and it remains inactive until the riddle is solved. \n'b' Talons . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 15 (2d10 + 4) piercing damage and the target is knocked prone .'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gargoyle, Annwn-Corrupted \n'b' Family: Gargoyle \n'b' Medium elemental , chaotic evil \n'b' Armor Class 16 (natural armor) \n'b' Hit Points 52 (7d8 + 21) \n'b' Speed 25 ft., fly 50 ft.\n'b' STATS STR: 16 (+3) DEX: 11 (+0) CON: 16 (+3) INT: 6 (\xe2\x80\x932) WIS: 11 (+0) CHA: 7 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine \n'b' Damage Immunities poison \n'b' Condition Immunities exhaustion, petrified, poisoned \n'b' Senses darkvision 60 ft., passive Perception 10 \n'b' Languages Terran \n'b' Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the gargoyle remains motionless, it is indistinguishable from an inanimate statue. The gargoyle cannot maintain this false appearance for more than 1 hour at a time before it needs to stretch cramping muscles and scratch its pained skin. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The gargoyle makes two attacks: one with its bite and one with its claws. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' Claws . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Withstand . When the gargoyle is dealt damage by a source it can see, the gargoyle reduces the damage dealt to itself by 3 (before applying resistance or vulnerability). \n'b'\n'b' ABOUT \n'b' The mighty defenses of the Annwn legion thrum with hellish power, maintaining the powerful magical protections that the fiends of the legion share. These magical energies can warp the physiology of nearby creatures, imparting the same remarkable durability of Annwn legion fiends but twisting and warping the corrupted creature\xe2\x80\x99s limbs in painful and debilitating ways. Although the defenses enjoyed by this legion seem like a blessing, corrupted creatures bear constant physical aches. \n'b' Gargoyles perched upon the walls of fortifications co-opted by the fiends of the Annwn legion sometimes become infused with the supernatural invulnerability of the Annwn corruption. This corruption imparts a particularly dense skin but makes the gargoyles lumpy and misshapen, as though fashioned from poorly molded clay. This malformed skin is painful and itchy, preventing a corrupted gargoyle from remaining motionless for very long; if the gargoyle had gone unnoticed prior to its corruption, it is soon discovered and must serve the legion or flee to some distant, inaccessible height. \n'b' This granite gargoyle bears knots of stone across its body that resemble boils or blisters made of chalky rock. \n'b' Annwn Corruption \n'b' Annwn corruption grants the Heavy Skin trait and the Withstand reaction. \n'b' Heavy Skin . Annwn corruption grants the corrupted creature thickened natural armor that provides a +1 to Armor Class. Reduce all speeds of the corrupted creature by 5 feet if they were at least 30 feet or by 10 feet otherwise, to a minimum of 10 feet. \n'b' Withstand . When the corrupted creature takes damage from a source it can see, it can use its reaction to reduce the damage either by 1 + half the corrupted creature\xe2\x80\x99s challenge rating (round down) or by 3, whichever is greater (before applying resistance or vulnerability).'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gargoyle, Bloodstone \n'b' Family: Gargoyle \n'b' Large elemental , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 72 (8d10 + 28) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 18 (+4) DEX: 11 (+0) CON: 18 (+4) INT: 6 (-2) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine Damage Immunities poison Skills Perception +4, Stealth +6 Condition Immunities exhaustion , petrified , poisoned Senses darkvision 60 ft., passive Perception 11 Languages Terran, understands Common but can\xe2\x80\x99t speak, telepathy 120 ft. Challenge 5 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the bloodstone gargoyle remains motionless, it is indistinguishable from an inanimate statue. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The bloodstone gargoyle makes two attacks: one with its bite and one with its claws. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage plus 7 (2d6) necrotic damage. The target\xe2\x80\x99s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the bloodstone gargoyle 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. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the bloodstone gargoyle\xe2\x80\x99s control. \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage. \n'b' Fiendish Charm . The bloodstone gargoyle\xe2\x80\x99s eyes sparkle with crimson light as it targets one humanoid it can see within 60 feet of it. If the target can see the bloodstone gargoyle, the target must succeed on a DC 15 Wisdom saving throw against this magic or be charmed by the bloodstone gargoyle. The charmed target regards the bloodstone gargoyle as a trusted friend to be heeded and protected. Although the target isn\xe2\x80\x99t under the bloodstone gargoyle\xe2\x80\x99s control, it takes the gargoyle\xe2\x80\x99s requests or actions in the most favorable way it can, and it is a willing target for the gargoyle\xe2\x80\x99s bite attack. Each time the gargoyle or the gargoyle\xe2\x80\x99s companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the gargoyle is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The bloodstone gargoyle can take one legendary action, 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 bloodstone gargoyle regains spent legendary actions at the start of its turn. \n'b'\n'b' Detect . The bloodstone gargoyle makes a Wisdom ( Perception ) check. \n'b' Hurl Rock . Ranged Weapon Attack : +7 to hit, range 40/120 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone . \n'b'\n'b' LAIR \n'b' Bloodstone gargoyles serve as sleepless sentinels of a crumbling mountain temple where they perch upon ebon steeples. \n'b' REGIONAL EFFECTS \n'b' The craggy region surrounding the bloodstone gargoyle\xe2\x80\x99s lair has been corrupted by its unnatural presence, creating the following effects: \n'b'\n'b' There\xe2\x80\x99s a noticeable increase in the population of bats in the region. \n'b' Plants within 1,000 feet of the lair are withered, and their stems and branches have become twisted and thorny. \n'b' Shadows cast within 1,000 feet of the lair seem abnormally gaunt and sometimes move as though alive. If the bloodstone gargoyle is destroyed, these effects end after 3d6 days. \n'b'\n'b' ABOUT \n'b' A hulking effigy carved from solid bloodstone clings to the sanctuary steeple. A closer look reveals a sinister winged creature of elemental earth that bears the loathsome likeness of a demonic statue with long, curving horns and a prodigiously wicked grin. The sound of grinding stone and the blinking of two luminous crimson eyes precede the gargoyle\xe2\x80\x99s lightning-swift assault. \n'b' Evil to the Core . An accursed gemstone known as the heliotrope heart is buried deep within the bloodstone gargoyle\xe2\x80\x99s stony chest. This magical orb can only be retrieved if the gargoyle is slain, at which point the rest of the earthen creature crumbles to dust. \n'b' Elemental Nature . The bloodstone gargoyle doesn\xe2\x80\x99t require air, food, drink, or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gargoyle, Four-Armed (Frog God Games) \n'b' Family: Gargoyle \n'b' Medium monstrosity , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 55 (10d8 + 10) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 15 (+2) DEX: 14 (+2) CON: 12 (+1) INT: 6 (-2) WIS: 11 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons not made of adamantine Damage Immunities poison Condition Immunities exhaustion , petrified , poisoned Senses darkvision 60 ft., passive Perception 10 Languages Terran Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' False Appearance . While the gargoyle remains motionless, it is indistinguishable from an inanimate statue. \n'b' Actions \n'b' Multiattack . The gargoyle makes four attacks: one with its bite, two with its claws, and one gore. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) piercing damage. \n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) slashing damage. \n'b' Gore . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) piercing damage. \n'b' About \n'b' A powerful gargoyle similar to its kin, but having four arms rather than two. \n'b' Four-armed gargoyles, like their brethren, often stand perched indefinitely without moving in an attempt to surprise their opponents. \n'b' They have a great fondness for inflicting pain on their foes. When a four-armed gargoyle has the upper hand in battle, it often draws out the conflict as long as it can in order to deal as much pain and suffering as it can on its foes.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gargoyle, Four-Armed (Legendary Games) \n'b' Family: Gargoyle \n'b' Medium monstrosity , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 55 (10d8 + 10) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 15 (+2) DEX: 14 (+2) CON: 12 (+1) INT: 6 (-2) WIS: 11 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons not made of adamantine Damage Immunities poison Condition Immunities exhaustion , petrified , poisoned Senses darkvision 60 ft., passive Perception 10 Languages Terran Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the gargoyle remains motionless, it is indistinguishable from an inanimate statue. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The gargoyle makes four attacks: one with its bite, two with its claws, and one gore. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) piercing damage. \n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) slashing damage. \n'b' Gore . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) piercing damage. \n'b'\n'b' ABOUT \n'b' Some ruins are infested with gargoyles, including the common variety as well as a number of rare types almost never seen elsewhere. Like all gargoyles, these variants resemble hideously ugly humanoids chiseled from stone. Two large horns protrude from their heads, just above their eyes. Four large, stony spikes jut from their shoulder blades and their hands and feet end in sharpened claws. \n'b' Four-Armed Gargoyle . Four-armed gargoyles, like their brethren, often stand perched indefinitely without moving in an attempt to surprise their opponents. They have a great fondness for inflicting pain on their foes. When a four-armed gargoyle has the upper hand in battle, it often draws out the conflict as long as it can in order to deal as much pain and suffering as it can on its foes. \n'b' Green Guardian . These winged humanoids are carved of a strange green stone with eyes rich black in color. They prefer to remain still and then suddenly attack or dive into their prey. Green guardians attempt to hold their victims and then fly off with them. \n'b' Margoyle . A margoyle is a slightly larger version of the standard gargoyle. It is meaner, eviler, and deadlier than the normal gargoyle. Margoyles are most often encountered in subterranean regions and often have a pack of gargoyles with them. In such cases, the margoyle is looked upon as the master or leader of the group.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Animate Aria \n'b' Large construct , neutral \n'b' Armor Class 18 (natural armor) Hit Points 105 (14d10+28) Speed 30 ft.\n'b' STATS STR: 21 (+5) DEX: 16 (+3) CON: 15 (+2) INT: 1 (-5) WIS: 11 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Damage Immunities thunder Senses blindsight 90 ft., darkvision 60 ft., passive Perception 10 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aura of Courageous Inspiration . An animate aria continually emanates a rousing song to bolster its allies (typically the construct\xe2\x80\x99s creator and any creatures designated as allies by the construct\xe2\x80\x99s creator). Allies within 90 feet of the animate aria that can hear its music have advantage against being charmed or frightened and have advantage on attack rolls. The animate aria can use an action, and until the beginning of its next turn, allies additionally gain advantage on all saving throws and deal an extra 1d4 damage with weapon attacks of the same damage type as the attack . \n'b' Dissonance . A bard \xe2\x80\x98s countercharm ability suppresses the animate aria\xe2\x80\x99s invisibility while it is active (making it appear as a humanoid-shaped cloud of prismatic color). An animate aria in the area of a silence spell or effect takes 7 (2d6) force damage at the beginning of its turn. \n'b' Invisibility . Animate arias are permanently invisible . Its constant song allows other creatures to pinpoint its location. Any creature within 30 feet of the animate aria that can hear automatically identifies the squares containing the animate aria. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The animate aria makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 16 (2d10 + 5) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' An animate aria is a piece of operatic music, either vocal or instrumental, magically solidified into a human -shaped form roughly 12 feet tall. A creature of sound, the animated music is invisible but emanates the inspiring work performed during the creature\xe2\x80\x99s musical creation . \n'b' An animate aria must be constructed in a ceremony involving a musical performance and a framework of silver chimes worth 2,000 gp, the latter of which is consumed in the shaping of the creature\xe2\x80\x99s form.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gargoyle, Fungus \n'b' Family: Gargoyle \n'b' Medium plant , neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 67 (9d8 + 27) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 17 (+3) INT: 6 (-2) WIS: 11 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6, Stealth +5 Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical weapons that aren\xe2\x80\x99t adamantine Gargoyles Damage Immunities poison Condition Immunities exhaustion , petrified , poisoned Senses passive Perception 16 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) \n'b' Special Traits \n'b'\n'b' False Appearance . While the gargoyle remains motionless, it is indistinguishable from a weathered, inanimate statue that is covered in fungus, lichen, and moss. \n'b' Stench . Any creature that starts its turn within 10 feet of the gargoyle must succeed on a DC 13 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the gargoyle\xe2\x80\x99s stench for 24 hours. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The gargoyle makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage. \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Deadly Spores (Recharge 5-6) . The fungus gargoyle exhales deadly spores in a 15-foot cone. Each creature in the area must make a DC 15 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' About \n'b' This creature looks like a winged statue, humanoid in shape, carved from molds, funguses, and mushrooms. Its arms and legs end in clawed hands and feet, and its mouth is lined with fangs carved from the same substances its body is. \n'b' Fungus gargoyles are thought to be gargoyles that have been transformed into their current state by an evil cult that pays reverence to various demons of slime, ooze, and fungus. These creatures are often found acting as guardians in temples dedicated to such demons. \n'b' Unlike normal plants, fungus gargoyles do not require food or air (they still require water, however), but sometimes eat their fallen enemies simply for the sheer pleasure of doing so (usually only evil-aligned fungus gargoyles do this). A typical fungus gargoyle stands about 5 or 6 feet tall and weighs up to 200 pounds. Though its shape can vary, most resemble ugly winged humanoids. \n'b' Fungus gargoyles typically ambush their prey, standing motionless until their opponent moves close. The fungus gargoyles then leap to the attack, slashing with their claws. Most fungus gargoyles try to stay airborne during combat rather than fight on the ground.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gargoyle, Green Guardian \n'b' Family: Gargoyle \n'b' Medium elemental , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 85 (10d8 + 40) Speed 40 ft., fly 60 ft.\n'b' STATS STR: 15 (+2) DEX: 14 (+2) CON: 18 (+4) INT: 6 (-2) WIS: 11 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons that aren\xe2\x80\x99t adamantine Damage Immunities poison Condition Immunities exhaustion , petrified , poisoned Senses darkvision 60 ft., passive Perception 16 Languages Common, Terran Challenge 6 (2,300 XP) \n'b' Special Traits \n'b'\n'b' False Appearance . While the gargoyle remains motionless, it is indistinguishable from an inanimate statue. \n'b' Magic Weapons . The gargoyle\xe2\x80\x99s attacks are magical. \n'b' Reanimation . The eyes of a green guardian gargoyle are made of two pieces of jet (500 gp each) that detect as both magic (faint conjuration) and evil. After being destroyed, a green guardian automatically reanimates in 1d8+2 days unless the eye gems are crushed and disenchanted with both dispel magic and remove curse . \n'b' Swoop . If the green guardian flies at least 20 feet straight towards a target and then hits it with its gore attack on the same turn, the target takes an additional 9 (2d8) piercing damage. If the target is a creature, it must make a DC 13 Strength saving throw or be knocked prone . \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The green guardian makes four attacks: one with its bite, two with its claws, and one with its gore. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 11 (2d8 + 2) piercing damage. \n'b' Claws . Melee Weapon Attack : +45 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) slashing damage. If both claws attacks hit the same target, then it is grappled (escape DC 12) and restrained . At the start of the gargoyle\xe2\x80\x99s next turn, it will attempt to fly off with the target. \n'b' Gore . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 13 (2d10 + 2) piercing damage. \n'b'\n'b' About \n'b' This winged humanoid creature is carved of a strange green stone with eyes rich black in color. \n'b' They prefer to remain still and then suddenly attack or dive into their prey. Green guardians attempt to hold their victims and then fly off with them.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Clacker Beetle Soldier \n'b' Small beast , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 18 (4d6 + 4) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 8 (-1) DEX: 14 (+2) CON: 13 (+1) INT: 1 (-5) WIS: 7 (-2) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances slashing from nonmagical attacks Damage Immunities thunder Senses blindsight 30 ft., passive Perception 8 Languages \xe2\x80\x94 Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Compact . A clacker beetle soldier can occupy the same space as one other clacker beetle soldier. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 0 ft., one creature. Hit : 11 (2d8 + 2) piercing damage. \n'b' Clack . The beetle clacks its mandibles to create a small but dangerous booming noise in a 15-foot cone. Each creature in the area must make a DC 13 Constitution saving throw, taking 5 (2d4) thunder damage on a failed save, or half as much damage on a successful one. When multiple beetles clack in the same turn and create overlapping cones, each creature in overlapping cones must make one saving throw with disadvantage against the total damage from all overlapping cones rather than one saving throw for each cone. \n'b'\n'b' ABOUT \n'b' Clacker beetles are aggressive subterranean scavengers. Individually they aren\xe2\x80\x99t much of a threat, but they\xe2\x80\x99re rarely encountered individually. Worker clacker beetles and immature beetles form swarms, and soldiers always scavenge in groups. \n'b' Clacking Mandibles . The beetles get their name from the deadly clacking sound their mandibles produce. They can use their mandibles to create a clacking noise with the force of a sledgehammer. Clacker beetles use this attack to stun or kill potential prey. When they\xe2\x80\x99re encountered in large groups, the rapid-fire clacking of their mandibles can quickly bring down creatures as large as trolls and ogres. \n'b' Cavern Nests . Clacker beetles nest by chewing holes into rock and rubble. A small cavern riddled with clacker beetle tunnels can house hundreds or thousands of the creatures. They\xe2\x80\x99re fond of shiny objects, much as crows and pack rats are. When clacker beetles infest ancient tombs or other sites where valuables are stored, they\xe2\x80\x99ve been known to snatch nearly all the gold, silver, and jewels and drag it to their nesting site.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gargoyle, Green Guardian (Legendary Games) \n'b' Family: Gargoyle \n'b' Medium elemental , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 85 (10d8 + 40) Speed 40 ft., fly 60 ft.\n'b' STATS STR: 15 (+2) DEX: 14 (+2) CON: 18 (+4) INT: 6 (-2) WIS: 11 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons that aren\xe2\x80\x99t adamantine Damage Immunities poison Condition Immunities exhaustion , petrified , poisoned Senses darkvision 60 ft., passive Perception 16 Languages Common, Terran Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the gargoyle remains motionless, it is indistinguishable from an inanimate statue. \n'b' Magic Weapons . The gargoyle \xe2\x80\x98s attacks are magical. \n'b' Reanimation . The eyes of a green guardian gargoyle are made of two pieces of jet (500 gp each) that detect as both magic (faint conjuration) and evil. After being destroyed, a green guardian automatically reanimates in 1d8+2 days unless the eye gems are crushed and disenchanted with both dispel magic and remove curse . \n'b' Swoop . If the green guardian flies at least 20 feet straight towards a target and then hits it with its gore attack on the same turn, the target takes an additional 9 (2d8) piercing damage. If the target is a creature, it must make a DC 13 Strength saving throw or be forced prone . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The green guardian makes four attacks: one with its bite, two with its claws, and one with its gore. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 11 (2d8 + 2) piercing damage. \n'b' Claws . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) slashing damage. If both claws attacks hit the same target, then it is grappled (escape DC 12) and restrained . At the start of the gargoyle \xe2\x80\x98s next turn, it will attempt to fly off with the target. \n'b' Gore . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 13 (2d10 + 2) piercing damage. \n'b'\n'b' ABOUT \n'b' Some ruins are infested with gargoyles, including the common variety as well as a number of rare types almost never seen elsewhere. Like all gargoyles, these variants resemble hideously ugly humanoids chiseled from stone. Two large horns protrude from their heads, just above their eyes. Four large, stony spikes jut from their shoulder blades and their hands and feet end in sharpened claws. \n'b' Four-Armed Gargoyle . Four-armed gargoyles, like their brethren, often stand perched indefinitely without moving in an attempt to surprise their opponents. They have a great fondness for inflicting pain on their foes. When a four-armed gargoyle has the upper hand in battle, it often draws out the conflict as long as it can in order to deal as much pain and suffering as it can on its foes. \n'b' Green Guardian . These winged humanoids are carved of a strange green stone with eyes rich black in color. They prefer to remain still and then suddenly attack or dive into their prey. Green guardians attempt to hold their victims and then fly off with them. \n'b' Margoyle . A margoyle is a slightly larger version of the standard gargoyle . It is meaner, eviler, and deadlier than the normal gargoyle . Margoyles are most often encountered in subterranean regions and often have a pack of gargoyles with them. In such cases, the margoyle is looked upon as the master or leader of the group.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gargoyle, Margoyle \n'b' Family: Gargoyle \n'b' Medium monstrosity , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 68 (8d8 + 32) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 19 (+4) INT: 6 (-1) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +4 Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons that aren\xe2\x80\x99t adamantine Damage Immunities poison Condition Immunities exhausted, petrified , poisoned Senses darkvision 60 ft., passive Perception 10 Languages Terran Challenge 4 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While a margoyle sits motionless, it is indistinguishable from natural stone and can\xe2\x80\x99t be detected as alive by any means. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The margoyle makes three attacks: one with its bite and two with its claws; it can gore once with its horns instead of using its bite. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft.; one target. Hit : 7 (1d8 + 3) piercing damage. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage. \n'b' Gore . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage. \n'b'\n'b' ABOUT \n'b' Some ruins are infested with gargoyles, including the common variety as well as a number of rare types almost never seen elsewhere. Like all gargoyles, these variants resemble hideously ugly humanoids chiseled from stone. Two large horns protrude from their heads, just above their eyes. Four large, stony spikes jut from their shoulder blades and their hands and feet end in sharpened claws. \n'b' Four-Armed Gargoyle . Four-armed gargoyles, like their brethren, often stand perched indefinitely without moving in an attempt to surprise their opponents. They have a great fondness for inflicting pain on their foes. When a four-armed gargoyle has the upper hand in battle, it often draws out the conflict as long as it can in order to deal as much pain and suffering as it can on its foes. \n'b' Green Guardian . These winged humanoids are carved of a strange green stone with eyes rich black in color. They prefer to remain still and then suddenly attack or dive into their prey. Green guardians attempt to hold their victims and then fly off with them. \n'b' Margoyle . A margoyle is a slightly larger version of the standard gargoyle. It is meaner, eviler, and deadlier than the normal gargoyle. Margoyles are most often encountered in subterranean regions and often have a pack of gargoyles with them. In such cases, the margoyle is looked upon as the master or leader of the group.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gargoyle, Margoyle (Frog God Games) \n'b' Family: Gargoyle \n'b' Medium monstrosity , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 68 (8d8 + 32) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 19 (+4) INT: 6 (-1) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +4 Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons that aren\xe2\x80\x99t adamantine Damage Immunities poison Condition Immunities exhausted, petrified , poisoned Senses darkvision 60 ft., passive Perception 10 Languages Terran Challenge 4 (1,800 XP) \n'b' Special Traits \n'b' False Appearance . While a margoyle sits motionless, it is indistinguishable from natural stone and can\xe2\x80\x99t be detected as alive by any means. \n'b' Actions \n'b' Multiattack . The margoyle makes three attacks: one with its bite and two with its claws; it can gore once with its horns instead of using its bite. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft.; one target. Hit : 7 (1d8 + 3) piercing damage. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage. \n'b' Gore . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage. \n'b' About \n'b' This creature looks like a hideously ugly humanoid chiseled from brown stone. Two large horns protrude from its head, just above its eyes. Four large, stony spikes jut from its shoulder blades. Its hands and feet end in sharpened claws. \n'b' A margoyle is a slightly larger version of the standard gargoyle. It is meaner, eviler, and deadlier than the normal gargoyle. Margoyles are most often encountered in subterranean regions and often have a pack of gargoyles with them. In such cases, the margoyle is looked upon as the master or leader of the group.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gargoyle, Necrotic \n'b' Family: Gargoyle \n'b' Medium elemental , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 52 (7d8 + 21) Speed 30 ft., crawl/cling to ceilings 30 ft.\n'b' STATS STR: 15 (+2) DEX: 11 (0) CON: 16 (+3) INT: 6 (-2) WIS: 11 (0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine Damage Immunities poison Condition Immunities exhaustion , petrified , poisoned Senses darkvision 60 ft., passive Perception 10 Languages Terran Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' False Appearance . While the gargoyle remains motionless, it is indistinguishable from an inanimate statue. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The gargoyle makes two attacks: one with its bite and one with its claws. \n'b' Bite . Melee Weapon Attack : +4 to hit, 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) slashing damage. \n'b' Ghoulish Breath (1/day) . The gargoyle may breathe a cloud of undead vapor that acts like fog, causing all within the 90\xe2\x80\xb2 cube to make a successful DC 13 Constitution saving throw or be paralyzed . A creature that is paralyzed is awake and aware and may make a DC 13 Constitution saving throw at the end of their turn to end the paralysis. The fog expands to fill 30 feet.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gargoyle, Scrimshaw \n'b' Family: Gargoyle \n'b'\n'b' Medium construct , chaotic evil \n'b' Armor Class 13 Hit Points 58 (9d8 + 18) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 14 (+2) INT: 6 (-2) WIS: 11 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances nonmagical weapons Damage Immunities sonic Condition Immunities paralysis, petrifaction, poison Languages Common, Terran Skills Stealth +5 Senses darkvision 60 ft. Challenge 3 (700 XP) \n'b' Actions \n'b'\n'b' Multiattack . The scrimshaw gargoyle bites once and attacks once with its claws. \n'b' Bite . Melee Weapon Attack : +5 to hit (reach 5 ft.; one creature). Hit : 1d4 + 2 piercing damage. \n'b' Claws . Melee Weapon Attack : +5 to hit (reach 5 ft.; one creature). Hit : 2d6 + 2 slashing damage. \n'b' Shrieking Howl . Area Attack : By tilting its head up and forcing air through its weathered bones, a scrimshaw gargoyle emits a high-pitched shriek. Creatures within 150 feet who hear the shriek must make a successful DC 12 Wisdom saving throw or become frightened for 1d4 rounds. \n'b'\n'b' Special Traits \n'b'\n'b' Stony Appearance . The gargoyle is indistinguishable from a statue and can\xe2\x80\x99t be detected as alive by any means while it remains motionless. \n'b'\n'b' About \n'b' Environment Urban Organization solitary, pair, or wing (3-12) \n'b' The eerie humanoid -shaped creature is perched precariously on the edge of the building. The light from the full moon glints off its alabaster-colored body, revealing intricate etchings along the surface. As it surveys the land, the creature throws back its head and emits a piercing howl into the night. \n'b' The origin of these strangely carven sculptures is shrouded in the mystery of the past, but their existence is now well known through its entirety. Originally created as mere constructs lacking the status of truly living creatures, their exposure to eddies and currents of malevolent energy among the city\xe2\x80\x99s high places, over the years somehow granted the missing spark of life. \n'b' A scrimshaw gargoyle is meticulously crafted from painstakingly carved whale bones joined together at the joint articulations. However, these craftings were all completed centuries ago, and no new ones have been constructed in the long years since. The existing scrimshaw gargoyles are, therefore, all old, their whale bones weathered and discolored by time and climate. Though it is thought that thousands of these creatures existed upon the city\xe2\x80\x99s rooftops in the distant past, it has been estimated that fewer than 50 of them are now in existence, each of them recognizably distinct with their individual unique markings. \n'b' However, the thinking on this is beginning to change as in recent months several new specimens have been spotted upon the rooftops. These new gargoyles are clearly composed of parts cannibalized from previously destroyed gargoyles. Most believe the scrimshaw gargoyles, taken as a whole, are too dimwitted to produce new members of the species. Some contemplate a secret cabal of magical practitioners as responsible for this change; others theorize that certain scrimshaw gargoyles have advanced much farther in their power and understanding of magic and are somehow responsible. Whatever the cause, it appears that the scrimshaw gargoyle population is on the rise for the first time in living memory. \n'b' It is thought that the scrimshaw gargoyles\xe2\x80\x99 original progenitors built the creatures to serve as guardians. To this end, the horrific shriek the gargoyle emits probably originally served as an alarm. The gargoyle generates the sound through careful fluting of the bones around its mouth, and a supernatural means of passing air \xe2\x80\x93 even on still nights \xe2\x80\x93 through the narrow structure. As the gargoyle evolved from a simple guardian to a menace, however, its shriek also evolved. No longer a loud noise to alert those nearby, now the shrieking howl is capable of striking fear into the heart of the bravest man. \n'b' A scrimshaw gargoyle stands just over 5 feet tall and weighs a mere 80 pounds.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gargoyle, Tukkuru \n'b' Family: Gargoyle \n'b' Tiny elemental , neutral good \n'b' Armor Class 13 (natural armor) Hit Points 27 (6d4 + 12) Speed 20 ft.\n'b' STATS STR: 10 (+0) DEX: 15 (+2) CON: 15 (+2) INT: 6 (-2) WIS: 11 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that are not adamantine. Damage Immunities poison Condition Immunities exhaustion , petrified , poisoned Senses darkvision 60 ft., passive Perception 10 Languages Common, Terran Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While a tukkuru gargoyle remains motionless, it is indistinguishable from an inanimate object. \n'b' Swarming Grappler . The tukkuru gargoyle can grapple a creature up to two sizes larger than itself and can move at full speed when dragging a creature it has grappled . Furthermore, a tukkuru gargoyle can grapple a creature already grappled by one or more tukkuru gargoyles. When it does so, the DC to escape the grapple increases by +2 for each gargoyle grappling it beyond the first. A creature that succeeds on an escape check is no longer grappled by any tukkuru gargoyles regardless of how many were grappling it. A tukkuru gargoyle grappling an opponent has advantage on bite attacks against the grappled opponent, but cannot make claw attacks. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The tukkuru gargoyle makes one Bite attack and one Claws attack . \n'b' Bite . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 2 (1d4) piercing damage. \n'b' Claws . Ranged Weapon Attack : +2 to hit, range 10 ft., one target. Hit : 2 (1d4) slashing damage. If the target is a creature of Medium size or smaller, it is grappled (escape DC 10).'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Garguile, Basalt \n'b' Large elemental , neutral evil \n'b' Armor Class 20 (natural armor) Hit Points 114 (12d10 +48) Speed 30 ft., fly 50 ft. (hover)\n'b' STATS STR: 20 (+5) DEX: 11 (+0) CON: 19 (+4) INT: 8 (-1) WIS: 11 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances fire, lightning; bludgeoning, piercing, and slashing damage from nonmagical attacks that aren\xe2\x80\x99t adamantine Damage Immunities poison Condition Immunities : Exhaustion , Petrified , Poisoned Senses darkvision 60 ft., passive Perception 10 Languages Common, Terran, Undercommon Challenge 5 (1,800 XP) \n'b' Special Qualities \n'b' False Appearance . While the basalt garguile remains motionless, it is indistinguishable from an inanimate statue. \n'b' Actions \n'b' Multiattack . The basalt garguile makes three slam attacks and one barbed tail attack . \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) bludgeoning damage. \n'b' Barbed Tail . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 10 (2d4 + 5) piercing damage. \n'b' Brute Strike . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 19 (4d6+5) bludgeoning damage and the target must succeed on a DC 16 Strength saving throw or be knocked prone . \n'b' About \n'b' These unusual creatures share several traits in common with gargoyles. \n'b' In appearance, however, garguiles are refined, as if fashioned to perfection by an expert sculptor, which allows a garguile to easily pass for a statue. Three different types of garguiles are known to exist, with each serving a different role within their nascent society: basalt, crystal, and granite. Basalt garguiles serve as warriors and shock troops, crystal garguiles operate as scouts and stealthy ambushers, while granite garguiles are leaders and tacticians. \n'b' The largest, most massive, and most intimidating of garguiles, the basalt functions as the brute warrior and guardian for others of its kind. \n'b' Given its rocky exterior and large bulk, creatures might mistakenly identify a basalt garguile as a stone golem with enormous wings. In combat, it wades into the midst of its enemies and smashes foes with its gigantic, stony fists. \n'b' Garguiles originated from deep within an imperial armaments laboratory. Designed as an improvement on the standard gargoyle , these creatures came into existence as a result of ancient, long-forgotten experiments. Part of the experimentation gave garguiles higher cunning and intelligence, including an understanding of cooperative tactics that makes them more dangerous compared to their predecessors. Likewise, garguiles possess exceptional patience, making them excellent ambushers and fast strikers.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Animate Dream \n'b' Medium fiend , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 123 (19d8+38) Speed fly 40 ft.\n'b' STATS STR: 1 (-5) DEX: 18 (+4) CON: 15 (+2) INT: 10 (+0) WIS: 15 (+2) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Cha +8, Dex +7 Skills Deception +8, Intimidation +8, Stealth +7 Damage Immunities poison Damage Immunities psychic Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 12 Languages all; telepathy 100 ft. Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The animate dream\xe2\x80\x99s spell casting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' 3/day each : dimension door , sleep \n'b' 1/day each : cause fear , confusion , phantasmal killer \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The animate dream makes two dream eater attacks. \n'b' Dream Eater . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d10) psychic damage. A sleeping creature hit by this attack does not wake up automatically, instead requiring a DC 14 Wisdom ( Perception ) ability check to notice they are being attacked. \n'b' Nightmare (1/Day) . The animate dream can choose one sleeping creature within 60 feet to make a Wisdom saving throw. On a failed save, that creature has nightmares which prevents it from sleeping well, causing it to gain a level of exhaustion and interrupting a long rest so that it isn\xe2\x80\x99t completed. \n'b'\n'b' ABOUT \n'b' From time to time, when a powerfully imaginative sleeper wakes from a particularly vivid or unusual dream, a fragment of that dream lingers on the Ethereal Plane. To survive, this animate dream needs the power of living will, imagination, and emotion to sustain it. An animate dream seeks out mortal minds, appearing as a shadowy and often frightful dream figure. Its true appearance is vague and nebulous, but it reacts to the fears and emotions of those around it, taking on a nightmarish appearance that differs for each viewer. \n'b' Dream Eater . An animate dream can find satisfaction and sustenance by passing one of its ghostly limbs through a mortal\xe2\x80\x99s body\xe2\x80\x94the act infusing the mortal with negative energy that sates the animate dream\xe2\x80\x99s unnatural hunger. \n'b' But by forcing a creature into a state of sleep , terror, or both, the animate dream can gain a much more satisfying meal, feeding on the emotions released in such states. It uses its spell-like abilities to this end, for each creature it harms with its nightmares, drives temporarily insane with confusion or fear , or outright slays with phantasmal killer provides the monster with more nourishment. An animate dream forced to go for a long period of time without feeding does not starve to death but does grow increasingly feral and violent in nature. \n'b' Etheric Allies . Animate dreams sometimes associate with other creatures from the Ethereal Plane or that have associations with dreams and nightmares, such as night hags, phase spiders, and xills. Sometimes these alliances are mutually beneficial, but in many cases the animate dreams are treated as slaves. Night hags in particular like enslaving animate dreams, and sometimes use their essence as a component in creating heartstones.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Garguile, Crystal \n'b' Medium elemental , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 97 (13d8 +39) Speed 40 ft., fly 90 ft. (hover)\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 16 (+3) INT: 11 (+0) WIS: 11 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +8 Damage Resistances fire, lightning, bludgeoning, piercing, and slashing damage from nonmagical attacks that aren\xe2\x80\x99t adamantine Damage Immunities poison Condition Immunities : Exhaustion , Petrified , Poisoned Senses darkvision 60 ft., passive Perception 13 Languages Common, Terran, Undercommon Challenge 5 (1,800 XP) \n'b' Special Qualities \n'b' Invisibility . While the crystal garguile remains motionless, it is invisible . \n'b' Keen Hearing and Smell . The crystal garguile has advantage on Wisdom ( Perception ) checks that rely on hearing and smell. \n'b' Stealthy . The crystal garguile receives double its proficiency bonus when making Stealth checks. \n'b' Actions \n'b' Multiattack . The crystal garguile makes one claw attack , one bite attack , and one barbed tail attack . \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) slashing damage. \n'b' Barbed Tail . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 6 (1d4 + 4) piercing damage. \n'b' About \n'b' These unusual creatures share several traits in common with gargoyles. \n'b' In appearance, however, garguiles are refined, as if fashioned to perfection by an expert sculptor, which allows a garguile to easily pass for a statue. Three different types of garguiles are known to exist, with each serving a different role within their nascent society: basalt, crystal, and granite. Basalt garguiles serve as warriors and shock troops, crystal garguiles operate as scouts and stealthy ambushers, while granite garguiles are leaders and tacticians. \n'b' The smallest of all types of garguile, the crystal specializes in fast movement, scouting, and spying on prey. Thanks to the magical nature of their crystalline form, this garguile becomes invisible when it stands still. Combined with its preternatural stealth abilities, a crystal garguile is difficult to detect, making it an excellent ambusher. Of all the garguiles, this type most resembles a standard gargoyle in general shape and form.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Garguile, Granite \n'b' Large elemental , neutral evil \n'b' Armor Class 18 (natural armor) Hit Points 110 (13d10 +39) Speed 30 ft., fly 60 ft. (hover)\n'b' STATS STR: 20 (+5) DEX: 14 (+2) CON: 16 (+3) INT: 11 (+0) WIS: 11 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +5 Damage Resistances fire, lightning; bludgeoning, piercing, and slashing damage from nonmagical attacks that aren\xe2\x80\x99t adamantine Damage Immunities poison Condition Immunities : exhaustion , petrified , poisoned Senses darkvision 60 ft., tremorsense 60 ft.; passive Perception 13 Languages Common, Terran, Undercommon Challenge 6 (2,300 XP) \n'b' Special Qualities \n'b' Stone Stealth . The granite garguile has advantage on Dexterity ( Stealth ) checks made to hide in rocky terrain. \n'b' False Appearance . While the granite garguile remains motionless, it is indistinguishable from an inanimate statue. \n'b' Gargoyle Thralls . As a bonus action, the granite garguile can automatically charm a mundane gargoyle it can see within 60 feet. The charmed gargoyle will obey the granite garguile\xe2\x80\x99s commands, even if those commands put it in danger. A granite garguile can command up to three gargoyles at one time with this power. If a gargoyle moves more than 60 feet from its master, it is no longer charmed . \n'b' Actions \n'b' Multiattack . The granite garguile makes two claw attacks, one bite attack , and one barbed tail attack . \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) piercing damage. \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 10 (2d4 + 5) slashing damage. \n'b' Barbed Tail . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 10 (2d4 + 5) piercing damage. \n'b' About \n'b' These unusual creatures share several traits in common with gargoyles. \n'b' In appearance, however, garguiles are refined, as if fashioned to perfection by an expert sculptor, which allows a garguile to easily pass for a statue. Three different types of garguiles are known to exist, with each serving a different role within their nascent society: basalt, crystal, and granite. Basalt garguiles serve as warriors and shock troops, crystal garguiles operate as scouts and stealthy ambushers, while granite garguiles are leaders and tacticians. \n'b' More cunning and clever than the other types of garguiles, the granite serve as leaders, organizers, and military commanders for their people. \n'b' In appearance, a granite garguile closely resembles a 9-foot-tall humanoid statue carved out of polished granite with finely chiseled if imposing features. This type naturally possesses an innate ability to command gargoyles, their inferior cousins.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Clamor \n'b' Medium aberration , unaligned \n'b' Armor Class 13 Hit Points 37 (5d8 + 15) Speed 0 ft., fly 60 ft.\n'b' STATS STR: 1 (-5) DEX: 16 (+3) CON: 16 (+3) INT: 5 (-2) WIS: 12 (+1) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +7, Performance +7 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities thunder Senses darkvision 60 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b' Incorporeal Movement . The clamor 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' Mimicry . The clamor can mimic any sound it has ever heard, including humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 17 Wisdom ( Insight ) check. \n'b' Natural Invisibility . The clamor is invisible. \n'b' Silence Vulnerability . If the clamor starts its turn in an area under the effect of silence , it takes 13 (3d8) force damage, and it must make a DC 15 Wisdom saving throw or become frightened for 1 minute. While frightened , it must use its action to Dash away from the area of silence. If it begins its turn further than 60 feet away from the area of silence, it can repeat the saving throw at the end of each of its turns, ending the effect on a success. \n'b' Actions \n'b' Thunder Touch . Melee Spell Attack : +5 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) thunder damage, and the target is pushed 5 feet directly away from the clamor. \n'b' About \n'b' A series of garbled voices, clicks, grinding noises, and other less discernible sounds seem to emanate from empty air, with no obvious point of origin. \n'b' Clamors have a playful kind of intelligence, and they appear to desire communication. Being able to mimic any sound they have ever encountered, clamors wander the Material Plane emitting a nonsensical cacophony of voices, crashes, clicks, roars, and music. Since they are usually invisible, most adventurers that encounter a clamor walk away from the creature without ever having realized that they had met one. Many a sentry on duty has heard only his own voice in response to what he thought was someone walking around out in the darkness; what he really heard was a clamor trying to talk to him. \n'b' Bards are fascinated by these odd creatures, and many a bard has gained a clamor as a companion of sorts. They have intelligence and can be trained. A bard of at least 5th level that has had prior contact with a clamor is capable of communicating with these creatures on a rudimentary basis. The intelligence of a clamor is just barely above that of a small child, so complex communication is out of reach. \n'b' Clamors tend to keep at a distance, emitting random noises and \xe2\x80\x9cplaying back\xe2\x80\x9d any interesting sound made by the creatures they are observing. Once provoked to attack, clamors strike at their foes with sonis blasts.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Garlicle \n'b' Small plant , chaotic neutral \n'b' Armor Class 12 Hit Points 31 (7d6 + 7) Speed 20 ft., burrow 20 ft.\n'b' STATS STR: 6 (-2) DEX: 14 (+2) CON: 12 (+1) INT: 12 (+1) WIS: 18 (+4) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Insight +6, Perception +6, Persuasion +3, Stealth +4 Senses darkvision 60 ft., passive Perception 16 Languages Sylvan Challenge 1 (200 XP) \n'b' Special Traits \n'b' Plant Camouflage . The garlicle has advantage on Dexterity ( Stealth ) checks it makes in any terrain with ample obscuring plant life. \n'b' Tearful Stench . Each creature other than an alliumite or garlicle within 5 feet of the garlicle when it takes damage must succeed on a DC 14 Constitution saving throw or be blinded until the start of the creature\xe2\x80\x99s next turn. On a successful saving throw, the creature is immune to the Tearful Stench of all alliumites and garlicles for 1 minute. \n'b' Innate Spellcasting . The garlicle\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 14). It can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : guidance , shillelagh \n'b' 3/day : augury , comprehend languages \n'b' 1/day : divination , entangle \n'b'\n'b' Actions \n'b' Walking Staff . Melee Weapon Attack : +0 to hit (+6 to hit with shillelagh ), reach 5 ft., one target. Hit : 1 (1d6 \xe2\x80\x93 2) bludgeoning damage, 2 (1d8 \xe2\x80\x93 2) bludgeoning damage if wielded with two hands, or 8 (1d8 + 4) bludgeoning damage with shillelagh . \n'b' Cloves of Fate (Recharge 4-6) . The garlicle plucks cloves from its head and throws them at up to three creatures it can see within 30 feet of it. Roll a d4 for each creature. The garlicles allies have +1 on the roll while its enemies have a -1 on the roll. Determine the result and consult the following table. \n'b' d4 \n'b' Fate \n'b' 0 \n'b' Worst Fortune . Whatever the target is holding slips from its grasp into a random space within 5 feet of the target, and the target falls prone as it trips over a rock, rain-dampened grass, its shoelaces, or similar. \n'b' 1 \n'b' Bad Fortune . The target takes 10 (3d6) poison damage and must succeed on a DC 14 Constitution saving throw or be poisoned until the end of its next turn. \n'b' 2 \n'b' Adverse Fortune . The target has disadvantage on its next attack roll. \n'b' 3 \n'b' Favorable Fortune . The target has advantage on its next attack roll. \n'b' 4 \n'b' Good Fortune . The target regains 5 (2d4) hp . \n'b' 5 \n'b' Best Fortune . The target\xe2\x80\x99s next successful hit is critical. \n'b' About \n'b' The leafy creature chants as it interprets a portent in a column of roiling, acrid smoke. The little creature shouts \xe2\x80\x9cWoe!\xe2\x80\x9d while pointing a gnarled finger, signaling the other leafy creatures to rise with readied weapons. \n'b' Trusted Seers . In the gardens of the alliumites, alliumite elders practice divination magic to guide and protect their communities. Named \xe2\x80\x9cgarlicles\xe2\x80\x9d by their communities, these elders use cloves plucked from their own heads to predict the future, casting the cloves like an augur\xe2\x80\x99s knucklebones. The residual fey magic that infuses all alliumites sometimes causes peculiar results in a garlicle\xe2\x80\x99s predictions. \n'b' Wisdom Sought, Rarely Given . Desperate folk often search for garlicles, seeking answers for such things as weather forecasts, lost relics, and hidden fates. These efforts are often in vain, as alliumites turn away most petitioners. Only those who earn the title \xe2\x80\x9cGardenfriend\xe2\x80\x9d are allowed an audience. Often, the wrathful retaliate for being rejected, but the wise garlicles are quick to negotiate peace or, failing that, prepare an apt defense.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Garm \n'b' Large fiend , neutral \n'b' Armor Class 14 (natural armor) Hit Points 51 (6d10 + 18) Speed 40 ft., fly 40 ft.\n'b' STATS STR: 18 (+4) DEX: 17 (+3) CON: 16 (+3) INT: 5 (-3) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Survival +3 Damage Immunities lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Condition Immunities charmed , exhaustion , frightened Senses truesight 60 ft., passive Perception 13 Languages understands Common and Celestial can\xe2\x80\x99t speak Challenge 4 (1,100 XP) \n'b' Special Traits \n'b'\n'b' Keen Hearing and Smell . The garm has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Telepathic Bond . While the garm is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically with each other. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage, plus 14 (4d6) psychic damage if the target is frightened . \n'b' Baleful Baying . The garm bays magically. Every enemy within 300 feet of the hound that can hear it must succeed on a DC 11 Wisdom saving throw or be frightened until the end of the hound\xe2\x80\x99s next turn or until the hound is incapacitated. A frightened target that starts its turn within 30 feet of the hound must use all its movement on that turn to get as far from the hound as possible, must finish the move before taking an action, and must take the most direct route, even if hazards lie that way. A target that successfully saves is immune to the baying of all garms for the next 24 hours. \n'b'\n'b' About \n'b' This demonic looking hound bounds through the night sky in search of prey. \n'b' Garms are hounds of Helheim, loyal to Hel but under loan to Odin on his Oensjaegeren. They are excellent hunters and lead the pack in hunting down prey. \n'b' Guardians of Helheim . When a soul escapes Helheim, garms are sent to retrieve them. They stand at the gates, baying if any being should try to escape.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Garmvvolf \n'b' Huge monstrosity , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 189 (18d12 + 72) Speed 40 ft.\n'b' STATS STR: 20 (+5) DEX: 15 (+2) CON: 19 (+4) INT: 5 (\xe2\x80\x933) WIS: 12 (+1) CHA: 7 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +6 Senses darkvision 60 ft., passive Perception 15 Languages \xe2\x80\x94 Challenge 9 (5,000 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Hearing and Smell . The garmvvolf has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Multiple Heads . The garmvvolf has three heads. While it has more than one head, the garmvvolf has advantage on saving throws against being blinded , charmed , deafened , frightened , stunned , and knocked unconscious . Whenever the garmvvolf takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the garmvvolf dies. At the end of its turn, the garmvvolf grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The garmvvolf regains 10 hp for each head regrown in this way. \n'b' Trampling Charge . If the garmvvolf moves at least 20 feet straight toward a creature and then hits it with a Bite attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone . If the target is prone , the garmvvolf can make one Bite attack against it as a bonus action. \n'b' Wakeful . While the garmvvolf sleeps, at least one of its heads is awake. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The garmvvolf makes as many Bite attacks as it has heads. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 8 (1d6 + 5) piercing damage plus 10 (3d6) poison damage. \n'b' Tripartite Howl (Recharge 5\xe2\x80\x936) . The garmvvolf\xe2\x80\x99s heads exhale a three-part howl, one filled with poisonous spittle, one a thunderous bellow, and one a frightful bay, in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw. On a failure, a creature takes 17 (5d6) poison damage and 17 (5d6) thunder damage and becomes frightened for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t frightened . A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The bestial canine stands atop the outcropping, its three heads snarling as one. Broad, thick muscles ripple under its coarse hide , and foul saliva drips from all its jaws. \n'b'\n'b' ABOUT \n'b' An elephant-sized hound, the garmvvolf is a striking sight with its rough pelt and many heads. The garmvvolf frequently appears with three heads;, heroes fortunate enough to sever one swiftly find that more maws sprout from the wound. With a triply keen sense of smell and an ever-watchful disposition, the garmvvolf makes for an exceptional, if terrifying, guardian. \n'b' Mighty Bloodlines . Legends involving the garmvvolf are rich and varied. Among the trollkin they suggest the beast was created by a regenerating troll\xe2\x80\x99s nightmare, while an orcish story claims that the garmvvolf was spawned by even more terrible monsters. Gods of death and the underworld keep garmvvolves as faithful companions, stalwart guard dogs, and tenacious hunting companions. Elvish stories say the bite of a garmvvolf carries all the pain and disease of the poor souls it has bitten before.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Garuda \n'b' Medium celestial , chaotic good \n'b' Armor Class 17 (natural armor) Hit Points 228 (24d8 + 120) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 16 (+3) DEX: 21 (+5) CON: 20 (+5) INT: 17 (+3) WIS: 14 (+2) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +9, Cha +8 Skills Insight +10, Intimidation +12, Stealth +13 Senses darkvision 60 ft., passive Perception 12 Languages Common, Auran, Garuda Challenge 11 (7,200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The garuda\xe2\x80\x99s spell casting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : detect magic , light \n'b' 3/day each : alter self , see invisibility \n'b' 1/day each : blink , haste \n'b'\n'b' Naga Bane . The garuda has advantage on all attack rolls against nagas as well as saving throws against their spells and abilities. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The garuda makes one bite attack , two claw attacks, two talon attacks, and two wing attacks, or two shocking arrow attacks. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 14 (2d10 + 3) piercing damage. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage. \n'b' Talon . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage. \n'b' Wing . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) bludgeoning damage. \n'b' Shocking Arrow . Ranged Weapon Attack : +9 to hit, 100/400 ft. range, one target. Hit : 18 (3d8 + 5) piercing damage plus 16 (3d10) lightning damage. \n'b' Powerful Gale (Reset 5-6) . The garuda beats its wings and summons powerful winds. Each creature within 20 feet of the garuda must succeed a DC 17 Dexterity saving throw or take 21 (3d10 + 5) bludgeoning damage and be forced\xc2\xa0 prone . \n'b' Sacred Nectar (3/Day) . The garuda can create an ounce of amrita. Drinking the amrita heals 17 (3d8 + 4) damage. The amrita lasts 24 hours, after which it becomes sweet, nonmagical nectar. \n'b'\n'b' ABOUT \n'b' Garudas are noble, birdlike creatures that inhabit rugged hills. While they remain detached from humanoid societies, they are impetuous and gallant, often serving as protectors of nearby communities. Most garudas stand around 6 feet tall with a wingspan of 15 feet and weigh approximately 150 pounds. \n'b' Garudas originated in the Positive Plane as a winged race called the jyoti, infused with the light and energy of raw primal radiance. At some point in the distant past, they discovered a portal to the Material Plane and a rift developed between the more impetuous and curious jyoti who wished to explore this strange new world and those who sought only to seal the rifts that they felt infected their paradisical existence and keep their plane pure. Those that emigrated to the Material Plane renamed themselves garudas and adapted their magical powers to the skies of their new earthly home. \n'b' Jyoti . Enigmatic and swift to anger, the jyoti who remained in the Positive Plane are xenophobic in the extreme. Those encountering them sometimes assume that the jyoti are inherently good because their home plane is the source of all life, but those beliefs are quite in error, for the jyoti react to all other races with wary suspicion at best, and usually assume the worst and attack before they can themselves be attacked. They guard their crystalline cities from all intrusion, especially by creatures from other planes and servants of the gods. They have been known to hold dangerous artifacts in their vaults on behalf of desperate visitors , though in the case of holy or unholy artifacts, the jyoti are more likely to destroy the artifacts as soon as possible. Jyoti loathe natives of the Shadow Plane and the Negative Energy Plane in particular, slaying them with their crystal-tipped spears whenever encountered, though with pity in their actions toward undead.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gashadokuro \n'b' Huge undead , neutral evil \n'b' Armor Class 18 (natural armor) Hit Points 310 (27d12+135) Speed 30 ft.\n'b' STATS STR: 28 (+9) DEX: 11 (+0) CON: 20 (+5) INT: 6 (-2) WIS: 7 (-2) CHA: 23 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +14, Wis +3 Damage Immunities poison Condition Immunities charmed , frightened , poisoned Skills Intimidation +11 Senses darkvision 60 ft., passive Perception 8 Languages Common (can\xe2\x80\x99t speak) Challenge 16 (15,000 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . The gashadokuro makes one bite attack and two claw attacks. \n'b' Bite . Melee Weapon Attack : +14 to hit, 1reach 5 ft., one target. Hit : 41 (5d12 + 9) piercing damage. \n'b' Claw . Melee Weapon Attack : +14 to hit, 1reach 5 ft., one target. Hit : 27 (4d8 + 9) slashing damage. \n'b' Bone Breath (Recharge 5-6) . The gashadokuro exhales bone shards in a 60-foot cone. Each creature in that cone must make a DC 18 Dexterity saving throw, taking 26 (4d12) bludgeoning damage on a failed save, or half as much damage on a successful one. \n'b' Roar of Anguished Hunger (1/Day) . A gashadokuro can unleash a cry that affects all creatures in a 100-foot radius. Creatures failing a DC 18 Wisdom saving throw become frightened . A frightened creature can repeat this saving throw at the end of each round to end the condition. \n'b'\n'b' ABOUT \n'b' Gashadokuros are enormous skeletons that come into being as a result of mass starvation, the countless victims of such a tragedy fusing together into an undead colossus that continues to hunger even in death. Although a gashadokuro may at first appear to be the skeleton of some giant humanoid, the detritus sifting through its joints and its deadly ability to absorb creatures quickly reveal that the animated horror is something far more terrible. A gashadokuro\xe2\x80\x99s size depends on the scale of the famine that caused its emergence, with more devastating food shortages resulting in larger gashadokuros. A typical gashadokuro is 30 feet tall and weighs up to 5,000 pounds. \n'b' Disaster-born . Gashadokuros usually form in the wake of horrible natural disasters such as floods, droughts, or destructive storms that destroy crops and leave thousands without food. As hunger turns into famine and famine turns into death, the spirits of the dying sometimes leave a fragment of their pain and hunger embedded in their physical bodies. \n'b' When the haunted corpses begin to decompose and sink into the ground, the bones do not fertilize the nearby grubs and plants as would normal bone meal, but instead become the devourers, absorbing countless vermin and showing the first sparks of undead energy as the bone shards and bits of marrow begin to move through the dirt of their own accord. The cursed bones of the starved victims congregate beneath the soil, and when they finally stitch themselves together and take the form of a gashadokuro, the undead monstrosity bursts forth and begins an endless search to satisfy its unearthly hunger.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gashadokuro \n'b' Huge undead , neutral evil \n'b' Armor Class 18 (natural armor) \n'b' Hit Points 180 (19d12 + 57) \n'b' Speed 30 ft.\n'b' STATS STR: 25 (+7) DEX: 11 (+0) CON: 16 (+3) INT: 6 (-2) WIS: 15 (+2) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +7, Cha +8 \n'b' Damage Resistances necrotic; piercing, and slashing from nonmagical attacks \n'b' Damage Immunities poison \n'b' Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned \n'b' Senses darkvision 60 ft., passive Perception 12 \n'b' Languages Common (can\xe2\x80\x99t speak) \n'b' Challenge 11 (7,200 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . The gashadokuro uses Starvation Curse. It then makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 16 (2d8+7) bludgeoning damage and the target is grappled (escape DC 21). Until this grapple ends, the gashadokuro can bite only the grappled creature and has advantage on attack rolls to do so. \n'b' Claw . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 14 (2d6+7) slashing damage. Starvation Curse. A gashadokuro emits a powerful aura that causes all creatures within range to feel the intense pains of starvation. Each creature within 60 feet must make a DC 14 Constitution save. On a failed save, the creature gains a level of exhaustion . Even after leaving the area or slaying the gashadokuro, an affected creature cannot recover exhaustion inflicted by this curse until it consumes food. \n'b' Vomit Bone Shards (Recharge 5-6) . The gashadokuro exhales bone shards in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 39 (6d12) bludgeoning damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' The gashadaokuro is an undead that spawns from mass starvation events. It appears at first glance to be a giant, grimy skeleton , but is actually composed of a mass of decomposition of numerous bodies.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gathlain \n'b' Small fey , chaotic good \n'b' Armor Class 13 (natural armor) Hit Points 52 (8d6+24) Speed 30 ft., fly 40 ft.\n'b' STATS STR: 12 (+1) DEX: 20 (+5) CON: 16 (+3) INT: 12 (+1) WIS: 11 (+0) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +7, Persuasion +5 Senses passive Perception 10 Languages Common, Sylvan Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Body Thorns . When an adjacent creature attacks the gathlain with a melee attack , it must succeed a DC 13 Dexterity saving throw to avoid being poked by the thorns on its body. On a failure, the creature takes 2 (1d4) points of piercing damage. \n'b' Innate Spellcasting : The gathlain\xe2\x80\x99s spell casting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' 1/day each : entangle , speak with animals \n'b'\n'b' ACTIONS \n'b'\n'b' Wing . Melee Weapon Attack : +7 to hit, 5 ft. reach, one target. Hit : 6 (1d10 + 1) bludgeoning. \n'b'\n'b' ABOUT \n'b' According to some fey ballads, gathlains were one of the first peoples awakened in the primal world of fey. They were created from the seeds of an enormous magical tree, with the tree\xe2\x80\x99s mistletoe grown into their flesh forming their strange wings. Mischievous and capricious, these creatures have discordant temperaments. They act purely to entertain themselves and sate their immense curiosity about the world around them. That very curiosity has caused many to migrate to the Material Plane and adventure there. These gathlains seek out and attempt to mingle with gnomes. However, gnomes often find gathlains too undisciplined, random, and foolish for their tastes.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gaunt One \n'b' Medium aberration , neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 75 (10d8 + 30) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 15 (+2) CON: 16 (+3) INT: 15 (+2) WIS: 12 (+1) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +4 Senses darkvision 60 ft., passive Perception 11 Languages understands Undercommon but can\xe2\x80\x99t speak Challenge 3 (700 XP) \n'b' Special Traits \n'b' Keen Hearing . The gaunt one has advantage on Wisdom ( Perception ) checks that rely on hearing. \n'b' Actions \n'b' Multiattack . The gaunt one makes two claw attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14). \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 11 (2d6 + 4) slashing damage. \n'b' Extract Heart . Melee Weapon Attack : +6 to hit, reach 5 ft., one humanoid grappled by the gaunt one. Hit : The target must make a DC 13 Constitution saving throw, taking 22 (5d8) piercing damage on a failed save, or half as much damage on a successful one. If this damage reduces the target to 0 hp , the gaunt one kills the target by extracting and devouring its heart. \n'b' Actions \n'b' Multiattack . The greater ghast of Leng makes three attacks: one with its bite and two with its claws. If both claw attacks hit a Medium or smaller target, the target is grappled (escape DC 15). Until this grapple ends, the target is restrained , the greater ghast can automatically hit the target with its claws, and the greater ghast can\xe2\x80\x99t make claw attacks against other targets. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 8 (1d8 + 4) piercing damage plus 7 (2d6) necrotic damage. \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 11 (2d6 + 4) slashing damage. \n'b' About \n'b' This corpse-like creature\xe2\x80\x99s flesh is gray, its body is emaciated, and its skin is pulled tight across its skeleton. A strange, writhing tentacle protrudes slightly from its gaping mouth. \n'b' Undead Appearance . At first glance, gaunt ones appear to be some form of undead creature, leading many to underestimate them. Their skin is pale, shrunken, and withered, and their teeth are yellow and jagged with receded gums. \n'b' Hunger for Hearts . Gaunt ones have an inherent hunger for hearts and often sit quietly for hours, listening for the heartbeats of nearby creatures. A gaunt one grabs hold of its prey and worms its tentaclelike tongue into the creature\xe2\x80\x99s mouth to extract the creature\xe2\x80\x99s heart. Insatiable, a gaunt one continues to eat the hearts of creatures it finds until there is nothing left to harvest. Lacking readily available food, it moves on.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Animated Bronze Statue \xe2\x80\x9cMephit\xe2\x80\x9d \n'b' Tiny construct , unaligned \n'b' Armor Class 21 (natural armor) Hit Points 35 (14d4) Speed 20 ft. (fly 30 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 11 (+0) INT: 3 (-4) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities cold, fire, poison, psychic Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons that are not adamantine Condition Immunities blinded , charmed , deafened , frightened , paralyzed , petrified , poisoned Senses blindsight 60 ft., passive Perception 10 Languages \xe2\x80\x94 Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While an animated bronze statue remains motionless it is indistinguishable from a normal statue. \n'b' Magic Resistance . An animated bronze statue has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Bow . Ranged Weapon Attack : +5 to hit, range 40/160 ft., one target. Hit : 5 (1d4+3) piercing damage. \n'b' Sword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4+3) slashing damage. \n'b'\n'b' ABOUT \n'b' This animated bronze statue is about 18 inches tall and has been fashioned to look like a classic winged devil, which may lead those encountering it to think it is some sort of mephit. It is programmed to prefer engaging from a distance with its little bow but, if forced into melee, will draw its dagger-sized sword and battle with it.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gauntling \n'b' Large humanoid (titanspawn), chaotic evil\n'b' STATS STR: 18 (+4) DEX: 13 (+1) CON: 17 (+3) INT: 7 (-2) WIS: 13 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 14 (natural armor) Hit Points 59 (7d10 + 21) Speed 40 ft. Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 11 Languages Titan Speech Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Disease Immunity . The gauntling is immune to disease. \n'b' Immutable Form . The gauntling is immune to any spell or effect that would alter its form. \n'b' Actions \n'b' Multiattack . The gauntling makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest . \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage. \n'b' Tactics \n'b' Although they have lost most of their creator\xe2\x80\x99s blessings, including access to spells and spell-like abilities, gauntlings remain formidable opponents. Any living creature is considered food for the gauntling, who attacks with blind ferocity. \n'b' Description \n'b' Failed Spawn . Gauntlings are driven by hunger and the desire to redeem themselves. All they eat is a tribute to the titan, but their ravenous hunger can never be satiated; no matter how much a gauntling consumes, no flesh is ever added to its wasted frame. Other servants feel contempt, or at best pity for gauntlings. The thought of one so honored falling so low is generally repulsive to them. \n'b' Emaciated, virtually skeletal, gauntlings are disgusting creatures half again as tall as a human, yet gaunt and crooked, with nearly transparent skin. Their mouths are abnormally large, filled with mismatched teeth of different shapes and sizes.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Cleric of the Sacred Flame \n'b' Medium humanoid (any), any alignment \n'b' Armor Class 17 (Scale Mail + Shield) Hit Points 78 (14d8 + 16) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 13 (+1) CON: 16 (+3) INT: 12 (+1) WIS: 17 (+3) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +4, Wis +6, Cha +7 Skills Insight +6, Intimidation +7, Religion +4 Senses passive Perception 16 Languages Common and one other language Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Spellcasting . The cleric is a 10th-level spellcaster. Its spellcasting ability is Wisdom (save DC 14, +6 to hit with spell attacks). The cleric has the following cleric spells prepared:\n'b'\n'b' Cantrips (at will) : light , resistance , sacred flame , thaumaturgy \n'b' 1st level (4 slots) : bane , command , hellish rebuke, protection from evil and good \n'b' 2nd level (3 slots) : enthrall , flame blade , silence \n'b' 3rd level (3 slots) : fireball , bestow curse , dispel magic \n'b' 4th level (3 slots) : compulsion, wall of fire \n'b' 5th level (2 slots) : contact other plane , flame strike \n'b'\n'b' Actions \n'b' Multiattack . The cleric makes two divine mace attacks. \n'b' Divine Mace . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) piercing damage plus 4 (1d8) fire damage. \n'b' Cackle . The korred lets out a stream of cackles that threaten to disorient and confuse those nearby. Each creature within 60 feet that can hear the creature must make a DC 14 Wisdom saving throw or suffer the effects of the confusion spell and has disadvantage on any attack rolls it makes. The effects last for 1 minute or until the korred dies, with each creature being able to reattempt their saving throw at the end of each of their turns. \n'b' Summon Elemental (1/day) . The cleric attempts to magically summon a fire elemental with a 50 percent chance of success. It has a 5% chance of summoning a greater fire elemental instead. If the attempt fails, the cleric takes 9 (2d8) psychic damage. Otherwise, the summoned elemental appears in an unoccupied space within 60 feet of its summoner and acts as an ally of its summoner. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action. \n'b' Reactions \n'b' Channel Divinity (2/day) . When the cleric casts a spell that requires a creature to make a Wisdom saving throw, it can use its reaction to use its Channel Divinity to impose disadvantage on their roll. This feature has no effect on constructs or undead. If the spell affects more than one creature, the cleric can cause this to target a number up to 3 creatures. \n'b' Focusing Flame . Whenever the cleric takes fire damage, it can use its reaction to end either a single charm effect or the frightened condition on itself or a creature it can see within 15 feet.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gbahali (Postosuchus) \n'b' Huge beast , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 126 (12d12 + 48) Speed 50 ft.\n'b' STATS STR: 19 (+4) DEX: 14 (+2) CON: 19 (+4) INT: 2 (-4) WIS: 13 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +8 Senses passive Perception 14 Languages \xe2\x80\x94 Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Shifting Camouflage . The gbahali\xe2\x80\x99s hide adapts to its current surroundings. The gbahali has advantage on Dexterity ( Stealth ) checks made to hide in nonmagical, natural terrain. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The gbahali makes one Bite attack and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 15 (2d10 + 4) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained , and the gbahali can\xe2\x80\x99t Bite another target. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) slashing damage. \n'b'\n'b' ABOUT \n'b' This large reptile has dagger-like teeth and a scaly hide of shifting colors. \n'b' Chameleon Crocodiles . While distantly related to crocodiles, gbahali have adapted to life away from the water. To make up for the lack of cover , gbahali developed hides that shift to match their environments. Gbahali hide changes color to match its surroundings so perfectly that it becomes nearly invisible . Any lonely rock on the grassland might be a gbahali waiting along a trail, caravan route, or watering hole. \n'b' Their thick hide can be made into hide or leather armor, and with the proper alchemical techniques it retains some of its color-shifting properties. \n'b' Strong Hunters . Gbahalis are powerful predators, challenged only by rivals too large for a gbahali to take down or by predators that hunt in packs and prides, such as lions and gnolls. Gbahalis live solitary lives except during the fall, when males seek out females in their territory. Females lay eggs in the spring and guard the nest until the eggs hatch, but the young gbahali are abandoned to their own devices. Killing an adult gbahali is a sign of bravery and skill for many plains hunters. \n'b' Sentries and Stragglers . In combat, a gbahali relies on its camouflaging hide to ambush prey. It may wait quietly for hours, but its speed and stealth mean it strikes quickly, especially against weak or solitary prey. Its onslaught is strong enough to scatter a herd and leave behind the slowest for the gbahali to bring down.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gearforged Templar \n'b' Medium construct , lawful neutral \n'b' Armor Class 18 (natural armor) Hit Points 71 (11d8 + 22) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 9 (-1) CON: 15 (+2) INT: 12 (+1) WIS: 16 (+3) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +2, Con +5 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 13 Languages Common Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Construct Nature . The gearforged templar doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The gearforged templar makes four Greatsword or Javelin attacks. If two Greatsword attacks hit one creature, the target must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away from the templar. The templar can choose not to push a creature. \n'b' Greatsword . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Javelin . Melee or Ranged Weapon Attack : +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit : 7 (1d6 + 4) piercing damage. \n'b' Whirlwind (Recharge 5\xe2\x80\x936) . The gearforged templar whirls its greatsword in a great arc. Each creature within 10 feet of the gearforged must make a DC 15 Dexterity saving throw, taking 27 (5d10) slashing damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' REACTIONS \n'b'\n'b' Defensive Zone . When a creature enters the gearforged templar\xe2\x80\x99s reach, the templar makes one Greatsword attack against the creature. \n'b' Parry . The gearforged templar adds 3 to its AC against one melee attack that would hit it. To do so, the templar must be able to see the attacker and must be wielding a melee weapon. \n'b'\n'b' ABOUT \n'b' The bronze and mithral figure advances with heavy movements. Its eye lenses glare a golden hue, and gears click when it swings its greatsword. \n'b' Mechanical Champion . An intricate construction of bronze, steel, copper, and mithral, the gearforged templar is an imposing sight. A humanoid spirit contained in a soulgem animates the heavy body of gears and springs. \n'b' Gearforged are relatively rare, and the templar is a paragon among them. \n'b' Tireless Defender . The gearforged templar is relentless in pursuit of its duty. More so than other gearforged, the templar becomes fixed on its charge to the exclusion of distractions and even magical coercion. Gearforged templars serve as commanders of military or guard units, bodyguards for important individuals, or personal champions for nobility.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gearghost \n'b' Tiny undead , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 77 (14d4+42) Speed fly 40 ft. (hover)\n'b' STATS STR: 6 (-2) DEX: 15 (+2) CON: 17 (+3) INT: 14 (+2) WIS: 14 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +8 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine Damage Immunities poison Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive Perception 15 Languages Common, Deep Speech, Deep Speech Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Create Trap . Once per week, a gearghost can create a trap, without requiring any cost or materials. The trap can take the form of a pit, poison dart, spikes, or other type of trap. The trap has a +5 to hit or a save DC (of the appropriate type, usually Dexterity ), of 13, and does 16 (3d10) damage, chosen from bludgeoning, piercing, or slashing. A trap that does piercing can substitute poison damage for one or two dice of piercing damage. A trap can take up to a 10 foot by 10 foot square. \n'b' Rejuvenation . A destroyed gearghost returns in 2d6 days with full hit points . To permanently destroy a gearghost requires that every trap within 100 feet of its remains be destroyed, or the remains must be placed in an area that forbids undead (such as a hallow spell). \n'b' Resetter . A gearghost can use its bonus action to reset a simple or mechanical trap it can see. \n'b' Turn Resistance . The gearghost has advantage on saving throws against any effect that turns undead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The gearghost makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +5 to hit, 5 ft. reach, one target. Hit : 1 bludgeoning damage. \n'b' Make Whole . The gearghost repairs a single break or tear in an object it touches, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, it mends it, leaving no trace of the former damage. The gearghost can physically repair a magic item or construct but can\xe2\x80\x99t restore magic to such an object. \n'b' Telekinesis . The gearghost can move one creature or object it can see that is within 60 feet. It may affect a creature up to Huge size or an object up to 1,000 pounds. It may move the target up to 30 feet in any direction, including upward but not beyond 50 feet. Until the end of its next turn, a target creature is restrained in its telekinetic grip. A creature lifted upward is suspended in mid-air. It can affect the same target round after round or choose a new one at any time. If it switches targets, the prior target is no longer affected by telekinesis . Affecting a creature, or an object held by a creature, requires the gearghost to win a Charisma ability check against the target creature\xe2\x80\x99s Strength ability check each turn. \n'b'\n'b' ABOUT \n'b' Formed from the unquiet soul of a thief wrenched from life by a wicked trap, a gearghost delights in rigging up the same threats and tortures to which it succumbed. \n'b' Eager to witness the deaths of others, the gearghost prowls the place of its death, constantly maintaining and resetting any traps in that area as it waits for victims to fall into its clutches, appearing to its victims as grasping arms emerging from a tangled cluster of debris and mechanical parts, with a metal skull hovering above the clanging mess. \n'b' A gearghost also has the ability to create and set new traps, and as such its lair is usually choked with perilous new snares, spikes, and pits. A gearghost only keeps treasure as a lure for hapless adventurers, often using such treasure as the trigger for one of its devious creations.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gearmass \n'b' Large ooze , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 115 (11d10 + 55) Speed 20 ft., swim 20 ft.\n'b' STATS STR: 16 (+3) DEX: 5 (\xe2\x80\x933) CON: 20 (+5) INT: 1 (\xe2\x80\x935) WIS: 6 (\xe2\x80\x932) CHA: 1 (\xe2\x80\x935) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities cold Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities acid, fire Condition Immunities blinded , charmed , deafened , exhaustion , frightened , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 Languages \xe2\x80\x94 Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous . The gearmass can move through a space as narrow as 1 foot wide without squeezing. \n'b' Clanging Mass . The gearmass is filled with metal objects that clang, scrape, and clink together as it moves. When it moves, it has disadvantage on Dexterity ( Stealth ) checks to stay silent until the start of its next turn. \n'b' Ooze Nature . The gearmass doesn\xe2\x80\x99t require sleep. \n'b' Rust Metal . Any nonmagical weapon made of metal that hits the gearmass corrodes. After dealing damage, the weapon takes a permanent and cumulative \xe2\x80\x931 penalty to damage rolls . If its penalty drops to \xe2\x80\x935, the weapon is destroyed. Nonmagical ammunition made of metal that hits the gearmass is destroyed after dealing damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The gearmass makes two Gear Slam or Cog Toss attacks. If it hits one creature with both Gear Slam attacks, the target is grappled (escape DC 14), and the gearmass uses Engulf on the target. \n'b' Gear Slam . Melee Weapon Attack : +6 to hit, reach 10 ft., one creature. Hit : 12 (2d8 + 3) bludgeoning damage. \n'b' Cog Toss . Ranged Weapon Attack : +6 to hit, reach 20/60 ft., one creature. Hit : 12 (2d8 + 3) bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone . \n'b' Engulf . The gearmass engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded , restrained , and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the gearmass\xe2\x80\x99s turns or take 14 (4d6) acid damage. Any nonmagical ferrous metal armor, weapons, or other items the target is wearing corrode at the start of each of the gearmass\xe2\x80\x99s turns. If an object is either metal armor or a metal shield being worn or carried, it takes a permanent and cumulative \xe2\x80\x931 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If an object is a metal weapon, it rusts as described in the Rust Metal trait. If the gearmass moves, the engulfed target moves with it. The gearmass can have only one creature engulfed at a time. \n'b'\n'b' ABOUT \n'b' A cacophony of banging metal and burbling pops echoes down the corridor before a pile of metal junk encased in a greasy bubble turns the corner and seeps down the hall. \n'b' A gearmass appears as a shambling ooze full of metal junk. It collects and carries discarded bits left by tinkers, machinists, and dead constructs, slowly feeding off the rust its acid promotes in the metal. Gearmasses are not stealthy, nor quiet in the least, a saving grace for dungeon delvers encountering them. However, all too often, the metal clanging racket is so confusing that by the time curious adventurers recognize their quarry, it is too late. \n'b' Lazy Mages are the Worst . The first gearmass was crafted by a wizard who wanted the cleaning power of a gelatinous cube combined with the scouring potential of a rust monster . \n'b' Unfortunately, the oddball creation escaped during an impromptu encounter with some zealous heroes. Unchecked and uncaged, the first gearmass quickly proliferated. A few daring wizards have since captured and trained the offspring, but the risks of keeping such creatures in laboratories and workshops quickly become apparent as the creatures devour all nearby metal.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gebelmensch \n'b' Small humanoid , neutral \n'b' Armor Class 14 (leather armor) Hit Points 10 (2d8+2) Speed 20 ft., 40 ft. (swim)\n'b' STATS STR: 10 (+0) DEX: 17 (+3) CON: 14 (+2) INT: 7 (-2) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +4, Survival +2 Senses darkvision 60 ft., passive Perception 10 Languages Common (Broken), Gebelmensch Challenge 1/4 (50 XP) \n'b' Special Qualities \n'b' Amphibious . The Gebelmensch can breathe air and water. \n'b' Jump Charge . Gebelmensch may leap up to double their land movement and still attack a creature who is at least 20 feet away. When they leap in this fashion, the Gebelmensch gains advantage on their attack rolls, and deals an extra die of damage. \n'b' Actions \n'b' Short sword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6+3) piercing damage. \n'b' Javelin . Ranged Weapon Attack : +5 to hit, range 30/120 ft., one target. Hit : 6 (1d6+3) piercing damage. \n'b' About \n'b' Frog-like humanoids . The gebelmensch are small amphibious humanoids, possessing elongated legs, webbed feet and vaguely lizard or frog like faces. They live in shallow stagnant pools, in swamps, or along the banks of slow moving rivers. They occasionally occupy the sewers of large cities. \n'b' Primitive tool-users . They have primitive technologies, making their own shields and crude short swords and javelins. They do not build structures and occupy caves or tunnels if available. \n'b' Swarm tactics . Gebelmensch generally attack in swarms, preceding a charge with a volley of javelins. They are cowardly by nature and prefer to strike only if they outnumber their victims by 3 to 1.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gecko, Giant \n'b' Medium beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 27 (5d8 + 5) Speed 40 ft., climb 40 ft.\n'b' STATS STR: 13 (+1) DEX: 15 (+2) CON: 12 (+1) INT: 2 (-4) WIS: 14 (+2) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4 Skills Athletics +3, Perception +4 Senses passive Perception 14 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Expert Climber . A giant gecko\xe2\x80\x99s feet allow it to climb virtually any surface, no matter how slick or sheer. In effect, giant geckos are treated as constantly being under a natural version of the spell spider climb . \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 6 (2d4 + 1) piercing damage. \n'b'\n'b' ABOUT \n'b' A wide variety of large reptiles can be found inhabiting the torrid zones of the tropics, from the dusty desert sands to the lush jungles and islands. \n'b' Giant Gecko . These lizards are mostly docile and shy away from attacking creatures larger than a cat or dog. Despite their shyness, they are ultimately curious creatures, and often approach bigger creatures simply to investigate. Of course, a giant gecko is more than capable of defending itself, biting creatures that react violently to the lizard when fleeing is not an option. Some humanoids train giant geckos as bestial guardians. Smaller humanoids (in particular, goblins) can even use the creatures as mounts, taking advantage of their superior climbing skills to attack from seemingly impossible positions and angles. A giant gecko measures 8 feet from nose to tail and weighs 120 pounds. Coloration among giant geckos can vary wildly, though most are some shade of green. \n'b' Giant Horned Lizard . The giant horned lizard is commonly referred to as the blood lizard because of its ability to shoot a stream of blood from its eyes when threatened. The giant horned lizard grows to a length of eight feet. \n'b' Giant Iguana . These bright-eyed lizards are larger than horses. They gather in family groups for mutual protection but make elaborate displays of anger to dissuade predators and indicate they are about to charge. When agitated, a brightly dewlap expands like a colored frill around its neck to make it appear larger. Giant iguanas are very agile for their size , able to scale large trees and rocky cliffs, and are equally at home in the water when hunting or migrating. \n'b' Giant Beaded Lizard . Giant beaded lizards are predators of the scrublands, similar to their lesser kin in many ways. They are opportunistic hunters that live in areas with rocky structures and at least some plant life. Giant beaded lizards spend the sunlight hours either sleeping in a scratch-dug den, wallowing in a mud puddle or basking in the sun. As the sun begins to go down, they hunt, ranging from their burrows to find prey. Giant beaded lizards are not choosy and will attempt to eat almost anything that can fit in their mouths. When a giant beaded lizard finds something potentially edible, it bites down and does not let go. As it chews, it works venom from its lower jaw into the wound. The venom of a giant beaded lizard is not inherently fatal, but causes swelling, fatigue and excruciating pain. Once a creature succumbs to the venom, the lizard tears it apart and eats it in pieces if it cannot swallow the meal whole. The bite of a giant beaded lizard is so strong that it will not let go even in death.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gecko, Whisking \n'b' Tiny monstrosity , unaligned \n'b' Armor Class 16 Hit Points 55 (10d4 + 30) Speed 40 ft., climb 40 ft.\n'b' STATS STR: 4 (-3) DEX: 22 (+6) CON: 15 (+2) INT: 3 (-4) WIS: 15 (+2) CHA: 24 (+7) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +9, Cha +10 Skills Stealth +9 Senses passive Perception 12 Languages \xe2\x80\x93 Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Adaptable Defenses . Each time the whisking gecko fails a saving throw, it gains 1 charge, up to a maximum of 3. It can spend 3 charges to turn a failed saving throw into a success. \n'b' Evasion . If the whisking gecko succeeds on a Dexterity saving throw and would take half damage, it instead takes no damage. When the whisking gecko fails a Dexterity saving throw, it only takes half damage. \n'b' Scintillating Scales . The whisking gecko\xe2\x80\x99s array of colorful scales reflects and scatters light, allowing it to appear either inviting or frightening. As a bonus action, the whisking gecko can flash its scales at a creature it can see within 30 feet. The creature must succeed on a DC 18 Wisdom saving throw or become charmed or frightened (gecko\xe2\x80\x99s choice) of the whisking gecko until the end of the whisking gecko\xe2\x80\x99s next turn. If the whisking gecko is attached to a host, the target is charmed or frightened of the host creature as well. \n'b' Symbiont . The whisking gecko can attach itself to any Medium or larger creature, crawling along its body with its adhesive feet. Some of the whisking gecko\xe2\x80\x99s actions have \xe2\x80\x9c(While Attached)\xe2\x80\x9d in their names. The whisking gecko can only use these abilities while it is attached to a host. Additionally, while on a host, the whisking gecko is hidden, requiring a successful DC 19 Wisdom ( Perception ) check to find it before it can be attacked, and the whisking gecko is unaffected by abilities that target an area, such as fireball , even if that area includes its host. \n'b'\n'b' ACTIONS \n'b'\n'b' Adrenal Pheromones (While Attached) . The whisking gecko exudes powerful pheromones that excite its host. Until the start of the whisking gecko\xe2\x80\x99s next turn, the host has advantage on attack rolls, as well as ability checks and saving throws that use Strength , Dexterity , or Constitution . \n'b' Dazzling Flash (1/Day) . The whisking gecko emits a flash of colorful light from its scales. All creatures within 10 feet of the whisking gecko must succeed on a DC 18 Constitution saving throw or take 21 (6d6) radiant damage, or half as much on a success. If the whisking gecko is attached to a host, the host is not affected by this ability. After using this ability, the whisking gecko can move up to its speed without provoking opportunity attacks and then immediately take the Hide action. \n'b' Lick Wounds (While Attached) . The whisking gecko licks its host\xe2\x80\x99s wounds, spreading curative saliva with natural antimagic properties. The host is cured of any poisons or diseases affecting it, and any spells of 3rd level or lower affecting the host end immediately. For higher-level spells, the whisking gecko attempts a Charisma ability check against a DC of 10 + the spell\xe2\x80\x99s level. On a success, that spell ends. \n'b' Venomous Tongue . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 7 (2d6) poison damage, and the target must succeed on a DC 18 Constitution saving throw or be blinded until the end of its next turn.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gegenees \n'b' Large giant , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 138 (12d12+60) Speed 40 ft.\n'b' STATS STR: 18 (+4) DEX: 13 (+1) CON: 20 (+5) INT: 7 (-2) WIS: 9 (-1) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2 Damage Vulnerabilities poison Senses darkvision 60 ft., passive Perception 12 Languages Aramaic, Greek Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Siege Monster The gegenees deals double damage to objects and structures. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The gegenees makes six attacks divided between its fists and thrown rocks, or four attacks and one boulder crush. \n'b' Boulder Crush (Recharge 6) . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 14 (3d6+4) bludgeoning damage, and the target must make a DC 15 Constitution saving throw. On a failure the target is unconscious for 1 minute. The unconscious target repeats the saving throw if it takes damage and at the end of each of its turns, ending the effect on itself on a success. \n'b' Fist . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8+4) bludgeoning damage. \n'b' Rock . Ranged Weapon Attack : +7 to hit, range 30/120 ft., one target. Hit : 11 (2d6+4) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' The Gegenees are nearly extinct in large part due to their titanic conflict with the Argonauts, but those that remain have lost none of their fury. While these wandering few are most often found in the wild places of the world, some have been pressed into the service of greater powers, acting as living siege weapons in mortal wars. Their susceptibility to poisons is a weakness that can be cleverly exploited by those seeking to control them. \n'b' A race of aggressively territorial six-armed giants native to Anatolia, the gegenees were famously challenged by the Greek hero Heracles during his expedition with the Argonauts. Despite proving worthy foes even for mighty Heracles, arrows tipped with the hydra\xe2\x80\x99s deadly venom were their undoing.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gelatinous Cube, Dire \n'b' Large ooze , unaligned \n'b' Armor Class 6 Hit Points 84 (8d10 + 40) Speed 15 ft.\n'b' STATS STR: 18 (+4) DEX: 3 (-4) CON: 20 (+5) INT: 7 (-2) WIS: 8 (-1) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities blinded , charmed , deafened , exhaustion , frightened , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 9 Languages telepathy 60 ft. Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Ooze Cube . The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube\xe2\x80\x99s Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover . A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 14 Strength check, and the creature making the attempt takes 14 (4d6) acid damage. The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time. \n'b' Transparent . Even when the cube is in plain sight, it is invisible to every creature that hasn\xe2\x80\x99t spotted it. A successful DC 15 Wisdom ( Perception ) check reveals the cube as a hazy outline to the creature that made the check. A creature that enters the cube\xe2\x80\x99s space while unaware of the cube is surprised by the cube and is subjected to its Engulf, as described under Ooze Cube. \n'b'\n'b' ACTIONS \n'b'\n'b' Pseudopod . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 14 (4d6) acid damage. \n'b' Engulf . The cube moves up to its speed. While doing so, it can enter Large or smaller creatures\xe2\x80\x99 spaces. Whenever the cube enters a creature\xe2\x80\x99s space, the creature must make a DC 14 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the cube enters the creature\xe2\x80\x99s space and the creature takes 14 (4d6) acid damage and is engulfed. The engulfed creature can\xe2\x80\x99t breathe, is restrained , and takes 21 (6d6) acid damage at the start of each of the cube\xe2\x80\x99s turns. When the cube moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 14 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube. \n'b' Slimy Thoughts . The ooze establishes telepathic contact with one creature within 30 feet of the ooze, but its thought processes are so alien they register on humanoid minds as a psychic assault. The target creature takes 22 (5d8) psychic damage or half damage with a successful DC 9 Intelligence saving throw. \n'b'\n'b' ABOUT \n'b' One of the alchemist\xe2\x80\x99s crowning achievements is the creation of a gelatinous cube with superior speed, strength, and intellect-and limited psychic ability.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Animated Construct, Biologic Processor \n'b' Gargantuan construct , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 280 (16d20+112) Speed 20 ft.\n'b' STATS STR: 20 (+5) DEX: 6 (-2) CON: 24 (+7) INT: 8 (-1) WIS: 1 (-5) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, psychic Condition Immunities blinded , charmed , deafened , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 12 Languages Common (cannot speak) Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Fluid Sampling . When the mechanism starts a turn grappling a creature, the creature takes 21 (6d6) piercing damage \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +9 to hit, 15 ft. reach. Hit : 44 (6d12 + 5) bludgeoning damage. The target is grappled (escape DC 16). \n'b'\n'b' ABOUT \n'b' This mechanical monstrosity grinds to life with industrial precision and deadly strength, a massive industrial engine brought to life by technomagical sorcery. \n'b' Construction Machines . An animated driller is crafted and programmed to perform simple tasks under the direction of its creator or a designated overseer (often another, more intelligent robot or construct) or follows a predetermined set of actions, destroying those who get in its way and ignoring those that do not. Animated drillers occasionally go out of control, however, as their programming breaks down, causing them to rampage destructively until destroyed or controlled. \n'b' Scientific Machines . A biologic processor collects, stores, and analyses tissue samples from living creatures brought to it, cataloging them for further research. Usually such tissue is helpless or dead when brought to the machine, but it fulfills its programming even if its \xe2\x80\x9csamples\xe2\x80\x9d resist and try to escape.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Climbing Vine \n'b' Medium plant , unaligned \n'b' Armor Class 11 (natural armor) Hit Points 13 (2d8 + 4) Speed 10 ft., climb 10 ft.\n'b' STATS STR: 13 (+1) DEX: 7 (\xe2\x80\x932) CON: 15 (+2) INT: 1 (\xe2\x80\x935) WIS: 7 (\xe2\x80\x932) CHA: 1 (\xe2\x80\x935) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +3, Stealth +0 Damage Immunities psychic Condition Immunities blinded , charmed , deafened , exhaustion , frightened , prone Senses blindsight 20 ft., passive Perception 8 Languages \xe2\x80\x94 Challenge 1/8 (25 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Digestive Dew . A creature that starts its turned grappled by the climbing vine takes 2 (1d4) acid damage. \n'b' Flexible Form . A climbing vine can move through a space as narrow as 6 inches wide without squeezing. \n'b'\n'b' ACTIONS \n'b'\n'b' Dewvine . Melee Weapon Attack : +3 to hit, reach 5 ft., one creature. Hit : The target is grappled (escape DC 11). The climbing vine has two attacking vines, each of which can grapple only one creature. \n'b' Squeeze . The climbing vine squeezes creatures in its grasp. Each creature grappled by the climbing vine must succeed on a DC 11 Strength saving throw or take 5 (2d4) bludgeoning damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Grasping Retaliation . When a creature hits the climbing vine with a melee attack while within 5 feet of the vine, the vine can make one Dewvine attack against it. \n'b'\n'b' ABOUT \n'b' A long, thin vine sprawls across the cliff face. Spindly fronds unfold from the main vine, covered in tiny, dew-tipped stalks.\xc2\xa0One frond lies curled around the half-digested remains of a bird.\xc2\xa0Climbing vines are a form of high-altitude plant life, adapted to living above the tree line where few nutrients are available.\xc2\xa0Clinging to rocky crags, they survive by feeding on whatever animals they can catch. Birds, lizards, insects, and even humanoids who get too close are grabbed by their dew-tipped feelers, crushed by their vines, and slowly digested. \n'b' Ambush Plant . Slow, fragile, and functionally blind, a climbing vine is a foe that is easy to underestimate. Seen from afar, they are trivial to avoid or destroy. However, they tend to hide among less dangerous plants or squeeze into tiny gaps in the rock, nearly invisible from a distance but able to sense vibrations in the air and through the rock via specialized roots.\xc2\xa0Often, they are imperceptible until they strike, reaching out to grab some unfortunate creature and crush it into easily digestible paste. They are most vulnerable while feeding, when the corpse of their prey limits their options to hide and makes it clear that they are not a harmless plant. \n'b' Cultivated Traps . While the climbing vines\xe2\x80\x99 natural environment is remote, hostile, and unlikely to be seen by most adventurers, they are far more plentiful as purposefully cultivated living traps. Intelligent monsters, isolated hermits, and particularly belligerent mages occasionally grow climbing vines as a self-maintaining security system. A climbing vine attached to a breach in a lair or little-traveled section of a fortress eats vermin and sneaky intruders, keeping the area relatively clean and providing a modicum of security. Though solitary in the wild, climbing vines live in large groups when cultivated.\xc2\xa0A single vine is little threat to all but the frailest intruder, but a cluster might entangle and devour a relatively hardy foe. They are also a suitably horrible way to dispose of witnesses, sacrifices, or unruly subordinates. \n'b' Alchemically Valuable . Alchemists have an ever-present demand for climbing vines. Their dew is a potent acid commonly used as a reagent or for dilution into acid flasks. Their vines are strong for their size, and the fibers in the vines are used in a variety of strength potions.\xc2\xa0Some alchemists have specially prepared greenhouses where they maintain and harvest climbing vines, but stories of overrun greenhouses filled with man-eating plants and the remains of unfortunate apprentices lead most to buy what they need from adventurers.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gelatinous Cube/Ochre Jelly Hybrid \n'b' Gargantuan ooze , unaligned \n'b' Armor Class 7 Hit Points 108 (7d20 + 35) Speed 5 ft., climb 5 ft.\n'b' STATS STR: 14 (+2) DEX: 5 (-3) CON: 20 (+5) INT: 1 (-5) WIS: 6 (-2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid Damage Immunities lightning, slashing Condition Immunities blinded , charmed , deafened , exhaustion , frightened , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous . The hybrid can move through a space as narrow as 1 inch wide without squeezing. \n'b' Death Burst . When the hybrid dies, it liquifies into a thick, sticky puddle. Every creature in the hybrid\xe2\x80\x99s space or within 10 feet of it must make a successful DC 10 Dexterity saving throw or take 4 (1d8) acid damage and have its speed reduced to 0 until the end of its next turn. \n'b' Mire . A creature that starts its turn in the hybrid\xe2\x80\x99s space takes 4 (1d8) acid damage and its speed is reduced to 0 until the start of its next turn. A successful DC 12 Strength saving throw halves the damage and prevents the speed reduction. A prone creature has disadvantage on the saving throw and the damage is doubled to 18 (4d8). The first time a creature enters the hybrid\xe2\x80\x99s space during a turn, the creature must make a successful DC 12 Strength saving throw or its speed is reduced to 0 until the start of its next turn. \n'b' Ooze Blob . Other creatures can enter the hybrid\xe2\x80\x99s space, but the first time a creature does so during a turn, it\xe2\x80\x99s affected by the hybrid\xe2\x80\x99s Mire. A creature within 5 feet of the hybrid can take an action to pull a creature or object out of the hybrid. Doing so requires a successful DC 12 Strength ( Athletics ) check, and the creature making the attempt takes 9 (2d8) acid damage. \n'b' Spider Climb . The hybrid can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The hybrid makes two pseudopod attacks. \n'b' Pseudopod . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) bludgeoning damage plus 4 (1d8) acid damage, and the creature must make a successful DC 12 Strength saving throw or be knocked prone . \n'b' Ooze Eruption (Recharge 6) . A gas bubble forms inside the hybrid and bursts, splashing ooze all around. Every creature in the hybrid\xe2\x80\x99s space or within 15 feet of it takes 18 (4d8) acid damage, or half damage with a successful DC 13 Dexterity saving throw. Creatures that fail the saving throw are also knocked prone . \n'b'\n'b' REACTIONS \n'b'\n'b' Split and Rejoin . When a hybrid is subjected to lightning or slashing damage, its Multiattack increases by one pseudopod attack (from two to three, from three to four, etc.), and Ooze Eruption recharges automatically. \n'b'\n'b' ABOUT \n'b' The alchemist tried for years to create this monstrous hybrid. She has no purpose in mind for it; to her, it\xe2\x80\x99s a fascinating challenge for her alchemical ability. Thankfully, the necessary equipment exists in only one place and the necessary knowledge resides only in the alchemist\xe2\x80\x99s obsessive mind and notes. If those things are destroyed, no more of these creatures should ever be created.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gelatinous Pond \n'b' Large ooze , chaotic evil \n'b' Armor Class 7 Hit Points 85 (10d10+30) Speed 10 ft.\n'b' STATS STR: 16 (+3) DEX: 5 (-3) CON: 16 (+3) INT: 6 (-2) WIS: 6 (-2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities acid, cold, lightning, slashing Condition Immunities blinded , charmed , deafened , exhaustion , frightened , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 Languages None Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Ooze pond . The pond is wide but shallow. Creatures inside the pond can be seen but have total cover . A creature within 5 feet of the pond can take an action to pull a creature or object out of the pond. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 18 (4d8) acid damage. The pond can hold only one large creature or up to four medium or smaller creatures inside it at a time.\n'b'\n'b'\n'b' Actions \n'b' Pseudopond . Melee Weapon Attack : +4 to hit, reach 10 ft., one target. Hit : 18 (4d8) acid damage. If the target is medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. \n'b' Dunk . The pond dunks the creature grappled by it into its corrosive surface. The creature must succeed on a DC 14 Dexterity saving throw or take 18 (4d8) acid damage and be engulfed. On a successful save, the target takes half the acid damage and isn\xe2\x80\x99t engulfed. The engulfed creature can\xe2\x80\x99t breathe, is restrained , and takes 21 (6d6) acid damage at the start of each of the pond\xe2\x80\x99s turns. \n'b' About \n'b' Crystal clear shallow pond, perfectly devoid of all flora and fauna. The surface shimmers in any light and dissolves anything it touches. \n'b' Gelatinous ponds lie in wait for their prey, patiently resting in an open field or calm forest for months or even years. Like their cuboid relations, gelatinous ponds dissolve living tissue, leaving only the bones and teeth of their victims.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gelid Beetle \n'b' Medium elemental , neutral \n'b' Armor Class 13 (natural armor) Hit Points 32 (5d8 + 10) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 10 (+0) CON: 14 (+2) INT: 1 (-5) WIS: 10 (+0) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Damage Immunities cold Senses darkvision 60 ft., passive Perception 14 Languages \xe2\x80\x93 Challenge \xc2\xbd (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Frigid Body . A creature that touches the beetle or hits it with a melee attack while within 5 feet of it takes 3 (1d6) cold damage. \n'b' Frigid Weapons . The beetle\xe2\x80\x99s weapon attacks deal an extra 3 (1d6) cold damage (included in the attack ). \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 plus 3 (1d6) cold damage. \n'b'\n'b' ABOUT \n'b' A stark white beetle with silvery-black legs the size of a wolf, this creature has dull silver mandibles, and two sets of dull silvery-black eyes. \n'b' Gelid beetles inhabit icy forests and other such desolate places in arctic climates. They spend most of their time hunting, surfacing from their lairs at night to prey on giant or smaller insects. During the daylight hours, gelid beetles like to congregate with others of their kind in warm spots where the sunlight breaks through the trees. \n'b' Gelid beetles make their lairs in hollowed logs, dead trees, and other such hidden places. During the mating season, the female digs a small underground chamber in a well-secluded place and lays 1d4+1 silverywhite eggs. These eggs hatch in about 2 weeks, producing olive-yellow larvae. The larvae spend their time feeding and growing (and occasionally molting) before passing into the pupa stage after nearly 3 weeks. The pupae shed their skin for the last time after 8 to 10 days emerge as an adult gelid beetles. \n'b' Most beetles are white with silvery-black legs and dull silver mandibles. \n'b' Some specimens have a mottled silver or black carapace, and an even rarer species has dull crimson wing casings. \n'b' A gelid beetle begins combat with its cold spray. It then charges into combat, biting its opponents. Though not intelligent, these creatures often employ hit-and-run tactics, especially when attacking as a group.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gelidiceph \n'b' Gargantuan elemental , neutral \n'b' Armor Class 17 (icy exterior) Hit Points 170 (10d20 + 60) Speed 30 ft., swim 80 ft., burrow (ice and snow only) 80 ft. \n'b'\n'b' Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +13, Con +11 Skills Athletics +13, Perception +5, Stealth +9 Damage Immunities cold Damage Vulnerabilities fire Senses darkvision 60 ft.; passive Perception 15 Languages Primordial Challenge 14 (11,500 XP) \n'b' Special Traits \n'b'\n'b' Freezing Ink . Using special glands, a gelidiceph can release an 80-foot burst of icy-blue ink once every minute as a free action. In moments, the ink freezes into a field of crystalline glacial ice. Any creature within this burst must make a DC 18 Dexterity save, becoming restrained on a failure. A restrained creature may use an action to attempt to break free, with a DC 16 Strength Save. This ice field persists for 10 rounds and is treated as difficult terrain . Heat melts the ice normally. \n'b' Icy Morphology . A gelidiceph is a massive squid-like elemental with eight arms and two tentacles. Attackers may target each of these limbs separately from the gelidiceph\xe2\x80\x99s main body. Limbs are destroyed once they have taken 20 hit points in damage. Lost limbs regrow after 1d10+10 days. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The gelidiceph makes eight slam attacks and one bite attack . \n'b' Slam . Melee Weapon Attack : +13 to hit, reach 20 ft., one target. Hit : 12 (1d8 + 8) bludgeoning damage and 3 (1d6) cold damage. \n'b' Bite . Melee Weapon Attack : +13 to hit, reach 5 ft., one target. Hit : 18 (3d6 + 8) piercing damage. \n'b' Grasping Tentacles . As a bonus action, the gelidiceph grapples a single creature within 20 ft. with an Escape Dexterity check of DC 18. If a creature is already grappled , the gelidiceph uses its bonus action to constrict the creature, causing 16 (2d6+8) bludgeoning damage. \n'b'\n'b' About \n'b' Hrinruuk was known for creating fearsome beasts to appease his hunter\xe2\x80\x99s desires. When he sought a challenge tailored for the north, he decided upon a camouflaged creature that would be the perfect predator in ice and snow. \n'b' He shaped a massive kraken from the coldest ice, with the heart of a raging water elemental, and the gelidiceph swam off to terrorize all Scarn\xe2\x80\x99s freezing waters, and even its coastal glaciers and snowfields. \n'b' With a voracious appetite bestowed by the titanic hunter, the gelidiceph hunts insatiably. Aggressive and mean-spirited, these massive elemental kraken attack and devour any creature they see, dismembering the threats and consuming the prey. It is understandable that few in the civilized settlements of Fenrilik have lived through an encounter with such a titanic threat and returned to tell the tale. A gelidiceph only considers retreat when it has lost 3 or more of its arms, disappearing reluctantly through a huge cloud of freezing ink.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gem Dog \n'b' Small monstrosity , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 112 (15d6 + 60) Speed 50 ft.\n'b' STATS STR: 22 (+6) DEX: 16 (+3) CON: 18 (+4) INT: 12 (+1) WIS: 18 (+4) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +8, Stealth +7 Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons that aren\xe2\x80\x99t adamantine Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 18 Languages \xe2\x80\x93 Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The gem dog\xe2\x80\x99s spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The gem dog can innately cast the following spells, requiring no material, verbal, or somatic components:\n'b'\n'b' At will : color spray , dancing lights , faerie fire \n'b' 3/day each : blur , heat metal , hypnotic pattern , mirror image , misty step , moonbeam \n'b' 1/day : hallucinatory terrain \n'b'\n'b' Magic Resistance . The gem dog has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Multiattack . The gem dog attacks once with its bite and twice with its claws, or it can make two Gem Spine Spray attacks. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 28 (4d10 + 6) piercing damage. \n'b' Claw . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 15 (2d8 + 6) slashing damage. \n'b' Gem Spine Spray . Ranged Weapon Attack : +7 to hit, range 20/60 ft., one target. Hit : 30 (5d10 + 3) piercing. \n'b' Blinding Gleam . If the gem dog is in bright light, it can force one creature that it can see within 60 feet of it to make a DC 16 Dexterity saving throw if the gem dog isn\xe2\x80\x99t incapacitated. On a failed save, the creature is blinded for 1 minute as the gem dog reflects light into its eyes. A creature that isn\xe2\x80\x99t surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can\xe2\x80\x99t see the gem dog until the start of its next turn, when it can avert its eyes again. If it looks at the gem dog in the meantime, it must immediately make the save. \n'b' About \n'b' This creature looks like a canine, but its fur gleams and shimmers in a brilliant hue as if the creature is made out of gems. \n'b' A gem dog is a canine-ish pack hunter that appears from a distance to be made out of gems. Long ago, a pack of wild dogs came to live in a region blasted by a battle between two powerful wizards. Like many of the wildlife in the region, the dogs were forever altered by their sojourn into so chaotically magical a land, though unlike most of the others, the gem dogs came out both uncorrupted by the less savory lingering enchantments and able to survive as a viable magical species all their own. Since then, they have spread throughout the land though they have never grown numerous. \n'b' Gem dogs remain carnivores as the wild dogs from which they mutated, but in addition to ordinary prey, gem dogs must also consume quality minerals to survive. They have no interest in diamonds but can smell jade, sapphires, rubies, emeralds, and alexandrite, among others, for miles. While they can gain sustenance from many silicates and other mineral sources (even sand), they far prefer the purest, clearest gem crystals when they can get them. Gem dogs will rarely threaten humanoids for any reason, but they will happily steal bags or stashes of gems whenever they can get to them. \n'b' Starving gem dogs in a large pack might attack a party of travelers. \n'b' Gem dog jaws are freakishly strong for their size in order to crunch up delicious gemstones. Their teeth and claws are similarly freakishly hard. A gem dog can do a lot more harm than it looks like it should be able to, and combined with their skillful use of their blindingly glittering coats, gem dog packs take down surprisingly large prey from time to time. Gem dogs have crystalline spines along their backs that can be violently ejected at foes. The loss of the spines causes minor pain; therefore, they only shoot the projectiles if truly afraid. \n'b' Gem dogs can come in the colors of nearly any gemstone (even white, despite their disdain for diamonds), but usually, only 2-3 colors are represented in a single pack. The \xe2\x80\x9cgems\xe2\x80\x9d in gem dogs\xe2\x80\x99 fur and spines are worthless, crumbling within hours of being removed from a living gem dog (and even faster if the gem dog is slain). Gem dogs\xe2\x80\x99 hard, glittering outercoat is prickly and cold, but beneath that, gem dogs are soft and warm like regular dogs, especially on their bellies. If raised from puppyhood, it is said that gem dogs can be domesticated and trained, but between their high intelligence and sheer destructive power, few would be able to control one \xe2\x80\x93 especially when a friend\xe2\x80\x99s jewelry looks tasty.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Efreeti Alchemist \n'b' Family: Genies \n'b' Large elemental , lawful evil \n'b' Armor Class 17 (natural armor) Hit Points 184 (16d10 + 96) Speed 40 ft., fly 60 ft.\n'b' STATS STR: 19 (+4) DEX: 12 (+1) CON: 22 (+6) INT: 20 (+5) WIS: 15 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Intelligence +10, Wisdom +7, Charisma +8 Skills Arcana +10 Damage Resistances poison Damage Immunities fire Senses darkvision 120 ft., passive Perception 12 Languages Ignan, telepathy 120 ft. Challenge 13 (10,000 XP) \n'b' Special Traits \n'b' Alchemical Bandolier . The efreeti may locate and extract one alchemical substance from its well-organized bandolier of bottles and vials as a free action on each of its turns. \n'b' Alchemical Substances . The efreeti may imbibe or throw an alchemical substance to create a spell-like effect as a Use an Object action. For this purpose, the efreeti is a 10th level spellcaster. The efreeti\xe2\x80\x99s spellcasting ability is Intelligence (spell save DC 18). Spell-like effects created by alchemical substances do not require concentration, even if their corresponding spell does, and instead last for the maximum possible duration. These substances are completely inert in the hands of anyone but the efreeti. The efreeti has the following substances prepared: \n'b' 2/day each : spell potion of false life (as a fourth level spell slot), potion of fire giant strength, potion of greater healing , potion of growth , potion of invisibility , potion of speed \n'b' 1/day each : dragon breath bomb (all targets in a 30-foot cone must make a DC 18 Dexterity check, taking 6d6 fire damage on a failed save, or half as much damage on a successful one), fire bomb (as fireball spell with an 80-foot range), glue bomb (fills a 10-foot radius within 80 feet with powerful adhesive for 1 minute, so that a creature in that area must succeed on a DC 18 Dexterity saving throw or be restrained \xe2\x80\x93 at the beginning of each of the creature\xe2\x80\x99s turns, it may attempt a DC 18 Strength saving throw, escaping the area and ceasing to be restrained on a success), spell potion of fire shield , spell potion of greater invisibility , potion of magic weapon (as magic weapon spell), spell potion of regenerate , potion of superior healing \n'b' Elemental Demise . If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the efreeti was wearing or carrying. \n'b' Innate Spellcasting . The efreeti\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, with no need for material components: \n'b' At will : detect magic \n'b' 3/day each : enlarge/reduce , tongues \n'b' 1/day each : conjure elemental (fire elemental only), gaseous form , invisibility , major image , plane shift , wall of fire \n'b' Actions \n'b' Multiattack . The efreeti makes two Scimitar attacks or uses its Hurl Flame twice. \n'b' Scimitar . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage plus 7 (2d6) fire damage. \n'b' Hurl Flame . Ranged Spell Attack : +10 to hit, range 120 ft., one target. Hit : 17 (5d6) fire damage. \n'b' Bonus Actions \n'b' Two-fisted Drinking (recharge 5-6). If the efreeti has spent an action to use an Alchemical Substance, it may use another Alchemical Substance.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Efreeti Amir \n'b' Family: Genies \n'b' Large elemental , lawful evil \n'b' Armor Class 18 (natural armor) Hit Points 275 (22d10 + 154) Speed 40 ft., fly 60 ft.\n'b' STATS STR: 24 (+7) DEX: 14 (+2) CON: 24 (+7) INT: 16 (+3) WIS: 15 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Intelligence +8, Wisdom +7, Charisma +8 Damage Immunities fire Senses darkvision 120 ft., passive Perception 12 Languages Ignan, telepathy 120 ft. Challenge 15 (13,000 XP) \n'b' Special Traits \n'b' Action Surge (recharges after a short or long rest ). The efreeti may make one additional action on its turn on top of its normal action (and possible bonus action). \n'b' Elemental Demise . If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the efreeti was wearing or carrying. \n'b' Improved Critical . The efreeti\xe2\x80\x99s weapon attacks score a critical hit on a roll of 19 or 20. \n'b' Innate Spellcasting . The efreeti\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, with no need for material components: \n'b' At will : detect magic \n'b' 3/day each : enlarge/reduce , tongues \n'b' 2/day each : conjure elemental (fire elemental only), gaseous form , invisibility , major image , plane shift , wall of fire \n'b' 1/day each : flame strike , greater invisibility \n'b' Actions \n'b' Multiattack . The efreeti makes three Scimitar attacks or uses its Hurl Flame three times. \n'b' +2 Scimitar . Melee Weapon Attack : +14 to hit, reach 5 ft., one target. Hit : 19 (3d6 + 9) slashing damage plus 7 (2d6) fire damage. \n'b' Hurl Flame . Ranged Spell Attack : +9 to hit, range 120 ft., one target. Hit : 21 (6d6) fire damage. \n'b' Bonus Actions \n'b' Second Wind (recharges after a short or long rest ). The efreeti may regain 1d10 + 15 hit points .'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Efreeti Amir Al-umara \n'b' Family: Genies \n'b' Large elemental , lawful evil \n'b' Armor Class 20 (natural armor) Hit Points 324 (24d10 + 192) Speed 40 ft., fly 60 ft.\n'b' STATS STR: 24 (+7) DEX: 14 (+2) CON: 26 (+8) INT: 18 (+4) WIS: 16 (+3) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Intelligence +10, Wisdom +9, Charisma +11 Skills Perception +9 Damage Immunities fire Senses darkvision 120 ft., passive Perception 19 Languages Ignan, telepathy 120 ft. Challenge 20 (25,000 XP) \n'b' Special Traits \n'b' Action Surge (recharges after a short or long rest ). The efreeti may make one additional action on its turn on top of its normal action (and possible bonus action). \n'b' Duelist . The efreeti adds +2 to damage rolls while using a single one-handed weapon (included below). \n'b' Elemental Demise . If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the efreeti was wearing or carrying. \n'b' Improved Critical . The efreeti\xe2\x80\x99s weapon attacks score a critical hit on a roll of 18, 19, or 20. \n'b' Indomitable (1/day). The efreeti may reroll an unsuccessful saving throw. It must use the second roll. \n'b' Innate Spellcasting . The efreeti\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It can innately cast the following spells, with no need for material components: \n'b' At will : detect magic \n'b' 3/day each : enlarge/reduce , tongues \n'b' 2/day each : conjure elemental (fire elemental only), gaseous form , invisibility , major image , plane shift , wall of fire \n'b' 2/day each : flame strike , greater invisibility \n'b' Remarkable Athlete . The efreeti may add +2 to any Strength , Dexterity , or Constitution check that doesn\xe2\x80\x99t already incorporate his proficiency bonus. \n'b' Actions \n'b' Multiattack . The efreeti makes four Scimitar attacks or uses its Hurl Flame four times. \n'b' +3 Scimitar . Melee Weapon Attack : +16 to hit, reach 5 ft., one target. Hit : 25 (3d8 + 12) slashing damage plus 7 (2d6) fire damage. \n'b' Hurl Flame . Ranged Spell Attack : +11 to hit, range 120 ft., one target. Hit : 21 (6d6) fire damage. \n'b' Bonus Actions \n'b' Second Wind (recharges after a short or long rest ). The efreeti may regain 1d10 + 25 hit points .'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Efreeti Cleric \n'b' Family: Genies \n'b' Large elemental , lawful evil \n'b' Armor Class 17 (natural armor) Hit Points 184 (16d10 + 96) Speed 40 ft., fly 60 ft.\n'b' STATS STR: 22 (+6) DEX: 12 (+1) CON: 22 (+6) INT: 16 (+3) WIS: 20 (+5) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Intelligence +8, Wisdom +10, Charisma +8 Skills Religion +10 Damage Immunities fire Senses darkvision 120 ft., passive Perception 15 Languages Ignan, telepathy 120 ft. Challenge 13 (10,000 XP) \n'b' Special Traits \n'b' Channel the Sultan Directed Strike (2/day). The efreeti gains +10 on one attack roll. \n'b' Channel the Sultan Cooperative Strike (2/day). When a creature within 30 feet makes an attack roll, the efreeti may use its reaction to grant that creature +10 to the roll. \n'b' Holy Strike . On each of its turns, when the efreeti hits a creature with a weapon attack, it can cause the attack to deal an extra 1d8 damage of the same type normally dealt by the weapon. \n'b' Elemental Demise . If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the efreeti was wearing or carrying. \n'b' Innate Spellcasting . The efreeti\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, with no need for material components: \n'b' At will : detect magic \n'b' 3/day each : enlarge/reduce , tongues \n'b' 1/day each : conjure elemental (fire elemental only), gaseous form , invisibility , major image , plane shift , wall of fire \n'b' Spellcasting . The efreeti is a 10th level spellcaster. The efreeti\xe2\x80\x99s spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It has the following spells prepared: \n'b' Cantrips (at will): light , mending , sacred flame , spare the dying, thaumaturgy \n'b' 1st level (4 slots): bane , bless , cure wounds , divine favor , healing word , shield of faith \n'b' 2nd level (3 slots): aid , enhance ability , lesser restoration , magic weapon , silence , spiritual weapon \n'b' 3rd level (3 slots): bestow curse , crusader\xe2\x80\x99s mantle, dispel magic , glyph of warding , mass healing word , spirit guardians \n'b' 4th level (3 slots): banishment , death ward , freedom of movement , stone shape , stoneskin \n'b' 5th level (2 slots): flame strike , greater restoration , hold monster , mass cure wounds \n'b' Actions \n'b' Multiattack . The efreeti makes two Scimitar attacks or uses its Hurl Flame twice. \n'b' Scimitar . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) slashing damage plus 7 (2d6) fire damage. \n'b' Hurl Flame . Ranged Spell Attack : +8 to hit, range 120 ft., one target. Hit : 17 (5d6) fire damage. \n'b' Bonus Actions \n'b' Warrior Priest (5/day). The efreeti cleric makes one weapon attack .'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Efreeti Loremaster \n'b' Family: Genies \n'b' Large elemental , lawful evil \n'b' Armor Class 17 (natural armor) Hit Points 210g (20d10 + 100) Speed 40 ft., fly 60 ft.\n'b' STATS STR: 19 (+4) DEX: 12 (+1) CON: 21 (+5) INT: 22 (+6) WIS: 15 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Intelligence +11, Wisdom +7, Charisma +8 Skills Arcana +16, History +16, Nature +11, Perception +7 Damage Immunities fire Senses darkvision 120 ft., passive Perception 17 Languages Abyssal, Aquan, Auran, Common, Ignan, Infernal, Terran, telepathy 120 ft. Challenge 15 (13,000 XP) \n'b' Special Traits \n'b' Divination Renewal . When the efreeti casts a divination spell, it regains an expended spell slot of a level lower than the spell it cast. \n'b' Foresight . The efreeti rolls three d20s at the beginning of each day. It can use up to one of its foresight rolls to replace any attack roll, saving throw, or ability check made by it or any creature it can see within 50 feet of it. This ability can only be used once per turn. \n'b' Girded Sanity . The efreeti receives a +6 on any skill check or saving throw against illusions or becoming charmed , confused, frightened , or insane. \n'b' Innate Spellcasting . The efreeti\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, with no need for material components: \n'b' At will : comprehend languages , detect magic , tongues \n'b' 3/day : enlarge/reduce \n'b' 2/day each : conjure elemental (greater fire elemental only), gaseous form , invisibility , major image , plane shift , wall of fire \n'b' 1/day : greater invisibility \n'b' See Invisible . The efreeti can see invisible creatures and objects within 10 feet. \n'b' Spellcasting . The efreeti is a 15th level spellcaster. The efreeti\xe2\x80\x99s spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). It has the following spells prepared: \n'b' Cantrips (at will): dancing lights , light , mage hand , mending , minor illusion \n'b' 1st level (4 slots): charm person , false life , identify , magic missile , shield , unseen servant \n'b' 2nd level (3 slots): arcanist\xe2\x80\x99s magic aura, blur , detect thoughts , mirror image \n'b' 3rd level (3 slots): clairvoyance , fireball , sending , slow \n'b' 4th level (3 slots): arcane eye , locate creature , stoneskin \n'b' 5th level (2 slots): contact other plane , legend lore , scrying \n'b' 6th level (1 slot): globe of invulnerability \n'b' 7th level (1 slot): delayed blast fireball \n'b' 8th level (1 slot): feeblemind \n'b' Actions \n'b' Multiattack . The efreeti makes two Scimitar attacks or uses its Hurl Flame twice. \n'b' Scimitar . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage plus 7 (2d6) fire damage. \n'b' Hurl Flame . Ranged Spell Attack : +11 to hit, range 120 ft., one target. Hit : 17 (5d6) fire damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Cloaked Gouger \n'b' Medium fey , neutral evil \n'b' Armor Class 13 Hit Points 82 (11d8 + 33) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 17 (+3) INT: 16 (+3) WIS: 14 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +5, Medicine +5, Perception +5, Stealth +6 Senses darkvision 120 ft. (blind without Gouger Cloak), passive Perception 15 Languages Common, Sylvan Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Dazzling Aura . The first time in a day that a creature starts its turn within 30 feet of the gouger and can see the gouger, the creature is distracted by the entrancing, unblinking eyes on the gouger\xe2\x80\x99s cloak. The creature makes attack rolls against the gouger with disadvantage until the end of its next turn. \n'b' Gouger Cloak . While wearing its cloak, the gouger has advantage on Wisdom ( Perception ) checks that rely on sight, and it can\xe2\x80\x99t close or avert its eyes to avoid harmful effects like a medusa\xe2\x80\x99s gaze. The gouger is blind while not wearing its cloak. Unless surprised, a creature can avert its eyes from the gouger. If it does, it can\xe2\x80\x99t see the gouger or cloak until the start of its next turn, when it can avert its eyes again. \n'b' Sense Life . The gouger can magically sense the presence of living creatures within 60 feet. It knows the general direction they\xe2\x80\x99re in but not their exact locations. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The gouger can use Cloak\xe2\x80\x99s Gaze. It then makes two attacks. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 6 (1d4 + 4) slashing damage, and the target makes a DC 14 Constitution saving throw. On a failure, the target takes 7 (2d6) poison damage and is poisoned for 1 minute. If the saving throw fails by 5 or more, the target is also stunned while poisoned in this way. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Dagger . Melee or Ranged Weapon Attack : +7 to hit, reach 5 ft. or range 20/60, one target. Hit : 6 (1d4 + 4) piercing damage. \n'b' Entangling Cloak . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 6 (1d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the gouger can\xe2\x80\x99t make entangling cloak attacks. \n'b' Cloak\xe2\x80\x99s Gaze (Recharge 5-6) . The eyes stitched to the gouger\xe2\x80\x99s cloak fix their gaze on a creature within 30 feet that can see the gouger. That creature must make a DC 13 Constitution saving throw. On a failure, the creature is blinded for 1 minute. A creature grappled by the gouger makes the saving throw with disadvantage. \n'b' Gouge Eyes . The gouger uses its dagger to cut out the eyes of an incapacitated creature within 5 feet of it. The creature is permanently blinded . A greater restoration spell or similar magic can end this effect. \n'b'\n'b' ABOUT \n'b' Cloaked gougers are shadowy fey hunters who hunt down creatures and steal their precious eyes to add to their collection. A gouger wears its collection of stolen trophies on its person in the form of a macabre cloak made from its victims\xe2\x80\x99 flattened and stitched eyeballs. Since cloaked gougers have no eyes themselves-that part of their face is only featureless flesh-they rely on their cloaks to navigate the world and perform their foul deeds. \n'b' Cloaked gougers travel far and wide looking for creatures with extraordinary eyes. Monsters with supernatural gazes, people who have seen incredible things, or beings with particularly beautiful eyes should fear the attention of a cloaked gouger. Once a gouger selects a target, it sets up an ambush and surprises its prey, paralyzing it with toxins so it can remove its prize. Gougers use alchemical elixirs to preserve the eyeballs of their victims and enhance the most desirable features of their organs. \n'b' Despite their vulnerability to gaze attacks, gougers prize the eyes of creatures such as basilisks above all others. A gouger that can claim such trophies earns incredible respect from other gougers. Even more valuable are the eyes of the medusa , a creature both feared and respected by cloaked gougers. Adventurers who can attain such eyes gain a powerful edge in bargaining with gougers.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Animated Construct, Driller \n'b' Huge construct , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 133 (14d12 + 42) Speed 30 ft.\n'b' STATS STR: 22 (+6) DEX: 14 (+2) CON: 16 (+3) INT: 1 (-5) WIS: 3 (-4) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, psychic Condition Immunities blinded , charmed , deafened , frightened , paralyzed , petrified , poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 6 Languages \xe2\x80\x94 Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Antimagic Susceptibility . The driller is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the driller must succeed on a Constitution saving throw against the caster\xe2\x80\x99s spell save DC or fall unconscious for 1 minute. \n'b' False Appearance . While the driller remains motionless, it is indistinguishable from a normal driller. \n'b'\n'b' ACTIONS \n'b'\n'b' Drill . Melee Weapon Attack : +9 to hit, reach 10 ft., one creature. Hit : The creature takes 42 (12d6) piercing damage and must succeed on a DC 17 Dexterity saving throw. Creatures failing their save are restrained until the beginning of the driller\xe2\x80\x99s next turn, as they are pinned against the nearest surface. \n'b' Trample . The driller moves up to its full speed and may move through Large or smaller creatures. Creatures in the driller\xe2\x80\x99s path take 22 (4d10) damage, or half with a successful DC 17 Dexterity saving throw. \n'b'\n'b' ABOUT \n'b' This mechanical monstrosity grinds to life with industrial precision and deadly strength, a massive industrial engine brought to life by technomagical sorcery. \n'b' Construction Machines . An animated driller is crafted and programmed to perform simple tasks under the direction of its creator or a designated overseer (often another, more intelligent robot or construct) or follows a predetermined set of actions, destroying those who get in its way and ignoring those that do not. Animated drillers occasionally go out of control, however, as their programming breaks down, causing them to rampage destructively until destroyed or controlled. \n'b' Scientific Machines . A biologic processor collects, stores, and analyses tissue samples from living creatures brought to it, cataloging them for further research. Usually such tissue is helpless or dead when brought to the machine, but it fulfills its programming even if its \xe2\x80\x9csamples\xe2\x80\x9d resist and try to escape.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Efreeti Malik \n'b' Family: Genies \n'b' Large elemental , lawful evil \n'b' Armor Class 18 (natural armor) Hit Points 250 (20d10 + 140) Speed 40 ft., fly 60 ft.\n'b' STATS STR: 23 (+6) DEX: 14 (+2) CON: 24 (+7) INT: 16 (+3) WIS: 15 (+2) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Intelligence +8, Wisdom +7, Charisma +8 Damage Immunities fire Senses darkvision 120 ft., passive Perception 12 Languages Ignan, telepathy 120 ft. Challenge 13 (10,000 XP) \n'b' Special Traits \n'b' Action Surge (recharges after a short or long rest ). The efreeti may make one additional action on its turn on top of its normal action (and possible bonus action). \n'b' Elemental Demise . If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the efreeti was wearing or carrying. \n'b' Improved Critical . The efreeti\xe2\x80\x99s weapon attacks score a critical hit on a roll of 19 or 20. \n'b' Innate Spellcasting . The efreeti\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, with no need for material components: \n'b' At will : detect magic \n'b' 3/day each : enlarge/reduce , tongues \n'b' 1/day each : conjure elemental (fire elemental only), gaseous form , invisibility , major image , plane shift , wall of fire \n'b' Actions \n'b' Multiattack . The efreeti makes three Scimitar attacks or uses its Hurl Flame three times. \n'b' +1 Scimitar . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 16 (2d8 + 7) slashing damage plus 7 (2d6) fire damage. \n'b' Hurl Flame . Ranged Spell Attack : +8 to hit, range 120 ft., one target. Hit : 17 (5d6) fire damage. \n'b' Bonus Actions \n'b' Second Wind (recharges after a short or long rest ). The efreeti may regain 1d10 + 15 hit points .'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Efreeti Sardar \n'b' Family: Genies \n'b' Large elemental , lawful evil \n'b' Armor Class 19 (natural armor) Hit Points 300 (24d10 + 168) Speed 40 ft., fly 60 ft.\n'b' STATS STR: 24 (+7) DEX: 14 (+2) CON: 24 (+7) INT: 18 (+4) WIS: 16 (+3) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Intelligence +10, Wisdom +9, Charisma +10 Damage Immunities fire Senses darkvision 120 ft., passive Perception 13 Languages Ignan, telepathy 120 ft. Challenge 18 (20,000 XP) \n'b' Special Traits \n'b' Action Surge (recharges after a short or long rest ). The efreeti may make one additional action on its turn on top of its normal action (and possible bonus action). \n'b' Duelist . The efreeti adds +2 to damage rolls while using a single one-handed weapon (included below). \n'b' Elemental Demise . If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the efreeti was wearing or carrying. \n'b' Improved Critical . The efreeti\xe2\x80\x99s weapon attacks score a critical hit on a roll of 19 or 20. \n'b' Innate Spellcasting . The efreeti\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, with no need for material components: \n'b' At will : detect magic \n'b' 3/day each : enlarge/reduce , tongues \n'b' 2/day each : conjure elemental (fire elemental only), gaseous form , invisibility , major image , plane shift , wall of fire \n'b' 1/day each : flame strike , greater invisibility \n'b' Remarkable Athlete . The efreeti may add +2 to any Strength , Dexterity , or Constitution check that doesn\xe2\x80\x99t already incorporate its proficiency bonus. \n'b' Actions \n'b' Multiattack . The efreeti makes three Scimitar attacks or uses its Hurl Flame three times. \n'b' +3 Scimitar . Melee Weapon Attack : +16 to hit, reach 5 ft., one target. Hit : 25 (3d8 + 12) slashing damage plus 7 (2d6) fire damage. \n'b' Hurl Flame . Ranged Spell Attack : +10 to hit, range 120 ft., one target. Hit : 21 (6d6) fire damage. \n'b' Bonus Actions \n'b' Second Wind (recharges after a short or long rest ). The efreeti may regain 1d10 + 25 hit points .'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Efreeti Sorcerer \n'b' Family: Genies \n'b' Large elemental , lawful evil \n'b' Armor Class 17 (natural armor) Hit Points 184 (16d10 + 96) Speed 40 ft., fly 60 ft.\n'b' STATS STR: 19 (+4) DEX: 12 (+1) CON: 22 (+6) INT: 16 (+3) WIS: 15 (+2) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Intelligence +8, Wisdom +7, Charisma +10 Skills Arcana +8 Damage Immunities fire Senses darkvision 120 ft., passive Perception 12 Languages Ignan, telepathy 120 ft. Challenge 13 (10,000 XP) \n'b' Special Traits \n'b' Elemental Demise . If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the efreeti was wearing or carrying. \n'b' Empowered Spells (3/day). When it rolls for spell damage, the efreeti may reroll up to five dice. It must use the new roll. \n'b' Fire Affinity . When the efreeti casts a spell that deals fire damage, it may add its Charisma modifier to that damage (included in Hurl Flame below). \n'b' Heightened Spells (2/day). When a spell cast by the efreeti forces a target to make a saving throw to resist its effects, the efreeti may cause one target to have disadvantage on its first saving throw made against the spell. \n'b' Innate Spellcasting . The efreeti\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, with no need for material components: \n'b' At will : detect magic \n'b' 3/day each : enlarge/reduce , tongues \n'b' 1/day each : conjure elemental (fire elemental only), gaseous form , invisibility , major image , plane shift , wall of fire Quickened Spells (2/day). When it casts a spell that has a casting time of 1 action, the efreeti can change the casting time to 1 bonus action for this casting. \n'b' Spellcasting . The efreeti is a 10th level spellcaster. The efreeti\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It has the following spells prepared: \n'b' Cantrips (at will): blade ward, dancing lights , light , mage hand , minor illusion \n'b' 1st level (4 slots): charm person , magic missile , shield \n'b' 2nd level (3 slots): enlarge/reduce , invisibility , mirror image \n'b' 3rd level (3 slots): fireball , haste , stinking cloud \n'b' 4th level (3 slots): greater invisibility , wall of fire \n'b' 5th level (2 slots): animate objects , cloudkill \n'b' Actions \n'b' Multiattack . The efreeti makes two Scimitar attacks or uses its Hurl Flame twice. \n'b' Scimitar . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage plus 7 (2d6) fire damage. \n'b' Hurl Flame . Ranged Spell Attack : +10 to hit, range 120 ft., one target. Hit : 22 (5d6 + 5) fire damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Genie, Abasheen \n'b' Family: Genies \n'b' Large elemental , neutral \n'b' Armor Class 16 (natural armor) Hit Points 102 (12d10 + 36) Speed 20 ft., fly 50 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 16 (+3) INT: 20 (+5) WIS: 18 (+4) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +5, Wisdom +7, Charisma +6 Skills Perception +10 Damage Immunities lightning, thunder Senses darkvision 60 ft., passive Perception 20 Languages Auran, Common, Infernal Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Air Mastery . Airborne creatures attack at disadvantage against abasheen. \n'b' Elemental Demise . If the abasheen dies, its body disintegrates into a warm breeze, leaving behind only the equipment the abasheen was wearing or carrying. \n'b' Grant Wish . The genie can grant one creature\xe2\x80\x99s wish that is within 60 feet of it. \n'b' Innate Spellcasting . The abasheen\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 material components:\n'b'\n'b' At will : command , charm person , plane shift (willing targets to elemental planes, Astral Plane, or Material Plane only) \n'b' 1/day : geas \n'b'\n'b' Actions \n'b' Multiattack . The abasheen makes two attacks with its falchion. \n'b' Falchion . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 12 (2d8 + 3) slashing damage. \n'b' Thunderclap (Recharge 5-6) . The abasheen claps its hands together loudly, and a wave of thundering force emanates out from it in a 30-foot radius. Each creature in this area must make a DC 15 Constitution saving throw or be pushed back 10 feet and take 18 (4d8) thunder damage on a failed save, or half as much damage with no pushback on a successful one. \n'b' About \n'b' This being stands 8 feet tall in flowing robes of purple and gold. Its hair is black and tied back in a ponytail with a ribbon of gold. \n'b' Abasheen are genies from the Plane of Air and serve the nobles of that plane as diplomats, couriers, and emissaries. Some of the less scrupulous serve as spies and insurgents. They are extremely clever and often let their arrogance interfere with their assignments. Abasheen look down on all creatures from the Material Plane. \n'b' Abasheen and common djinn tolerate each other, but that is as far as it goes. They rarely work together and when they do, such pairings often degenerate into quarrels. The societal structure of the abasheen is unknown but it is believed to be vastly different than that of the other genies. No abasheen nobles are known to exist and the entire race seems to be servitor to the race of djinn. \n'b' An abasheen stands about 8 feet tall and is always dressed in flowing robes colored to denote their current station. Their skin is dark and their build powerful. All have dark hair, either black or brown, and most wear their hair braided or pulled into a ponytail, tied with ribbons of gold or silver. \n'b' Abasheen rely on their physical attack and spell-like abilities in combat. When combat starts, an abasheen commands one of its opponents (usually the one closest to it) to drop or flee (see the command spell). \n'b' On its next action, it either bashes an opponent with its fists (if one is close enough) or attempts to charm an enemy spellcaster. During combat, an abasheen rarely touches the ground, preferring to remain airborne and above its opponents. They rarely fight to the death. Should combat turn against an abasheen it always attempts to escape, usually by plane shifting away.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Genie, Al-Aeshma \n'b' Family: Genies \n'b' Large elemental , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 149 (13d10 + 78) Speed 30 ft., fly 90 ft. (hover)\n'b' STATS STR: 21 (+5) DEX: 15 (+2) CON: 22 (+6) INT: 15 (+2) WIS: 16 (+3) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Wis +7, Cha +9 Damage Immunities lightning, thunder Senses darkvision 120 ft., passive Perception 13 Languages Auran, Common, Ignan Challenge 9 (5,000 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Air Hatred . The al-aeshma has advantage on attack rolls against creatures that are flying. \n'b' Earth Bound . The al-aeshma is anchored to the earth and can\xe2\x80\x99t fly far from it. The al-aeshma can\xe2\x80\x99t willingly fly more than 30 feet above the ground. If it starts its turn more than 30 feet away from the ground, it loses its damage immunities and is vulnerable to lightning and thunder damage until it starts its turn within 30 feet of the ground. \n'b' Elemental Demise . When an al-aeshma dies, its body disintegrates into a swirling spray of coarse sand, leaving behind only equipment it was wearing or carrying. \n'b' Regeneration . The al-aeshma regains 10 hp at the start of its turn. If it takes fire or radiant damage, this trait doesn\xe2\x80\x99t function at the start of the al-Aeshma\xe2\x80\x99s next turn. The al?aeshma dies only if it starts its turn at 0 hp and doesn\xe2\x80\x99t regenerate . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The al-aeshma makes three Scimitar attacks. It can replace one attack with a use of Dust Devil or Spellcasting. \n'b' Scimitar . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage plus 7 (2d6) necrotic damage. \n'b' Dust Devil . The al-aeshma creates a swirling dust devil centered on a point it can see within 120 feet of it. The dust devil appears in the shape of a cylinder that is 30 feet tall with a 5-foot radius. Each creature in the area and each creature that enters the area for the first time on a turn or starts its turn there must succeed on a DC 17 Strength saving throw or be restrained . While restrained , a creature takes 7 (2d6) slashing damage and 7 (2d6) necrotic damage at the start of each of the al-aeshma\xe2\x80\x99s turns. A creature, including a restrained creature, can take an action to free the restrained creature by succeeding on a DC 17 Strength check. The al-aeshma can use a bonus action on its turn to move the dust devil up to 30 feet. A restrained creature doesn\xe2\x80\x99t move with the dust devil when the dust devil moves and is freed if the dust devil moves out of its space. The dust devil lasts until the al-aeshma loses its concentration (as if concentrating on a spell), and the alaeshma can have only one dust devil active at a time. \n'b' Spellcasting . The al-aeshma casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17):\n'b'\n'b'\n'b' At will : detect magic \n'b' 3/day each : create or destroy water (destroy only), wind walk (as an action) \n'b' 1/day each : gaseous form , invisibility \n'b'\n'b' ABOUT \n'b' The lower half of this genie is composed of scorching winds and desert sand. \n'b' Sand Djinnis . The al-aeshma are former djinn and share the same powers, albeit in a twisted style. Their skin is black as pitch, and their whirlwind form includes much dust and sand. When they are injured, the desert sand flows to seal their wounds and reattach severed limbs. \n'b' Obligation of Wishes . Granting three wishes to a mortal is a sacred obligation among the genies, referred to as being wishbound. The Lords of Air mandate this as celestial law, and many believe that a djinni cannot refuse to grant a wish . \n'b' Certainly, the consequences of disobedience are dire. Djinn who decline to grant a wish , are stripped of their wish power and handed to efreeti for 1,001 years of torture and debasement. \n'b' Those who survive are banished to wander the Material Plane.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Genie, Djinni \n'b' Family: Genies \n'b' Large elemental , chaotic good \n'b' Armor Class 17 (natural armor) Hit Points 161 (14d10 + 84) Speed 30 ft., fly 90 ft.\n'b' STATS STR: 21 (+5) DEX: 15 (+2) CON: 22 (+6) INT: 15 (+2) WIS: 16 (+3) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Wis +7, Cha +9 \n'b' Damage Immunities lightning, thunder \n'b' Senses darkvision 120 ft., passive Perception 13 \n'b' Languages Auran \n'b' Challenge 11 (7,200 XP) \n'b' Special Traits \n'b' Elemental Demise : If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying. \n'b' Innate Spellcasting : The djinni\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components: \n'b' At will : detect evil and good , detect magic , thunderwave \n'b' 3/day each: create food and water (can create wine instead of water), tongues , wind walk \n'b' 1/day each: conjure elemental (air elemental only), creation , gaseous form , invisibility , major image , plane shift \n'b' Actions \n'b' Multiattack : The djinni makes three scimitar attacks. \n'b' Scimitar : Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 3 (1d6) lightning or thunder damage (djinni\xe2\x80\x99s choice). \n'b' Create Whirlwind : A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it. \n'b' A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind. \n'b' About \n'b' This creature stands nearly twice as tall as a human, although its lower torso trails away into a vortex of mist and wind.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Genie, Red Jinn \n'b' Family: Genies \n'b' Small elemental , neutral good \n'b' Armor Class 16 (natural armor) \n'b' Hit Points 133 (14d6 + 84) \n'b' Speed 25 ft.\n'b' STATS STR: 10 (+0) DEX: 12 (+1) CON: 22 (+6) INT: 18 (+4) WIS: 17 (+3) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +9, Int +7 \n'b' Skills Arcana +7, History +7, Insight +6, Investigation +7, Nature +7, Perception +6 \n'b' Damage Immunities poison \n'b' Damage Immunities poisoned \n'b' Senses passive Perception 16 \n'b' Languages Common \n'b' Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Spellcasting . The red jinn is a 14th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +7 to hit with spell attacks). The red jinn has the following wizard spells prepared: \n'b'\n'b' Cantrips (at will) : control flames, light , mending , prestidigitation , ray of frost \n'b' 1st level (4 slots) : floating disk , identify , invisible object*, unseen servant \n'b' 2nd level (3 slots) : arcane lock , knock , lesser restoration \n'b' 3rd level (3 slots) : feign death, finder\xe2\x80\x99s mark*, slow \n'b' 4th level (3 slots) : create feast*, conjure minor elementals , polymorph \n'b' 5th level (2 slots) : conjure elemental , greater restoration \n'b' 6th level (1 slot) : restore shape* \n'b' 7th level (1 slot) : magnificent mansion \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The red jinn makes two fist attacks. \n'b' Fist . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) bludgeoning damage. \n'b' Jar Defense . The red jinn withdraws into its jar, gaining a +4 bonus to AC until it emerges. It can emerge from its jar as a bonus action on its turn. The red jinn is blinded and incapacitated , and its speed drops to 0. It has resistance to all damage except psychic damage. \n'b'\n'b' ABOUT \n'b' This genie\xe2\x80\x99s body is a great red jar. He wears the lid for a hat and when he grows bored or sleepy, simply retires into himself like a turtle. \n'b' Red jinns are very rare, with the most noteworthy being Jinnicky, the Wizard of Ev. His powers are on par with the Wizard of Oz, although he uses similar tools and his powers have limits. \n'b' The Good Life . Red jinns are quite fond of food, drink, and partying in general. Their palaces tend to be grandly appointed, red-tinted affairs with numerous elemental servants that they use for nearly every task. \n'b' Mobile Home . Red jinns are quite hardy. If under serious threat, they simply withdraw into their jars. In this manner red jinns have outlasted much hardship by going into a form of hibernation, a state that can function even at the bottom of the sea.'} |
Subsets and Splits