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Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant, Ash \n'b' Family: Giant \n'b' Huge giant , chaotic neutral \n'b' Armor Class 18 (natural armor) \n'b' Hit Points 161 (14d12 + 70) \n'b' Speed 40 ft.\n'b' STATS STR: 26 (+8) DEX: 14 (+2) CON: 21 (+5) INT: 9 (-1) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Con +9, Wis +5 \n'b' Skills Athletics +12, Perception +5 \n'b' Damage Resistances poison \n'b' Condition Immunities poisoned \n'b' Senses darkvision 60 ft., passive Perception 15 \n'b' Languages Giant, Kirkut \n'b' Challenge 9 (5000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Radiation Sickness . Ash giants carry a contagious form of radiation poisoning that blisters and burns the flesh of those exposed. A creature that is poisoned by the giant\xe2\x80\x99s attacks must make a DC 17 Constitution save at the end of each long rest. On a failed save, the creature gains a level of exhaustion . This exhaustion cannot be removed by a long rest until the creature is no longer poisoned . The radiation sickness ends for the creature if the poisoned condition ends. A creature that succeeds in two consecutive saving throws is no longer poisoned . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The giant makes two greatclub attacks. \n'b' Greatclub . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 21 (3d8+8) bludgeoning damage and the target must succeed at a DC 17 Constitution saving throw or become poisoned . Rock. Ranged Weapon Attack : +12 to hit, range 60/240 ft., one target. Hit : 30 (4d10+8) bludgeoning damage and the target must succeed at a DC 17 Constitution saving throw or become poisoned . If the target is a creature, it must succeed on a DC 20 Strength saving throw or be forced prone . \n'b'\n'b' REACTIONS \n'b'\n'b' Rock Catching . If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it. \n'b'\n'b' ABOUT'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant, Ash \n'b' Family: Giant \n'b' Large giant , chaotic neutral \n'b' Armor Class 15 (scale mail) \n'b' Hit Points 210 (20d10 + 100) \n'b' Speed 50 ft.\n'b' STATS STR: 29 (+9) DEX: 14 (+2) CON: 20 (+5) INT: 16 (+3) WIS: 18 (+4) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +14, Con +10, Wis +9, Cha +9 \n'b' Skills Athletics +14 \n'b' Damage Immunities fire, poison \n'b' Senses passive Perception 14 \n'b' Languages Common, Giant \n'b' Challenge 13 (10,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Ashen Adaptation . An ash giant has no difficulty breathing in ashes, smoke, and similar noxious fumes, and an ash giant can see clearly within 30 feet even when ashes and smoke would normally impair vision. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ash giant makes 2 greatsword attacks. \n'b' Greatsword . Melee Weapon Attack : +14 to hit, reach 10 ft., one creature. Hit : 30 (6d6+9) slashing damage. \n'b' Rock . Ranged Weapon Attack : +14 to hit, range 60/240 ft., one target. Hit : 35 (4d12 + 9) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Whether because of disruptive magic, unearthed deep elements, or alien technology that fell calamitously from the sky, ash giants are victims of their barren terrains. Towering above a typical human , their misshapen bodies and pale flesh are covered in purulent sores and bulbous tumors. Yet they somehow survive and even thrive in these desperate lands. Ash giants have an uncanny ability to bond with the enormous and often mutated vermin they share the landscape with, and sometimes use the largest of these creatures as mounts. Ash giants are 10 feet tall and weigh 1,200 pounds. \n'b' Dark Thoughts . Ash giants are brash and violent, and their humor is incredibly dark. Killing someone through a prank is just as funny as tripping a friend while on a hunt. While not inherently evil, lifetimes of being antagonized by other tribes have practically bred violence into their minds. Some ash giants take their bleakness to extremes, seeing it as a nihilistic epiphany that opens up the entropic secrets of the universe and its ultimate annihilation, becoming deranged prophets of a coming apocalypse. \n'b' Ash Leprosy . Ash giants carry a contagious wasting disease that permeates their clothing, exposing creatures that search their gear or corpses to a sickness that affects most creatures like sewer blightsrd, but each day the disease persists a creature must make an additional DC 13 Constitution saving throw or the sickness begins to rot the brain like cackle feversrd that deals 5 (1d10) points of necrotic damage in addition to psychic damage with each failed saving throw. \n'b' Vermin Empathy . Ash giants can communicate freely with vermin in a manner identical to speak with animals , and they can train such creatures to serve them.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Clockwork Assassin Drone \n'b' Family: Clockwork \n'b' Tiny construct , unaligned \n'b' Armor Class 19 (natural armor) Hit Points 35 (14d4) Speed 30 ft., fly 50 ft. (hover)\n'b' STATS STR: 1 (-5) DEX: 22 (+6) CON: 10 (+0) INT: 13 (+1) WIS: 14 (+2) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities lightning, poison, psychic Damage Resistances fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities exhaustion , poisoned , unconscious Senses darkvision 120 ft., passive Perception 12 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 3 (900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Record Vision . The assassin drone records up to 2 hours of everything it sees and hears and can play it back as if using programmed illusion . This recording must be one 2-hour block and cannot be split up. Its master determines under what conditions it will begin recording. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The assassin drone makes 2 attacks. \n'b' Sting . Melee Weapon Attack : +8 to hit, reach 5 ft., one creature. Hit : 1 piercing damage damage, 2d8 poison damage, and the target must succeed at a DC 10 Constitution saving throw or be poisoned for 1 round.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Animated Giant Broom \n'b' Family: Animated Objects \n'b' Large construct , unaligned \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 75 (10d10 + 20) \n'b' Speed 0 ft., fly 40 ft. (hover)\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 14 (+2) INT: 1 (-5) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities fire \n'b' Damage Immunities poison, psychic \n'b' Condition Immunities blinded , charmed , deafened , exhaustion , frightened , paralyzed , petrified , poisoned , prone \n'b' Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10 \n'b' Languages \n'b' Challenge 3 (700 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Antimagic Susceptibility . The broom is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the broom 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 . If the broom is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn\xe2\x80\x99t observed the broom move or act, that creature must succeed on a DC 18 Intelligence ( Investigation ) check to discern that the broom is animate. \n'b' Flyby . The broom doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The broom makes two melee attacks . \n'b' Stick . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage. \n'b' Swipe . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) bludgeoning damage and if the target is a Medium or smaller creature, it must succeed on a DC 14 Strength saving throw or be pushed horizontally 5 feet and knocked prone . \n'b' Sweep the Floor . The broom moves up to its speed along the floor in a straight line and can move through the space of any Large or smaller creature. The first time it comes within 5 feet of a creature during this movement, it can make a Swipe attack against that creature. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Dust-Up . The broom whirls up a cloud of dust. Each creature within 10 feet of the broom must succeed on a DC 12 Constitution saving throw or be blinded until the end of the broom\xe2\x80\x99s next turn. \n'b'\n'b' ABOUT \n'b' When magic becomes unstable in an area, it can cause inanimate objects to come to life or give objects that are already magically animated additional powers. \n'b' Some animated objects may become oversized, making them even more fearsome combatants, while others act with unexpected aggression, turning them from helpful tools to dangerous weapons.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant, Ash \n'b' Family: Giant \n'b' Large giant , chaotic neutral \n'b' Armor Class 15 (scale mail) Hit Points 210 (20d10 + 100) Speed 50 ft.\n'b' STATS STR: 29 (+9) DEX: 14 (+2) CON: 20 (+5) INT: 16 (+3) WIS: 18 (+4) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +14, Con +10, Wis +9, Cha +9 Skills Athletics +14 Damage Immunities fire, poison Senses passive Perception 14 Languages Common, Giant Challenge 13 (10,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Ashen Adaptation . An ash giant has no difficulty breathing in ashes, smoke, and similar noxious fumes, and an ash giant can see clearly within 30 feet even when ashes and smoke would normally impair vision. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ash giant makes 2 greatsword attacks. \n'b' Greatsword . Melee Weapon Attack : +14 to hit, reach 10 ft., one creature. Hit : 30 (6d6+9) damage. \n'b' Rock . Ranged Weapon Attack : +14 to hit, range 60/240 ft., one target. Hit : 35 (4d12 + 9) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Whether because of disruptive magic, unearthed deep elements, or alien technology that fell calamitously from the sky, ash giants are victims of their barren terrains. \n'b' Towering above a typical human , their misshapen bodies and pale flesh are covered in purulent sores and bulbous tumors. Yet they somehow survive and even thrive in these desperate lands. Ash giants have an uncanny ability to bond with the enormous and often mutated vermin they share the landscape with, and sometimes use the largest of these creatures as mounts. Ash giants are 10 feet tall and weigh 1,200 pounds. \n'b' Dark Thoughts . Ash giants are brash and violent, and their humor is incredibly dark. Killing someone through a prank is just as funny as tripping a friend while on a hunt. While not inherently evil, lifetimes of being antagonized by other tribes have practically bred violence into their minds. \n'b' Some ash giants take their bleakness to extremes, seeing it as a nihilistic epiphany that opens up the entropic secrets of the universe and its ultimate annihilation, becoming deranged prophets of a coming apocalypse. \n'b' Ash Leprosy . Ash giants carry a contagious wasting disease that permeates their clothing, exposing creatures that search their gear or corpses to a sickness that affects most creatures like sewer blight, but each day the disease persists a creature must make an additional DC 13 Constitution saving throw or the sickness begins to rot the brain like cackle fever that deals 5 (1d10) points of necrotic damage in addition to psychic damage with each failed saving throw. \n'b' Vermin Empathy . Ash giants can communicate freely with vermin in a manner identical to speak with animals , and they can train such creatures to serve them.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant, Blood \n'b' Family: Giant \n'b' A towering frame of bone wrapped in vessels of frozen blood, like a tree covered in crimson vines, blocks the way. \n'b' Huge giant , lawful neutral \n'b' Armor Class 15 (natural armor) Hit Points 126 (12d12 + 48) Speed 40 ft.\n'b' STATS STR: 23 (+6) DEX: 12 (+1) CON: 18 (+4) INT: 8 (-1) WIS: 16 (+3) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +4, Constitution +7, Wisdom +6 Skills History +2, Religion +2, Perception +6 Damage Resistance necrotic Damage Immunities cold, poison Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive Perception 16 Languages Giant Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Blood Sense . A blood giant can pinpoint the location of living creatures within 60 feet of it and can sense the general direction of living creatures within 1 mile of it. \n'b' Magic Weapons . The blood giant\xe2\x80\x99s weapon attacks are magical. \n'b' Eternal Nature . A blood giant doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Actions \n'b' Multiattack . The blood giant makes two blood spear attacks. \n'b' Blood Spear . Melee Weapon Attack : +9 to hit, range 15 ft., one target. Hit : 19 (3d8 + 6) piercing damage plus 7 (2d6) cold damage. \n'b' Rock . Ranged Weapon Attack : +9 to hit, range 60/240 ft., one target. Hit : 28 (4d10 + 6) bludgeoning damage. \n'b' Blood Magic (Recharge 5-6) . The blood giant uses one of the following: \n'b' Impale . The blood giant causes 10-foot-high blood spikes to burst from the ground within 15 feet of it. Each creature in the area must make a DC 15 Dexterity saving throw, taking 26 (4d12) piercing damage plus 7 (2d6) cold damage on a failed save, or half as much damage on a successful one. \n'b' Drown . The blood giant sends blood pouring down the throat of one creature within 30 feet, which must make a DC 15 Constitution saving throw. On a failure, the creature is incapacitated until the end of its next turn as it coughs up the blood and is poisoned for 1 minute after that. \n'b' Vaporize . A red mist surrounds the blood giant in a 20-foot-radius sphere. The mist spreads around corners, and its area is heavily obscured . It moves with the blood giant and doesn\xe2\x80\x99t impede the giant\xe2\x80\x99s vision. The mist dissipates after 1d4 rounds. \n'b'\n'b' ABOUT \n'b' Blood giants are formidable sentries, tireless in their oath to guard eldritch places and keep trespassers out. \n'b' Sworn Guardians . Blood giants belong to a primordial tribe of giants that swore an oath to a god long forgotten by men.\xc2\xa0They stand as guardians to secret holy places of great power and as wardens to keep ancient enemies of their god from ever seeing the light of day. \n'b' Blood Magic . Centuries ago, the blood of these creatures was mixed with the blood of the god to whom they swore their oath.\xc2\xa0That oath, keeps their bodies in a state between death and life, causing magical blood to endlessly flow through their bodies long after their mortal flesh has fallen away. They have great control over this blood, hardening it to an ice-like state and liquefying it at will. The blood giant\xe2\x80\x99s weapons are all made by this process.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant, Cacus \n'b' Family: Giant \n'b' Noxious smoke pours from the nostrils and mouth of this grinning giant. \n'b' Huge giant , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 138 (12d12 + 60) Speed 40 ft.\n'b' STATS STR: 21 (+5) DEX: 11 (+0) CON: 20 (+5) INT: 7 (-2) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +8, Constitution +8, Wisdom +5 Skills Perception +5, Survival +5 Damage Immunities fire Senses passive Perception 15 Languages Giant Challenge 6 (2,300 XP) \n'b' Actions \n'b' Final Breath . When the cacus giant dies, it exhales a final breath of divine essence in a gout of intense fire. Each creature within 5 feet of it must make a DC 16 Dexterity saving throw, taking 27 (6d8) fire damage on a failed save, or half as much damage on a successful one. \n'b' Actions \n'b' Multiattack . The cacus giant makes two greatclub attacks. \n'b' Greatclub . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 18 (3d8 + 5) bludgeoning damage. \n'b' Rock . Ranged Weapon Attack : +8 to hit, range 30/120 ft., one target. Hit : 27 (4d10 + 5) bludgeoning damage. \n'b' Fire Breath (Recharge 4-6) . The cacus giant exhales fire in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' A Divine Beginning . The original cacus giants spawned from a lesser deity of fire. The fire-bred giants acted as servants and helpers for their divine sire. After an interval of service, the cacus giants were released from their duties, free to make their own way in the mortal world. While a few cacus giants found a place in the world, most bullied, abused, or robbed the mortals they encountered. Their lack of social graces and violent tempers put them into conflict with mortals, leading to heroes frequently hunting down and killing the cacus giants. As the years passed and the best of the giants fell, the cacus giants devolved into murderous beasts, surviving only by raiding and plundering civilized areas. \n'b' Raiders and Pillagers . The current cacus giants lair within walking distance of civilized areas, surviving by stealing and consuming livestock or humans. Although they are not very intelligent, cacus giants possess enough cunning to trick those who try to track them back to their lairs, laying down false trails and preparing traps to dissuade and injure pursuers. \n'b' Leaders and Followers . Enterprising and charismatic bandit princes may bribe, cajole, and flatter cacus giants into being the \xe2\x80\x9cleader\xe2\x80\x9d of the group, all the while controlling the foolish giants. Cacus giants might also be taken into the care of fire giants, who treat the cacus giants as shock troops in their war bands. Occasionally a gifted and lucky cacus giant might actually become the leader of a group of raiders that plague an area. After stealing everything that is within easy reach, the group moves to another area, searching for similarly easy pickings.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant, Cacus \n'b' Family: Giant \n'b'\n'b' Huge giant , neutral evil \n'b' Armor Class 14 (hide armor) Hit Points 162 (13d12 + 78) Speed 30 ft.\n'b' STATS STR: 25 (+7) DEX: 9 (-1) CON: 23 (+6) INT: 10 (+0) WIS: 14 (+2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +4, Constitution +11 Skills Perception +7, Stealth +4, Survival +7 Damage Immunities fire Senses darkvision 120 ft., truesight 60 ft., passive Perception 17 Languages Common, Giant Challenge 14 (11,500 XP) \n'b' Special Traits \n'b' Labyrinthine Recall . The argus giant can perfectly recall any path he has traveled, and he is immune to the maze spell. \n'b' Actions \n'b' Multiattack . The giant makes two greatclub attacks. \n'b' Greatclub . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 28 (6d6 + 7) bludgeoning damage. \n'b' Rock . Ranged Weapon Attack : +1 to hit, range 60/240 ft., one target. Hit : 29 (4d10 + 7) bludgeoning damage. \n'b' Fire Breath (Recharge 5-6) . The cacus giant exhales fire in a 30-foot cone. Each creature in that area must make a DC 11 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one. \n'b' Smoke Cloud (Recharge 6) . The cacus giant exhales a billowing cloud of hot smoke and embers that fills a 60 feet cube. Each creature in the area takes 11 (2d10) fire damage. The cloud lasts until the end of the cacus giant\xe2\x80\x99s next turn. Creatures completely in the cloud are blinded and can\xe2\x80\x99t be seen. \n'b'\n'b' ABOUT \n'b' Terrible in both appearance and demeanor, this giant has stiff, bristly hair covering his head and face. Licks of flame and smoke curl from its lips. \n'b' Cacus giants are fond of stealing cattle, dragging them by their tails on their backs so that they are impossible to track. Cacus giants lair in labyrinths underground, further concealed by their smoke breath. \n'b' Some cacus giants have bright orange hair. An adult male is 12 feet tall, has a chest that measures 9 feet around, and weighs about 7,000 pounds. Females are slightly shorter and lighter. Cacus giants can live to be 350 years old. \n'b' Cacus giants wear sturdy cloth or leather garments colored red, orange, yellow, or black. Warriors wear helmets and half-plate armor of blackened steel. \n'b' Blessed of Hephaestus . The original cacus was a monstrous, fire-breathing giant who dwelt in a cave on the Aventine Hill in Latium. Hercules slew him when they crossed after dispatching Geryon. Cacus foolishly attempted to steal the bulls Hercules had in turn taken from Geryon, dragging them backwards by their tails. To Geryon\xe2\x80\x99s dismay all of his defenses failed him and Hercules burrowed him out of the volcano. \n'b' Cacus giants heat their rocks in a nearby fire, geyser, or lava pools, so that they deal extra fire damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant, Candykin \n'b' Family: Giant \n'b' Gargantuan giant (candykin), chaotic neutral \n'b' Armor Class 17 (natural armor) \n'b' Hit Points 232 (15d20 + 75) \n'b' Speed 60 ft.\n'b' STATS STR: 25 (+7) DEX: 11 (+0) CON: 20 (+5) INT: 10 (+0) WIS: 8 (-1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +12 \n'b' Skills Perception +4, Performance +4 \n'b' Damage Vulnerabilities fire, radiant \n'b' Damage Resistances poison; bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities petrification, poisoned \n'b' Senses passive Perception 14 \n'b' Languages Common, Giant \n'b' Challenge 15 (13,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Candyborn . Any creature can make a Perception check (DC 10) to determine if a creature is made of candy. As a reaction , any creature with a mouth can bite the candykin, inflicting 1 point of piercing damage per creature\xe2\x80\x99s size (small inflicts 1 point, medium inflicts 2, etc.) or using its existing bite attack . Bestial creatures with sharp teeth (as per the GM\xe2\x80\x99s discretion) inflict double damage. Creatures who inflict damage on a candykin with a bite are healed an equal amount. \n'b' Collapsing Colossus . When the candykin giant drops to 0 hit points , it falls over. Any creature on the ground within 30 feet of the candykin giant must make a DC 13 Dexterity saving throw, taking 22 (4d10) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails its save is restrained , blinded , and at risk of suffocating. To lift the corpse, the creature must make a DC 20 Strength saving throw at the end of each of its turns, ending the restrained , blinded , and risk of suffocation conditions on a success. \n'b' Regeneration . The candykin regains 10 hit points at the start of its turns if it is near a source of candy, like Candy Valley or the Valley of Mo. If the candykin takes fire damage, this trait doesn\xe2\x80\x99t function at the start of the candykin\xe2\x80\x99s next turn. The candykin dies only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b' Siege Monster . The candykin giant deals double damage to objects and structures. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The candykin giant makes two melee attack with its fist. \n'b' Fist . Melee Weapon Attack : +12 to hit, reach 15 ft., one target. Hit : 26 (3d12 + 7) bludgeoning damage. \n'b' Stomp . The candykin giant stomps one of its feet at a point on the ground within 20 feet of it. Any creature in a 20- foot-radius, 20-foot-high cylinder centered on this point must succeed on a DC 13 Dexterity saving throw or take 33 (6d10) bludgeoning damage and fall prone . Until the candykin giant uses its Stomp again or moves, the creature is restrained . While restrained in this way, the creature (or another creature within 5 feet of it) can use its action to make a DC 20 Strength check. On a success, the creature relocates to an unoccupied space of its choice within 5 feet of the candykin giant and is no longer restrained . Structures, as well as nonmagical objects that are neither being worn nor carried, take the same amount of damage if they are in the cylinder (no save). \n'b'\n'b' REACTIONS \n'b'\n'b' Sticky Flesh . When a creature misses the candykin with a melee weapon attack , the candykin\xe2\x80\x99s flesh can catch the weapon. The attacker must succeed on a DC 20 Strength saving throw, or the weapon becomes stuck to the candykin. If the weapon\xe2\x80\x99s wielder can\xe2\x80\x99t or won\xe2\x80\x99t let go of the weapon, the wielder is grappled while the weapon is stuck. While stuck, the weapon can\xe2\x80\x99t be used. A creature can pull the weapon free by taking an action to make a DC 10 Strength check and succeeding. \n'b'\n'b' ABOUT \n'b' This taffy-colored giant is taller than four city blocks! When candykin combine in excess, they continue to grow. Candy giants are the culmination of a communal breakdown in Candy Valley. Normally, candykin keep each other in check by eating and absorbing those that break. \n'b' But in rare cases, one candykin goes on a rampage, consuming all the others. When this happens, a candy giant is born, a massive thing that uses its size to intimidate and threaten any creature it can find. They\xe2\x80\x99re cowards at heart though, terrified of being found out that they are in fact candykin.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant, Cave \n'b' Family: Giant \n'b' This towering hulk stinks of rot and smoke. Its already pale skin is smeared with white ash and daubed with crude designs in old blood. The foul, untanned hide of a cave bear serves as its loincloth. Hunched and long-armed, the giant carries two stone-headed axes, and two massive tusks jut up from its protruding jaw. \n'b' Huge giant , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 200 (16d12 + 96) Speed 40 ft.\n'b' STATS STR: 27 (+8) DEX: 10 (+0) CON: 22 (+6) INT: 8 (-1) WIS: 13 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +4, Constitution +10, Wisdom +5 Skills Athletics +12, Perception +5, Survival +5 Senses darkvision 120 ft., passive Perception 15 Languages Giant Challenge 10 (5,900 XP) \n'b' Special Traits \n'b' Sunlight Petrification . If the giant starts its turn in sunlight, it takes 20 radiant damage. While in sunlight, it moves at half speed and has disadvantage on attack rolls and ability checks. If the giant is reduced to 0 hp while in sunlight, it is petrified . \n'b' Actions \n'b' Multiattack . The giant makes three attacks: two with its handaxe and one with its tusks. \n'b' Handaxe . Melee Weapon Attack : +12 to hit, reach 10 ft. or range 20/60 ft., one target. Hit : 18 (3d6 + 8) slashing damage. \n'b' Tusks . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 22 (4d6 + 8) slashing damage, and if the target is a Large or smaller creature it must succeed on a DC 20 Strength saving throw or be knocked prone . \n'b' Rock . Ranged Weapon Attack : +12 to hit, range 60/240 ft., one target. Hit : 30 (4d10 + 8) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Cave giants are primitive brutes who keep a tribal society built around grisly shamanistic beliefs. They are exclusively carnivores and prefer the flesh of humanoids and other giants above all others. While they can subsist on animal flesh, they consider it disgusting and bad luck, to be undertaken only if absolutely necessary for survival. \n'b' Dwellers in the Deep . Cave giants shun sunlight and fear its touch. The sun\xe2\x80\x99s glare slowly turns cave giants to stone. They lurk in tunnels and caves beneath the earth and deep in the hearts of mountains. \n'b' The brutes make forays into the lands of surface-dwellers that extend beneath the surface, such as dwarven strongholds, in search of meat and sacrifices. \n'b' Brutish and Primal . Cave giants are deeply superstitious and see their shamans as messengers and tools of the spirits. Thus, a charismatic shaman will dominate any given group of cave giants. The giants believe that eating another creature allows them to consume its spirit as well as its flesh and seek to devour as many sentient creatures as possible, especially spellcasters whose power they believe they can steal.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant, Cave \n'b' Family: Giant \n'b' Huge giant , chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 137 (11d12 + 66) Speed 40 ft.\n'b' STATS STR: 23 (+6) DEX: 10 (+0) CON: 22 (+6) INT: 6 (-2) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Senses darkvision 120 ft., passive Perception 13 Languages Giant Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Camouflage . The giant has advantage on Dexterity ( Stealth ) checks to Hide in cavernous and rocky underground terrain. \n'b' Actions \n'b' Multiattack . The cave giant makes two greataxe attacks. \n'b' Greataxe . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 19 (2d12 + 6) slashing damage. \n'b' Rock . Ranged Weapon Attack : +9 to hit, range 60/240 ft., one target. Hit : 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone . \n'b' Reactions \n'b' Rock Catching . If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it. \n'b'\n'b' ABOUT \n'b' This massive giant has hideously primitive features and gray blotchy flesh. Unkempt, it wears nothing but filthy rags and carries a tremendous greatclub, and its eyes glare maliciously. Most disturbing, its protruding tusk-like teeth hang over its swollen lips, causing a steady stream of drool. \n'b' Dumber, stronger cousins of hill giants, cave giants live in small communal bands of no more than twelve individuals, with a single male leader that is usually stronger and certainly meaner than all others. They often take up residence in large hill or mountain caves, foraging for food such as mountain goats, bears, and wayward explorers. Extremely primitive and simple-minded, cave giants have no real concept of fire or creature comforts, so they eat their food raw.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant, Cave Giant Shaman \n'b' Family: Giant \n'b' Huge giant , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 207 (18d12 + 90) Speed 40 ft.\n'b' STATS STR: 27 (+8) DEX: 10 (+0) CON: 20 (+5) INT: 10 (+0) WIS: 15 (+2) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Con +10, Wis +7 Skills Arcana +5, Athletics +13, Perception +7, Survival +7 Senses darkvision 120 ft., passive Perception 17 Languages Common, Giant Challenge 14 (11,500 XP) \n'b' Special Traits \n'b' Sunlight Petrification . If the cave giant shaman starts its turn in sunlight, it takes 20 radiant damage. While in sunlight, it moves at half speed and has disadvantage on attack rolls and ability checks. If the giant is reduced to 0 hp while in sunlight, it is petrified . \n'b' Spellcasting . The cave giant shaman is a 14th-level spellcaster. Its spellcasting ability is Charisma (save DC 18, +10 to hit with spell attacks). The shaman has the following wizard spells prepared:\n'b'\n'b' Cantrips (at will) : acid splash , mage hand , mending , prestidigitation , shocking grasp \n'b' 1st level (4 slots) : burning hands , expeditious retreat , fog cloud , shield \n'b' 2nd level (3 slots) : enlarge/reduce , shatter , spider climb , web \n'b' 3rd level (3 slots) : gaseous form , haste , lightning bolt , water breathing \n'b' 4th level (3 slots) : ice storm , polymorph , wall of fire \n'b' 5th level (2 slots) : cloudkill , insect plague \n'b' 6th level (1 slot) : disintegrate \n'b' 7th level (1 slot) : reverse gravity \n'b'\n'b' Actions \n'b' Multiattack . The cave giant shaman makes two attacks: one with its club and one with its tusks. \n'b' Club . Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit : 15 (3d4 + 8) bludgeoning damage. \n'b' Tusks . Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit : 22 (4d6 + 8) slashing damage, and, if the target is a Large or smaller creature, it must succeed on a DC 20 Strength saving throw or be knocked prone . \n'b' Rock . Ranged Weapon Attack : +13 to hit, range 60/240 ft., one creature. Hit : 30 (4d10 + 8) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' This massive, bipedal creature has a slight hunch, making its long arms appear even longer. It wields a massive club etched with sigils. A pair of yellow tusks, adorned with rings of all materials, protrudes from its lower jaw. \n'b' Cave giant shamans are gifted spellcasters who believe they are suited to consume spellcasting humanoids and absorb the humanoids\xe2\x80\x99 power. While the truth to this claim is dubious, there is no doubting their arcane prowess. They gravitate toward magic that allows them to change the composition of all materials, including air, flesh, and stone. \n'b' Practical Leader . Cave giant shamans are less superstitious than lesser cave giants and have learned to employ superstitions as a weapon to maintain power or convince the giants to do something they may not otherwise wish to do. Despite their more practical approaches to the world around them, cave giant shamans still jealously hoard the flesh of known spellcasters to sustain or enhance their power.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant, Charybdis \n'b' Family: Giant \n'b'\n'b' Gargantuan giant , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 341 (22d20 + 110) Speed 0 ft., swim 100 ft.\n'b' STATS STR: 29 (+9) DEX: 14 (+2) CON: 20 (+5) INT: 12 (+1) WIS: 18 (+4) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +10, Constitution +11 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities acid, cold, poison Condition Immunities poisoned , prone , restrained Senses blindsight 120 ft., passive Perception 14 Languages Aquan, Giant Challenge 17 (18,000 XP) \n'b' Special Traits \n'b'\n'b' Amphibious . The Charybdis giant can breathe air and water. \n'b' Legendary Resistances (3/Day) . If the Charybdis giant fails a saving throw, she can choose to succeed instead. \n'b' Magic Resistance . The charybdis giant has advantage on saving throws against spells and other magical effects. \n'b' Siege Monster . The Charybdis giant deals double damage to objects and structures. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The charybdis giant makes two slam attacks or two water jet attacks. \n'b' Slam . Melee Weapon Attack : +15 to hit, reach 10 ft., one target. Hit : 25 (3d10 + 9) bludgeoning damage, and the target is grappled (escape DC 23). The charybdis giant can grapple up to four targets. When the charybdis giant moves, all creatures it is grappling move with it. \n'b' Water Jet . Ranged Weapon Attack : +15 to hit, range 120 ft., one target. Hit : 21 (6d6) bludgeoning damage, and the target is knocked prone if it fails a DC 23 Strength saving throw. \n'b'\n'b' Legendary Actions \n'b' The charybdis giant can take 3 legendary actions , choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature\xe2\x80\x99s turn. the charybdis giant regains spent legendary actions at the start of its turn. \n'b'\n'b' Crush . One creature that the charybdis giant is grappling is crushed for 25 (3d10 + 9) bludgeoning damage. \n'b' Fling (Costs 2 Actions) . The charybdis giant releases one creature it is grappling by flinging the creature up to 60 feet away from it, in a direction of its choice. If the flung creature comes into contact with a solid surface, such as a wall or floor, the creature takes 1d6 bludgeoning damage for every 10 feet it was flung. \n'b' Whirlpool (Costs 3 Actions) . The charybdis giant targets a body of water at least 100 feet square and 50 feet deep, causing a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 10 feet wide at the base, up to 100 feet wide at the top, 50 feet tall, and lasts for 1 minute or until the charybdis giant is incapacitated. Any creature or object in the water and within 50 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by succeeding on a DC 23 Strength ( Athletics ) check. When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a DC 23 Strength saving throw. On a failed save, the creature takes 18 (4d8) bludgeoning damage and is caught in the vortex until it ends. On a success, the creature takes half damage and isn\xe2\x80\x99t caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but it has disadvantage on the Strength ( Athletics ) check to do so. The first time each turn that an object enters the vortex, the object takes 18 (4d8) bludgeoning damage. This damage occurs each round it remains in the vortex. \n'b'\n'b' ABOUT \n'b' This tremendous giant\xe2\x80\x99s hair sways with the currents of the water as its cheeks puff up, sucking in thousands of gallons, only to expel them a moment later. \n'b' Charybdis giants are cursed to live beneath the sea, overcome with an all-consuming thirst that they struggle to quench, even sequestered at the bottom of the ocean. They take out their frustrations on the ships in the sea above and use their special powers to wreck all who cross them.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Caribe, Flying Razorfish Swarm \n'b' Medium swarm of Tiny beasts , unaligned \n'b' Armor Class 14 Hit Points 44 (8d8 +8) Speed 0 ft., swim 20 ft., fly 30 ft.\n'b' STATS STR: 8 (-1) DEX: 18 (+4) CON: 12 (+1) INT: 3 (-4) WIS: 12 (+1) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing Condition Immunities charmed , frightened , grappled , paralyzed , petrified , prone , restrained , stunned Senses darkvision 60 ft.; passive Perception 11 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Blood Frenzy . The swarm has advantage on melee attack rolls against any creature that doesn\xe2\x80\x99t have all its hit points . \n'b' Flyby . The swarm doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Swarm . The swarm can occupy another creature\xe2\x80\x99s space and vice versa, and it can move through any opening large enough for a Tiny fish. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b' Water Breather . The swarm can only breathe underwater. \n'b' Acidic Slime . The caribe is covered with a viscid layer of slime that burns on contact with exposed flesh for d4+1 points of damage per round of contact. The slime sticks to skin but can be removed with strong alcohol. \n'b'\n'b' ACTIONS \n'b'\n'b' Bladed Fins . Melee Weapon Attack : +6 to hit, reach 0 ft., one creature in the swarm\xe2\x80\x99s space. Hit : 14 (4d6) slashing damage, or 7 (2d6) slashing damage if the swarm has half of its hit points or fewer. \n'b' Bites . Melee Weapon Attack : +6 to hit, reach 0 ft., one creature in the swarm\xe2\x80\x99s space. Hit : 14 (4d6) piercing damage, or 7 (2d6) slashing damage if the swarm has half of its hit points . \n'b'\n'b' TACTICS \n'b'\n'b' Initial Round -Every initial round is considered a surprise round unless the intended target is immune to being surprised. \n'b' Subsequent Round(s) -Caribe swarms disappear under the waves following their attacks and then dive to gain speed for subsequent attacks. They then surface to attack without warning from unexpected directions. Targets that fail to succeed on a Perception check (15) are considered surprised for all attacks during that round. \n'b'\n'b' ABOUT \n'b' The razorfish has a mouth filled with needle-like teeth similar to, but larger than, those of a piranha. Unlike a piranha, the razorfish boasts two pairs of sharp, bladed fins resembling wings along its sides. Razorfish travel in large schools, both for mutual protection and to help take down larger prey. When the swarm senses movement on the water\xe2\x80\x99s surface, these aggressive fish leap from the water and fly through their target\xe2\x80\x99s space, using their wings to cut and slash. Once the prey enters the water, the razorfish swarm over them and tear them to shreds in a matter of a few heartbeats. \n'b' Caribe are not particularly stealthy or deceptive by nature, but their flying ability requires them to plunge deep below the surface to gather speed prior to launching past the water\xe2\x80\x99s surface. Unwary sailors can easily be surprised at the sudden initial appearance of these aggressive predators, but even when aware, subsequent attacks may come from unexpected quarters. \n'b' Caribe are covered with especially slimy scales, which make them difficult to attack with melee weapons. The slippery fish are able to slip out from under attacks and are extremely difficult to grapple or capture. The slime itself is acidic, making them dangerous to hold and control. All of these factors allow caribe that make it onto a boats\xe2\x80\x99 deck a fair chance of flip-flopping back into the sea. \n'b'\n'b' d6 \n'b' Caribe Treasures \n'b'\n'b' 1 \n'b' 5 black pearls (50 gp) \n'b'\n'b' 2 \n'b' Leather scrap of a mysterious map \n'b'\n'b' 3 \n'b' A length of silver chain (10 sp) \n'b'\n'b' 4 \n'b' Half of a wooden holy symbol (GM\xe2\x80\x99s choice) \n'b'\n'b' 5 \n'b' A pouch with the following contents: 3 golden teeth, ring of protection +1 6 A small sealed tube with the following contents: 6 star sapphires, potion of vitality \n'b'\n'b' *Treasures possessed have been swallowed by the fish and can only be found after cutting it open.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Clockwork Beetle \n'b' Family: Clockwork \n'b' Tiny construct , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 20 (8d4) Speed 30 ft., fly 50 ft.\n'b' STATS STR: 8 (-1) DEX: 16 (+3) CON: 10 (+0) INT: 4 (-3) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5 Skills Stealth +5 Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 11 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 1/2 (100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Construct Nature . The clockwork beetle doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Immutable Form . The clockwork beetle is immune to any spell or effect that would alter its form. \n'b' Limited Telepathy . The clockwork beetle can magically transmit simple messages and images to its owner, provided the owner is within 100 feet of it. \n'b' Magic Resistance . The clockwork beetle has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ABOUT \n'b' Gleaming metal and whirring gears make up the form of this elaborate mechanical insect the size of a housecat. \n'b' Bejeweled Familiars . Forged by talented jewelers and sold to gear-mages and aristocrats, clockwork beetles are highly prized as familiars. \n'b' Although normally created in the form of metal beetles, their appearance can vary greatly. Some resemble incandescent ladybugs while others have razor-sharp horns reminiscent of deadly stag beetles. \n'b' Some are fashioned as darkling beetles with prehensile antennae, and even weevil-like designs have been spotted. In the southern deserts, scarab beetle patterns are particularly prized. \n'b' Hidden Timers . The most talented gear-mages occasionally design a clockwork beetle with a hidden countdown clock that silently ticks down over years or even decades. When the counter expires, it triggers a mechanical metamorphosis, causing the beetle to rapidly transform into a completely different clockwork creature\xe2\x80\x94a wondrous surprise known only to the original designer. \n'b' Freed But Foolish . Clockwork beetle swarms form when several of the creatures break free of their creators and bond together in a noisy mass of clattering, mechanical parts. Severed from the bonds of their creators, the swarm lacks the telepathy of singular clockwork beetles and has a reduced mental capacity.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant, Cloud \n'b' Family: Giant \n'b' Huge giant , neutral good (50%) or neutral evil (50%) \n'b' Armor Class 14 (natural armor) Hit Points 200 (16d12 + 96) Speed 40 ft.\n'b' STATS STR: 27 (+8) DEX: 10 (+0) CON: 22 (+6) INT: 12 (+1) WIS: 16 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +10, Wis +7, Cha +7 Skills Insight +7, Perception +7 Senses passive Perception 17 Languages Common, Giant Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Keen Smell: The giant has advantage on Wisdom (Perception) checks that rely on smell. \n'b' Innate Spellcasting : The giant\xe2\x80\x99s innate spellcasting ability is Charisma . It can innately cast the following spells, requiring no material components: \n'b' At will : detect magic , fog cloud , light \n'b' 3/day each : feather fall , fly , misty step , telekinesis \n'b' 1/day each : control weather , gaseous form \n'b' Actions \n'b' Multiattack : The giant makes two morningstar attacks. \n'b' Morningstar : Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 21 (3d8 + 8) piercing damage. \n'b' Rock : Ranged Weapon Attack : +12 to hit, range 60/240 ft., one target. Hit : 30 (4d10 + 8) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' This towering giant has finely chiseled features. Her skin is pale and smooth, and her long wispy hair flutters as if in a breeze.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Animated Giant Cauldron \n'b' Family: Animated Objects \n'b' Large construct , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 95 (10d10 + 40) Speed 0 ft., fly 30 ft. (hover)\n'b' STATS STR: 18 (+4) DEX: 10 (+0) CON: 19 (+4) INT: 4 (-3) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +3 Damage Immunities fire, poison, psychic Condition Immunities blinded , charmed , deafened , exhaustion , frightened , paralyzed , petrified , poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 14 Languages Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Antimagic Susceptibility . The cauldron is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the cauldron must succeed on a Constitution saving throw against the caster\xe2\x80\x99s spell save DC or fall unconscious for 1 minute. \n'b' Cold Leftovers . If the cauldron takes 10 cold damage or more from a single source, any fire damage dealt by the cauldron before the end of its next turn is halved. \n'b' False Appearance . If the cauldron is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn\xe2\x80\x99t observed the cauldron move or act, that creature must succeed on a DC 18 Intelligence ( Investigation ) check to discern that it is animate. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The cauldron makes two Lid Slam Attacks. \n'b' Lid Slam . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (1d10 + 4) bludgeoning damage plus 7 (2d6) fire damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone and be grappled (escape DC 15). \n'b' Boil Over (Recharge 5-6) . The cauldron spouts boiling liquid. Each creature within 20 feet of the cauldron must make a DC 15 Constitution saving throw, taking 18 (4d8) fire damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Swallow . Melee Weapon Attack : +7 to hit, reach 5 ft., one Medium or smaller creature that is incapacitated , restrained , or grappled by the cauldron. Hit : 8 (1d8 + 4) piercing damage and the target is swallowed and no longer grappled . The swallowed target is blinded and restrained , it has total cover against attacks and other effects outside the cauldron, and it takes 10 (3d6) fire damage at the start of each of the cauldron\xe2\x80\x99s turns. The cauldron can have only one target swallowed at a time. A creature can use its action to make a DC 15 Strength ( Athletics ) check to lift the cauldron\xe2\x80\x99s heavy lid and free itself or another swallowed creature within reach. On a success, the swallowed creature is freed and lands prone in an unoccupied space within 5 feet of the cauldron. If the cauldron dies, a swallowed creature is no longer restrained by it and can escape from the remains by using 10 feet of movement, exiting prone . \n'b' Steam Cloud . A 10-foot-radius cloud of steam extends out from the cauldron. The cloud moves with the cauldron, spreads around corners, and its area is heavily obscured. It lasts until the end of the cauldron\xe2\x80\x99s next turn or until a strong wind disperses it. \n'b'\n'b' ABOUT \n'b' As the name indicates, a giant animated object is like any other animated object except larger and much more powerful!'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant, Corpse Swallower \n'b' Family: Giant \n'b' Huge giant (shapechanger, titan), neutral \n'b' Armor Class 19 (natural armor) Hit Points 241 (21d12 + 105) Speed 50 ft. (20 ft., fly 120 ft. in roc form)\n'b' STATS STR: 25 (+7) DEX: 10 (+0) CON: 20 (+5) INT: 16 (+3) WIS: 17 (+3) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Int +9, Wis +9, Cha +11 Skills Athletics +13, Perception +9, Survival +9 Damage Resistances lightning, thunder Damage Immunities cold; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities exhaustion Senses passive Perception 19 Languages Auran, Common, Giant (can\xe2\x80\x99t speak in roc form) Challenge 19 (22,000 XP) Proficiency Bonus +6 \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Sight (Roc Form Only) . Hraesvelgr has advantage on Wisdom ( Perception ) checks that rely on sight. \n'b' Influence Weather . Nearby weather responds to Hraesvelgr\xe2\x80\x99s desires. At the start of each minute, Hraesvelgr can choose to change the precipitation and wind within 3 miles of him by one stage, up or down (no action required). This effect works like the changing weather conditions aspect of the control weather spell, except Hraesvelgr can\xe2\x80\x99t change the temperature and the conditions change immediately. \n'b' Legendary Resistance (3/Day) . If Hraesvelgr fails a saving throw, he can choose to succeed instead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Hraesvelgr makes one Beak attack and two Talon attacks, or he makes three Fist attacks. Alternatively, he can make three Gale Blast attacks. If two Fist attacks hit one creature, the target must succeed on a DC 19 Constitution saving throw or be stunned until the end of its next turn. \n'b' Beak (Roc Form Only) . Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit : 25 (4d8 + 7) piercing damage. \n'b' Fist (Giant Form Only) . Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit : 20 (3d8 + 7) bludgeoning damage. \n'b' Talons (Roc Form Only) . Melee Weapon Attack : +13 to hit, reach 5 ft., one target. Hit : 17 (3d6 + 7) slashing damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained . Hraesvelgr has two talons, each of which can grapple only one target. \n'b' Gale Blast . Ranged Spell Attack : +11 to hit, range 120 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage plus 7 (2d6) cold damage. \n'b' Swallow (Roc Form Only) . Hraesvelgr makes one Beak attack against a Large or smaller creature he is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained , it has total cover against attacks and other effects outside Hraesvelgr, and it takes 17 (5d6) acid damage at the start of each of Hraesvelgr\xe2\x80\x99s turns. Hraesvelgr can have only one creature swallowed at a time. If Hraesvelgr takes 40 damage or more on a single turn from the swallowed creature, Hraesvelgr must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of Hraesvelgr. Hraesvelgr has disadvantage on this saving throw if he isn\xe2\x80\x99t in his roc form. If Hraesvelgr dies, a swallowed creature is no longer restrained by him and can escape from the corpse by using 15 feet of movement, exiting prone . \n'b' Sudden Gust (Recharge 5\xe2\x80\x936) . Hraesvelgr unleashes a powerful gust of wind in a 60-foot line that is 10 feet wide. Each creature in the line must make a DC 19 Strength saving throw. On a failure, a creature takes 63 (18d6) bludgeoning damage and is pushed up to 15 feet away from Hraesvelgr. On a success, a creature takes half the damage and isn\xe2\x80\x99t pushed. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Change Shape . Hraesvelgr transforms into a roc or back into his true form, which is a Giant. His statistics, other than his speed, are the same in each form. Any equipment he is wearing or carrying isn\xe2\x80\x99t transformed. He reverts to his true form if he dies. \n'b'\n'b' LEGENDARY ACTIONS \n'b' Hraesvelgr 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. Hraesvelgr regains spent legendary actions at the start of his turn. \n'b'\n'b' Attack . Hraesvelgr makes a Fist or Talons attack. \n'b' Move . Hraesvelgr moves up to his speed, or flies up to half his flying speed if in roc form, without provoking opportunity attacks. \n'b' Ear-Splitting Screech (Costs 2 Actions; Roc Form Only) . Hraesvelgr lets out an ear-splitting screech. Each creature within 30 feet of Hraesvelgr must succeed on a DC 19 Constitution saving throw or take 14 (4d6) thunder damage and be deafened until the end of its next turn. \n'b'\n'b' LAIR \n'b' Hraesvelgr\xe2\x80\x99s lair is a windswept crag of gray stone at the edge of the world. At the highest pinnacle rests a massive cottage hewn from the mountainside. A great nest made from the splintered trunks of immense trees rests on the flat roof of the cottage, and the wind constantly howls. \n'b' On initiative count 20 (losing initiative ties), Hraesvelgr takes a lair action to cause one of the following effects; Hraesvelgr can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b' Pillar of Wind . One creature within 60 feet that Hraesvelgr can see must succeed on a DC 19 Strength saving throw or be swept up in a pillar of wind. The creature is restrained and suspended 15 feet off the ground. A creature can take an action to free the restrained creature by succeeding on a DC 19 Strength check. If the restrained creature has a way to pull itself out of the air, it can free itself in the same way. If the restrained creature has a flying speed, it can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Otherwise, this effect lasts until Hraesvelgr uses this lair action again or until he dies. \n'b' Powerful Exhale . Hraesvelgr unleashes a blast of wind in a 60-foot cone. Each creature in the area must succeed on a DC 19 Dexterity saving throw or be forced prone . \n'b' Terrifying Utterance . Hraesvelgr lets out a thunderous bellow. Each creature within 30 feet of him and that can hear him must succeed on a DC 19 Constitution saving throw or be frightened for 1 minute. A frightened 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' REGIONAL EFFECTS \n'b' The region containing Hraesvelgr\xe2\x80\x99s lair is warped by his magic, which creates one or more of the following effects: \n'b'\n'b' Active Weather . Strong windstorms are common within 6 miles of the lair. \n'b' Roosting Rocs . Within 3 miles of the lair, giant avian Beasts are more populous and fiercely defend the area against intruders. \n'b' Stench of Decay . The wind within 10 miles of the lair bears a pungent carrion stench. If Hraesvelgr dies, these effects fade over the course of 1d10 days. \n'b'\n'b' ABOUT \n'b' The giant stands braced in the midst of powerful wind. With a baleful stare, he shakes his fist and bellows a war cry. The cry becomes an avian shriek, and the giant\xe2\x80\x99s form melts into that of a massive bird whose wings blot out the sky. \n'b' A giant with divine blood in his veins, Hraesvelgr the Corpse Swallower is powerfully muscled. His skin is a pale bronze, his eyes are violet, and his hair is the color of storm clouds. \n'b'\n'b' Roc Form . When he takes his alternate form, Hraesvelgr becomes a tremendous roc, with massive wings that stir the wind across the sky. His eyes remain the same violet and these roc-form feathers match the color of his hair, sparkling with specks of color here and there, like jewels set in steel. \n'b' Birth of the Wind . Hraesvelgr dwells on the fringe of the world itself. From atop the peak of his home, he creates the wind and sends it across the globe. As befits a creature of such primal power, Hraesvelgr doesn\xe2\x80\x99t take kindly to intruders. He gluts himself on the bodies of fools who test his might in search of the fabled riches in his home.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant, Corrugated \n'b' Family: Giant \n'b' Large giant , neutral evil \n'b' Armor Class 14 (hide armor) \n'b' Hit Points 119 (14d10 + 42) \n'b' Speed 50 ft.\n'b' STATS STR: 19 (+4) DEX: 15 (+2) CON: 16 (+3) INT: 13 (+1) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +7, Wis +5 \n'b' Skills Perception +5 \n'b' Damage Resistances bludgeoning from nonmagical attacks \n'b' Senses passive Perception 15 \n'b' Languages Common, Giant \n'b' Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The corrugated giant\xe2\x80\x99s innate spellcasting ability is Wisdom (DC 13 save). It can innately cast the following spells, requiring no components: \n'b'\n'b' 1/day each : magnificent mansion , guards and wards , curse of the turtle* \n'b'\n'b' Simple Weapon Wielder . A simple weapon deals one extra die of its damage when the corrugated giant hits with it (included in the attack ). \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The corrugated giant makes two melee attacks . \n'b' Greatclub . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 14 (3d6 + 4) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' This giant is as big around as ten men, and as tall as two; but, having no bones, it seems pushed together, so that its skin wrinkles up like the sides of an accordion, even his face being so wrinkled that his nose sticks out between two folds of flesh and his eyes from between two more. \n'b' Corrugated giants are the bane of fairies everywhere, as they often share similar surroundings. Corrugated giants enslaved mortals they can catch as servants, but have no tolerance for fairies, whom they curse at every turn. \n'b' Fey Foes . Corrugated giants are allied with awgwas in their hatred of immortals. They are adept spellcasters capable of cursing their foes, and more than one immortal has been turned into a turtle at their hands. \n'b' Born of the Mountains. Corrugated giants seem to have originated from the bumpy ridges of the land itself that border Mo\xe2\x80\x99s valleys. This may explain their extreme dislike of immortals, as the immortal mofolk are known to intentionally aggravate giants.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant, Desert \n'b' Family: Giant \n'b' Huge giant , neutral \n'b' Armor Class 17 (natural armor) Hit Points 175 (14d12 + 84) Speed 40 ft.\n'b' STATS STR: 27 (+8) DEX: 10 (+0) CON: 22 (+6) INT: 13 (+1) WIS: 18 (+4) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str + 12, Con +10, Cha +6 Skills Perception +8, Stealth +4, Survival +8 Damage Immunities fire Senses passive Perception 18 Languages Common, Giant Challenge 9 (5,000 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Desert Walk . Difficult terrain composed of sand or gravel doesn\xe2\x80\x99t cost the desert giant extra movement. \n'b' Sand Camouflage . The giant has advantage on Dexterity ( Stealth ) checks made to hide in sandy terrain. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The giant makes two Falchion attacks. \n'b' Falchion . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 23 (6d4 + 8) slashing damage. \n'b' Rock . Ranged Weapon Attack : +12 to hit, range 60/240 ft., one target. Hit : 30 (4d10 + 8) bludgeoning damage. The towering woman rises up from the desert sand. Her pale brown robe almost perfectly matches the gritty terrain, and her roughly textured skin is a rich walnut brown. \n'b' Arid Adapters . Desert giants live in arid wastelands that were once a thriving giant empire. Their rich brown skin is rough-textured, and they dress in light robes matching the color of the sand, accented (when they aren\xe2\x80\x99t trying to blend in) with brightly colored head cloths and sashes. Beneath their robes, the desert giants paint or tattoo their skin with intricate designs in a riot of colors that outsiders rarely see. \n'b' Wandering Legacy . Desert giants subsist in the scorching wastes by moving from oasis to oasis. They follow herds of desert animals that they cultivate for milk, meat, and hides, and they shun most contact with settled people. While in ages past the desert giants lived in stationary settlements and cities, the fall of their ancient empire drove them into the dunes. The truth behind their nomadic lifestyle is a sore spot. Should any outsider learn the truth, the desert giants stop at nothing to permanently silence the inquisitive soul. \n'b'\n'b' ABOUT \n'b' Keepers of the Past. Over time, wandering desert giants amass vast knowledge of ruins and relics scattered across and beneath their homeland. \n'b' On rare occasions that the tribes require something of outsiders, this information is their most valuable commodity. Relics of the past, or simply the location of unplundered ruins, can purchase great advantage for the tribe. The designs the giants painstakingly inscribe on their bodies tell a tale that, if woven together correctly, reveals an entire tribe\xe2\x80\x99s collected discoveries. For this reason, the desert giants hold the bodies of their dead in sacred esteem. They go to extraordinary lengths to recover their dead, so they can divide the knowledge held on the deceased\xe2\x80\x99s skin among other tribe members.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant, Fire \n'b' Family: Giant \n'b' Huge giant , lawful evil \n'b' Armor Class 18 (plate) Hit Points 162 (13d12 + 78) Speed 30 ft.\n'b' STATS STR: 25 (+7) DEX: 9 (-1) CON: 23 (+6) INT: 10 (+0) WIS: 14 (+2) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +3, Con +10, Cha +5 Skills Athletics +11, Perception +6 Damage Immunities fire Senses passive Perception 16 Languages Giant Challenge 9 (5,000 XP) \n'b' Actions \n'b' Multiattack : The giant makes two greatsword attacks. \n'b' Greatsword : Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 28 (6d6 + 7) slashing damage. \n'b' Rock : Ranged Weapon Attack : +11 to hit, range 60/240 ft., one target. Hit : 29 (4d10 + 7) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' This lumbering giant has short stumpy legs and powerful, muscular arms. Its hair and beard seem to be made of fire.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant, Flab \n'b' Family: Giant \n'b' Large giant , chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 110 (13d10 + 39) Speed 20 ft.\n'b' STATS STR: 20 (+5) DEX: 6 (-2) CON: 16 (+3) INT: 9 (-1) WIS: 13 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +5 Skills Perception +3 Damage Immunities poison Condition Immunities poisoned Senses passive Perception 13 Languages Common, Dwarvish, Giant Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Massive Bulk . A flab giant can\xe2\x80\x99t take the Dash action. In addition, a creature attempting to grapple, push, or force the giant prone has disadvantage on attack rolls and ability checks to do so. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The giant makes two Slam attacks. If both attacks hit a Medium or smaller creature, the target is grappled (escape DC 15). \n'b' Slam . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) bludgeoning damage. \n'b' Squatting Pin . One creature grappled by the flab giant must make a DC 15 Strength saving throw. On a failure, a creature takes 22 (5d6 + 5) bludgeoning damage and is restrained until the grapple ends. On a success, a creature takes half the damage and isn\xe2\x80\x99t restrained , but it remains grappled until it escapes. While restrained , a creature takes 8 (1d6 + 5) bludgeoning damage at the start of each of the giant\xe2\x80\x99s turns. If the flab giant moves, the target is no longer restrained or grappled . \n'b'\n'b' ABOUT \n'b' This obese, bell-shaped giant is blemished by ulcers, enlarged veins, and fungal rashes. Though it stumbles about on a pair of short, calloused legs, it moves its weight with dangerous potential. \n'b' Great Girth . Whether as a result of a centuries-past curse or a gradual adaptation to an easygoing existence, the flab giant is gigantic in width rather than height and almost comical in its simple life. Too obese to effectively grasp weapons in its chubby fingers, a flab giant uses its great mass to deadly effect, overrunning or grabbing opponents and then sitting on them to crush them to death. Its bulk and hardiness allow it to tolerate the blows of struggling victims until they are fully crushed. \n'b' Efficient Foragers . Flab giants are the least active of giant types, spending most of their waking hours resting, napping, and sleeping, and only devote a short period each day to listlessly shuffling about, scrounging for food. Because a flab giant can eat practically anything, it doesn\xe2\x80\x99t have to roam far to find enough food to sustain its bulk, and it is rarely found far from its crude lair. \n'b' Knotted Skins . Flab giants wear only scraps of clothing made of loosely knotted skins, leaving most of their stretch-marked and discolored skin exposed. Favored pelts include bear and human. A flab giant stands eight to ten feet tall and weighs 2,000 to 2,500 pounds.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant, Flayed \n'b' Family: Giant \n'b' Huge giant (titanspawn), chaotic evil\n'b' STATS STR: 21 (+5) DEX: 11 (+0) CON: 20 (+5) INT: 6 (-2) WIS: 13 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 15 (natural armor) Hit Points 149 (13d12 + 65) Speed 30 ft., swim 40 ft. Skills Perception +4 Damage Resistances cold Senses darkvision 60 ft., passive Perception 14 Languages Giantish, Titan Speech Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Hold Breath . While out of water, the flayed giant can hold its breath for 10 minutes. \n'b' Water Breathing . The flayed giant can breathe only underwater. \n'b'\n'b' ACTIONS \n'b' Multiattack . The flayed giant makes two trident attacks. \n'b' Trident . Melee or Ranged Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 15 (3d6 + 5) piercing damage, or 18 (3d8 + 5) piercing damage if used with two hands. \n'b' Javelin . Melee or Ranged Weapon Attack : +8 to hit, reach 10 ft. or range 30/120 ft., one target. Hit : 15 (3d6 + 5) piercing damage. \n'b'\n'b' TACTICS \n'b' While not known for their intelligence, flayed giants are relatively cunning. Most often they wait below the water for a ship to pass overhead. At the right moment, they swim upward and pierce the hull of the ship with their huge tridents. While the ship\xe2\x80\x99s crew tends to the damage, the flayed giants then attempt latch onto the vessel, using their body weight to capsize it. \n'b' ABOUT \n'b' A flayed giant\xe2\x80\x99s skin is reddish, the color of fresh blood, yet semi-transparent and scaly. \n'b' It has gills like those of a fish on its neck and shoulders, and fins protrude at odd angles from its extremities. It wields a massive trident nearly twice the length of a human'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant, Frost \n'b' Family: Giant \n'b' Huge giant , neutral evil \n'b' Armor Class 15 (patchwork armor) Hit Points 138 (12d12 + 60) Speed 40 ft.\n'b' STATS STR: 23 (+6) DEX: 9 (-1) CON: 21 (+5) INT: 9 (-1) WIS: 10 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +8, Wis +3, Cha +4 Skills Athletics +9, Perception +3 Damage Immunities cold Senses : passive Perception 13 Languages Giant Challenge 8 (3,900 XP) \n'b' Actions \n'b' Multiattack : The giant makes two greataxe attacks. \n'b' Greataxe : Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 25 (3d12 + 6) slashing damage. \n'b' Rock : Ranged Weapon Attack : +9 to hit, range 60/240 ft., one target. Hit : 28 (4d10 + 6) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' This giant looks like a thick, muscular human. It has frost-white skin and long, light blue hair that it wears braided.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant, Gegenee \n'b' Family: Giant \n'b'\n'b' Large giant , neutral evil \n'b' Armor Class 15 (hide armor) Hit Points 59 (7d10 + 21) Speed 40 ft.\n'b' STATS STR: 18 (+4) DEX: 16 (+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' Skills Perception +3, Stealth +5, Survival +3 Senses passive Perception 13 Languages Common, Giant Challenge 4 (1,100 XP) \n'b' Actions \n'b' Multiattack . The giant makes three greatclub attacks or three ranged attacks . \n'b' Greatclub . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage. \n'b' Rock . Ranged Weapon Attack : +5 to hit, range 30/120 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Each of these earthborn monsters is equipped with six great arms, two springing from his shoulders, and four below from his prodigious flanks. The gegenee is a hulking, misshapen biped. An adult stands some 10 feet tall and weighs about 900 pounds. \n'b' Gegenees speak a crude dialect of Common and Giant. \n'b' Gegenee are unabashed cannibals and will set upon any whom they can catch. \n'b' Blessed of Hera . The gegenees live on Bear Mountain in Mysia, close to the rich mainland of Phrygia. The isthmus, with its two shores, lies east of the River Aesepus. The nearby isthmus and plain belong to the Doliones, led by King Cyzicus. Under the protection of Poseidon, the Gegenees didn\xe2\x80\x99t dare attack, but when the Argonauts encountered them, they were brought low by spears and arrows. \n'b' Gegenees charge into melee combat unless their opponents are out of reach, in which case they throw rocks. They sometimes try to overrun armored opponents to reach unarmored opponents in back ranks. With its first few melee attacks, a gegenee tends to flail about indiscriminately. After a few rounds, it concentrates on foes that have been hitting it most often.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Clockwork Beetle Swarm \n'b' Family: Clockwork \n'b' Large swarm of Tiny constructs , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 52 (8d10 + 8) Speed 30 ft., fly 50 ft.\n'b' STATS STR: 8 (-1) DEX: 16 (+3) CON: 12 (+1) INT: 1 (-5) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, slashing Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained , stunned Senses darkvision 60 ft., passive Perception 11 Languages \xe2\x80\x94 Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Construct Nature . The clockwork beetle doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Magic Resistance . The clockwork beetle has advantage on saving throws against spells and other magical effects. \n'b' Swarm . The swarm can occupy another creature\xe2\x80\x99s space and vice versa, and it can move through any opening large enough for a Tiny Construct. The swarm can\xe2\x80\x99t regain hp or gain temporary hp . \n'b'\n'b' ACTIONS \n'b'\n'b' Bites . Melee Weapon Attack : +5 to hit, reach 0 ft., one target in the swarm\xe2\x80\x99s space. Hit : 18 (4d8) piercing damage, or 9 (2d8) piercing damage if the swarm has half of its hp or fewer, plus 3 (1d6) poison damage. \n'b'\n'b' ABOUT \n'b' Gleaming metal and whirring gears make up the form of this elaborate mechanical insect the size of a housecat.\xc2\xa0Although normally created in the form of metal beetles, their appearance can vary greatly. Some resemble incandescent ladybugs while others have razor-sharp horns reminiscent of deadly stag beetles.\xc2\xa0Some are fashioned as darkling beetles with prehensile antennae, and even weevil-like designs have been spotted. In the southern deserts, scarab beetle patterns are particularly prized. \n'b' Bejeweled Familiars . Forged by talented jewelers and sold to gear-mages and aristocrats, clockwork beetles are highly prized as familiars. \n'b' Hidden Timers . The most talented gear-mages occasionally design a clockwork beetle with a hidden countdown clock that silently ticks down over years or even decades. When the counter expires, it triggers a mechanical metamorphosis, causing the beetle to rapidly transform into a completely different clockwork creature\xe2\x80\x94a wondrous surprise known only to the original designer. \n'b' Freed But Foolish . Clockwork beetle swarms form when several of the creatures break free of their creators and bond together in a noisy mass of clattering, mechanical parts. Severed from the bonds of their creators, the swarm lacks the telepathy of singular clockwork beetles and has a reduced mental capacity.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant, Geryon \n'b' Family: Giant \n'b'\n'b' Large giant , neutral \n'b' Armor Class 20 (cuirass, shields) Hit Points 75 (10d10 + 20) Speed 40 ft., fly 40 ft.\n'b' STATS STR: 23 (+6) DEX: 8 (-1) CON: 15 (+2) INT: 12 (+1) WIS: 10 (+0) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Animal Handling +3, Perception +9, Persuasion +7, Survival +3 Senses passive Perception 19 Languages Common, Giant Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Three Heads . The geryon has advantage on Wisdom ( Perception ) checks and on saving throws against being blinded , charmed , deafened, frightened , stunned, and knocked unconscious. \n'b' Wakeful . When one of the geryon\xe2\x80\x99s heads is asleep, its other head is awake. \n'b' Actions \n'b' Multiattack . The geryon makes three attacks with its dory spears. \n'b' Dory Spear . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 15 (2d8 + 6) piercing damage. \n'b'\n'b' ABOUT \n'b' This bizarre giant has the bodies of three men joined into one at the belly, but splitting into three again from the flanks and thighs down. A pair of huge bat wings juts from the middle torso\xe2\x80\x99s back. \n'b' Geryons are herdsman by trade and are experts at monitoring their sheep with their three sets of eyes. Geryons are leaders of men and are often valued as national treasures by city-states where they rule. Crossing a geryon means crossing its servants and even entire armies. They are fond of orthus hounds and often keep them domesticated. \n'b' King of Erytheia . The original geryon giant was a ruler of the island of Erytheia, where he kept magnificent oxen. \n'b' Hercules was commanded by Eurystheus to fetch Geryon\xe2\x80\x99s oxen. Landing in Libya, Diodorus made Hercules collect a large fleet in Crete to sail against Crysaor, a king of Iberia. Hercules performed many feats along the way, having earned a golden boat from Helios. It was in that boat that he slew Geryon and his minions. \n'b' Adult geryons are about 13 feet tall and weigh 5,200 pounds. They live about 75 years.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant, Growley \n'b' Family: Giant \n'b' Huge giant , chaotic evil \n'b' Armor Class 13 (natural armor) \n'b' Hit Points 105 (10d12 + 40) \n'b' Speed 40 ft.\n'b' STATS STR: 21 (+5) DEX: 14 (+2) CON: 19 (+4) INT: 10 (+0) WIS: 10 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances piercing \n'b' Senses passive Perception 10 \n'b' Languages Common, Giant \n'b' Challenge 7 (2,900 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . The growley giant makes two greatclub attacks. \n'b' Greatclub . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 18 (3d8 + 5) bludgeoning damage. \n'b' Rock . Ranged Weapon Attack : +8 to hit, range 60/240 ft., one target. Hit : 21 (3d10 + 5) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Growley giants are huge in size , but are all bone and skin and muscle, with no meant or fat on their bodies at all. \n'b' Their powerful muscles lay just beneath their skin, like bunches of tough rope. \n'b' Even the weakest growley giant can pick up an elephant and toss it. Growley giants know they are disliked and avoided by everyone, which makes them surly and unsociable even among themselves. They hate all people as a result. They number over 18,000 in total. \n'b' The voice of the Grand Gallipoot is partly a roar and partly a growl. He mumbles his words badly such that one must listen carefully in order to understand him. The Grand Gallipoot is fond of enslaving smaller species to do their bidding.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Animated Instrument \n'b' Family: Animated Objects \n'b' Tiny construct , unaligned \n'b' Armor Class 12 (natural armor) Hit Points 17 (7d4) Speed 0 ft., fly 30 ft. (hover)\n'b' STATS STR: 1 (\xe2\x80\x935) DEX: 12 (+1) CON: 11 (+0) INT: 1 (\xe2\x80\x935) WIS: 5 (\xe2\x80\x933) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Performance +6 Damage Immunities poison, psychic Condition Immunities blinded , charmed , deafened , exhaustion , frightened , paralyzed , petrified , poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 7 Languages \xe2\x80\x94 Challenge 1/4 (50 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Antimagic Susceptibility . The instrument is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the instrument must succeed on a Constitution saving throw against the caster\xe2\x80\x99s spell save DC or fall unconscious for 1 minute. \n'b' Construct Nature . The instrument doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' False Appearance . While the instrument remains motionless and isn\xe2\x80\x99t flying, it is indistinguishable from a normal musical instrument. \n'b'\n'b' ACTIONS \n'b'\n'b' Trouble Clef . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 1) bludgeoning damage. \n'b' Orchestra Hit . Ranged Spell Attack : +4 to hit, range 60 ft., one target. Hit : 5 (1d6 + 2) thunder damage. \n'b' Spirited Solo (Recharge 5\xe2\x80\x936) . The instrument improvises a tune to draw listeners into entrancing thought. Each creature within 30 feet of the animated instrument that can hear the song must make a DC 12 Wisdom saving throw. On a failure, a creature is incapacitated until the end of its next turn. On a success, a creature has an epiphany and gains advantage on Charisma ( Performance ) checks for 1 day. \n'b' Courageous Anthem (1/Day) . The instrument plays a song that bolsters its allies. Each friendly creature within 30 feet of the animated instrument that can hear the song has a +1 bonus to attack rolls, ability checks, and saving throws until the song ends. The animated instrument must take a bonus action on subsequent turns to continue playing the song. It can stop playing at any time. The song ends if the animated instrument is incapacitated . A creature can benefit from only one Courageous Anthem at a time. \n'b' Alternate Critical (Source: Monster Crits for 5e) . When the animated instrument scores a critical hit, it doesn\xe2\x80\x99t deal extra damage. Instead, the target creature is deafened until the end of the animated instrument\xe2\x80\x99s next turn. \n'b'\n'b' ABOUT \n'b' Delicate in frame but clever in design, animated instruments are crafted with formidable magic to serve maestros and savants for purposes ranging from bodyguards to performance backup.\xc2\xa0Favored by bards, nobles, and virtuoso liches these often-beautiful works of craftsmanship are designed and imbued with magical effects that can enthrall, confuse, and even terrify listeners.\xc2\xa0Any instrument is suitable for animation, though some are more common than others. Lutes, flutes, and other more compact instruments are prime candidates for traveling bards. \n'b' Pianos and harpsichords make for excellent guards in the homes of the wealthy. Horns and drums are often chosen for armies on battlegrounds to bolster weary soldiers and frighten oncoming enemies. \n'b' Compelling Melodies . Songs of wondrous power are woven into the enchantments that impart the chosen instrument with unique musical gifts. Other times, usually when an instrument is enchanted in haste, the instrument recalls the pieces of music it was used to play when it was only an object. In any case, the animated instrument can play magical melodies. All animated instruments, even the simplest of harps or tambourines, can strike at unruly listeners with thunderous effect and charming melodies. \n'b' Menacing Harmonies . An animated instrument alone is more than enough for most heroes to handle, but not all instruments are brought to life for solo acts. Just as often, formidable quartets of instruments are created, typically horns or drums. Quartets act with unified purpose in accordance with their enchanter\xe2\x80\x99s instructions and do so in perfect harmony. Though most animated instruments are seen alone or as a quartet, animated instruments\xe2\x80\x99 capacity for animation is limited only by the arcane aptitude and creativity of the enchanter. \n'b' Mighty Symphonies . Truly magnificent works of art and sorcery, animated symphonies are massive swarms of animated instruments. The magic required to uplift entire symphonies is both mighty and rare. In all cases, animated symphonies develop hive-mind egos that are twisted caricatures of the composers who wrote for the instruments or that are rooted in the style of music their individual components played before their transmutation. The personalities of these symphonies are as varied as the music of the world. \n'b' The statistics presented here describe a Tiny instrument, such as a flute, shawm, or tambourine, but instruments of any size can be animated. To create an animated instrument of a different size , use the statistics presented here except as described below. \n'b'\n'b' Small . A Small instrument, such as a lute, sitar, tabor, or violin, is portable and often requires two hands to play. A Small animated instrument has 17 (5d6) hit points , and its Trouble Clef and Orchestra Hit each increase by one die type. It has a challenge rating of 1/4 (50 XP). \n'b' Medium . A Medium instrument, such as a cello, kettledrum, or marimba, is nearly the size of a human and often requires the musician to remain stationary to play it. A Medium animated instrument has 27 (6d8) hit points , and its Trouble Clef and Orchestra Hit each increase by two die types. It has a challenge rating of 1/2 (100 XP). \n'b' Large . A Large instrument, such as an alphorn, harp, or piano, is larger than a human , often requires multiple people or magic to reposition it, and, in some cases, can be played by more than one person. A Large animated instrument has a walking speed of 30 feet in addition to its flying speed and 27 (5d10) hit points , and its Trouble Clef and Orchestra Hit each increase by three die types. It has a challenge rating of 1/2 (100 XP).'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant, Haidar \n'b' Family: Giant \n'b' Huge giant , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 200 (16d12 + 96) Speed 40 ft., burrow 20 ft.\n'b' STATS STR: 27 (+8) DEX: 14 (+2) CON: 22 (+6) INT: 12 (+1) WIS: 14 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +10, Wisdom +6 Skills Perception +6 Senses passive Perception 16 Languages Common, Giant Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Sand Sculptor . The Haidar can manipulate the terrain around it. This trait works like the move earth spell except it has no duration, the Haidar can only affect sand and loose soil, and the Haidar can affect an area of terrain no larger than 60 feet on a side. \n'b' Siege Monster . The Haidar deals triple damage to objects and structures with its melee and ranged weapon attacks. \n'b'\n'b' ACTIONS \n'b' Multiattack . The Haidar makes two Greatsword attacks. \n'b' Greatsword . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 29 (6d6 + 8) slashing damage. \n'b' Rock . Ranged Weapon Attack : +12 to hit, range 60/240 ft., one target. Hit : 30 (4d10 + 8) bludgeoning damage. \n'b' Fist of Sand (recharge 5-6). The giant slams its fist violently into the ground. Each creature within 10 feet of a point the Haidar can see within 120 feet of it must make a DC 16 Dexterity saving throw as a fist of sand bursts up from the earth beneath it. On a failure, a creature takes 21 (6d6) bludgeoning damage and is knocked prone . On a success, a creature takes half the damage and isn\xe2\x80\x99t knocked prone . \n'b'\n'b' ABOUT'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant, Haunted \n'b' Family: Giant \n'b' This giant appears dead-eyed and sullen, trudging along as if the weight of the entire world rests on his shoulders. Three huge ghostly figures swirl around the giant who looks at them with a mixture of fear and loathing. \n'b' Huge giant , chaotic neutral \n'b' Armor Class 20 (natural armor) Hit Points 126 (12d12 + 48) Speed 40 ft.\n'b' STATS STR: 21 (+5) DEX: 8 (-1) CON: 19 (+4) INT: 5 (-3) WIS: 9 (-1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +2, Constitution +7, Wisdom +2 Skills Athletics +8, Perception +2 Senses passive Perception 12 Languages Giant Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Ancestral Spirits . Three ghostly spirits haunt the giant. The spirits are incorporeal, remain within 10 feet of the giant at all times, and can\xe2\x80\x99t take actions . Each uses the giant\xe2\x80\x99s AC and saving throws, has 15 hp and can only be harmed by radiant damage. If an ancestral spirit is reduced to 0 hp , it disappears temporarily. Reduce the giant\xe2\x80\x99s AC by 1 and remove one trait granted by the spirits for each spirit that is driven off. Ancestral spirits can\xe2\x80\x99t be turned. \n'b' Reckless . At the start of its turn, the giant can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. This trait is granted by the ancestral spirits. \n'b' See Invisibility . The giant can see invisible creatures and objects as if they were visible and can see into the Ethereal Plane. This trait is granted by the ancestral spirits. \n'b' Steadfast . The giant is immune to the charmed and frightened conditions. This trait is granted by the ancestral spirits. \n'b' Actions \n'b' Multiattack . The giant makes two greatclub attacks. \n'b' Greatclub . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 18 (3d8 + 5) bludgeoning damage. \n'b' Rock . Ranged Weapon Attack : +8 to hit, range 60/240 ft., one target. Hit : 21 (3d10 + 5) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' By adolescence, some male hill and stone giants are plagued by the spirits of their ancestors. The ghosts\xe2\x80\x99 incessant whispers drive them off alone or in small familial groups to lay their ancestors\xe2\x80\x99 remains to rest. This can consume their lives to the extent that even breeding isn\xe2\x80\x99t a priority, so the giants\xe2\x80\x99 own ancestors drive their race toward extinction. The more who die, the more ghosts return to burden the living, leading many tribes to cremate their dead-though this is considered a vile act of desecration by many giants. \n'b' Anchored to Descendants . This ghostly harassment manifests itself as an ancestral spirit. These spirits are anchored to the souls of their descendants and appear near their host either as dark, flickering shades or as looming, spectral apparitions. The giant will take steps to defend its ancestral spirits if they are attacked but will likely be glad at the temporary respite if the spirits are driven off. \n'b' Permanent Haunting . Spirits return to plague their briefly relieved descendants at the rate of one spirit per hour. The spirits cannot be destroyed permanently unless their bones are found and laid to rest.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant, Hecatoncheir \n'b' Family: Giant \n'b'\n'b' Gargantuan giant , lawful neutral \n'b' Armor Class 22 (natural armor) Hit Points 512 (25d20 + 250) Speed 50 ft.\n'b' STATS STR: 30 (+10) DEX: 15 (+2) CON: 30 (+10) INT: 10 (+0) WIS: 8 (-1) CHA: 24 (+7) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities lightning, thunder Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Skills Perception +7 Senses truesight 120 ft., passive Perception 17 Languages Common, Giant Challenge 26 (90,000 XP) \n'b' Special Traits \n'b' Multiple Heads . The hecatoncheir has fifty heads. While it has more than one head, the hecatoncheir has advantage on saving throws against being blinded , charmed , deafened, frightened , stunned, and knocked unconscious. Whenever the hecatoncheir takes 10 or more damage in a single turn, one of its heads dies. If all its heads die, the hecatoncheir dies. \n'b' Reactive Heads . For each head the hecatoncheir has beyond one, it gets an extra reaction that can be used only for opportunity attacks. \n'b' Wakeful . While the hecatoncheir sleeps, at least one of its heads is awake. \n'b' Legendary Resistances (3/Day) . If the hecatoncheir fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . The hecatoncheir has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The hecatoncheir\xe2\x80\x99s weapon attacks are magical. \n'b' Innate Spellcasting . The giant\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 23). It can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : detect magic , fog cloud , light \n'b' 3/day each : feather fall , fly , misty step , telekinesis \n'b' 1/day each : control weather , gaseous form \n'b'\n'b' Actions \n'b' Multiattack . The hecatoncheir makes three melee attacks and then uses Fling or Pummel. \n'b' Slam . Melee Weapon Attack : +18 to hit, reach 20 ft., one target. Hit : 29 (3d12 + 10) bludgeoning damage, and the target is grappled (escape DC 26). The hecatoncheir can grapple up to four targets. When the hecatoncheir moves, all creatures it is grappling move with it. \n'b' Pummel . The hecatoncheir pounds six of its fists at a point on the ground within 20 feet of it. Any creature in a 20-foot-radius, 20-foot-high cylinder centered on this point must succeed on a DC 18 Dexterity saving throw or take 33 (6d10) bludgeoning damage and fall prone . Structures, as well as nonmagical objects that are neither being worn nor carried, take the same amount of damage if they are in the cylinder (no save). \n'b' Fling . One Large or smaller object held or creature grappled by the hecatoncheir is thrown up to 60 feet in a random direction and knocked prone . If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone . \n'b' Boulder Barrage (Recharge 4-6) . The hecatoncheir throws boulders in a 90-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 88 (25d6) bludgeoning damage on a failed save, or half as much damage on a successful one. \n'b' Legendary Actions \n'b' The hecatoncheir can take 3 legendary actions , choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature\xe2\x80\x99s turn. the hecatoncheir regains spent legendary actions at the start of its turn. \n'b' Fling . The hecatoncheir makes one slam attack or uses its Fling. \n'b' Thundercrack (Costs 2 Actions) . The hecatoncheir unleashes a terrible thundercrack in a 100-foot-radius sphere centered on himself. All other creatures in the area must succeed on a DC 26 Constitution saving throw or take 31 (9d6) thunder damage and be deafened for 1 minute. On a successful save, a creature takes half as much damage and is deafened until the start of the hecatoncheir\xe2\x80\x99s next turn. \n'b' Screaming Gale (Costs 3 Actions) . The hecatoncheir releases a blast of thunder and wind in a line that is 1 mile long and 20 feet wide. Objects in that area take 22 (4d10) thunder damage. Each creature there must succeed on a DC 18 Dexterity saving throw or take 22 (4d10) thunder damage and be flung up to 60 feet in a direction away from the line. If a thrown target collides with an immovable object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown before impact. If the target would collide with another creature instead, that other creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone . \n'b'\n'b' ABOUT \n'b' From the shoulders of this gigantic amalgam of beings spring a hundred arms. It has fifty heads upon its shoulders. \n'b' The hecatoncheries are the sons of Gaia and Uranus who were betrayed by their father and locked in Tartarus. Zeus later enlisted them in the war against the Titans and set them as guardians of the gates to Tartarus.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant, Herku \n'b' Family: Giant \n'b' Huge giant , lawful neutral \n'b' Armor Class 13 (natural armor) \n'b' Hit Points 105 (10d12 + 40) \n'b' Speed 40 ft.\n'b' STATS STR: 21 (+5) DEX: 8 (-1) CON: 19 (+4) INT: 5 (-3) WIS: 9 (-1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2 \n'b' Senses darkvision 120 ft., passive Perception 18 \n'b' Languages Common, Giant \n'b' Challenge 22 (41,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Pack Tactics . The herku giant has advantage on an attack roll against a creature if at least one of the herku giant\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The giant makes two greatclub attacks. \n'b' Greatclub . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 18 (3d8 + 5) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' These giants have thick, bushy hair and whiskers, on some the hair being white and on others black or red or yellow, while the hair of a few was just turning gray. Their eyes have a mild expression and their faces express patience rather than ferocity. They wear uniforms of blue and yellow and are armed with clubs as big around as tree-trunks. Each giant has around his neck a broad band of gold, riveted on. \n'b' Herku giants are enslaved by the herku, in the titular city of the same name. Their origin is long since lost to time, but they have been bullied and cowed by the smaller and weaker-looking herku, who are only too glad to have the giants do all their labor. \n'b' Guards and Muscle . Herku giants do all the physical labor necessary in the city. Each herku family is assigned a giant, and each giant is expected to contribute to the guards and military when needed. \n'b' Herku Work . Herku giants are one of the few places in Oz where slavery is tolerated. Their collective might make Herku a genuine threat to most nations. And yet the herkufolk themselves have a tenuous grasp on power, predicated on their own temporary strength. If the herku giants ever organized, they could easily overthrow their oppressors. \n'b' Unsophisticated Tactics . In combat, herku giants march orderly together but without initiative . They require a herkufolk leader to tell them what to do and where to go, limiting their tactics. Herkufolk rely on this docility to keep the peace, but secretly fear what might happen if the giants ever understood their military might in groups.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant, Jack-in-Irons \n'b' Family: Giant \n'b' Huge giant , chaotic evil \n'b' Armor Class 15 (chain scraps) Hit Points 138 (12d12 + 60) Speed 40 ft.\n'b' STATS STR: 24 (+7) DEX: 12 (+1) CON: 20 (+5) INT: 9 (-1) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 11 Languages Giant Challenge 7 (2,900 XP) \n'b' Actions \n'b' Multiattack . The jack-in-irons giant uses its shake the earth ability, and then makes two club attacks and either a chain or fist attack . \n'b' Club . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 16 (2d8 + 7) bludgeoning damage. \n'b' Chain . Melee Weapon Attack : +10 to hit, reach 15 ft., one target. Hit : 14 (2d6 + 7) bludgeoning damage and the target must succeed on a DC 18 Dexterity saving throw or be grappled and restrained (escape DC 18) and the jack-in-irons giant cannot grapple another target. At the beginning of the giant\xe2\x80\x99s turn, it can smash a grappled target into the ground or another solid object within 15 feet of the giant, dealing 11 (1d8 + 7) bludgeoning damage. \n'b' Fist . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 14 (2d6 + 7) bludgeoning damage and the target must succeed on a DC 18 Strength saving throw or be knocked prone . \n'b' Rock . Ranged Weapon Attack : +10 to hit, range 60/240 ft., one target. Hit : 23 (3d10 + 7) bludgeoning damage. \n'b' Shake the Earth . Creatures within 10 feet of the jack-in-irons giant must succeed on a DC 18 Dexterity saving throw or fall prone . \n'b'\n'b' ABOUT \n'b' Brutish, warty, hairy, and stinking of oil and iron, this creature has a jutting lower jaws and tusk-like teeth, not unlike an orc or hobgoblin of huge size wrapped in chains of iron. It wears belts of skulls and rotting heads about its throat and waist. \n'b' The jacks-in irons enjoy fastening gate chains and portcullis chains around their wrists, forearms and shins and tie chains about their throats, shoulders, and waists which hang with the heads of their many victims. \n'b' Jacks-in-irons frequently operate as highwaymen, making their dwellings in ruined towers along abandoned roads. From this base, they roam out along old country trails ambushing unwary travelers, trade caravans and the knights assigned to protect them. They are known to take prisoners and hold them for high ransom. \n'b' Orcs and goblins often follow a jack-in-irons as their king or leader due to its massive size, brute strength, and penchant for wickedness \xe2\x80\x93 all of which are things that such evil creatures admire. \n'b' A jack-in-irons stands 20 to 25 feet tall and weighs 13,000 to 15,000 pounds. It prefers to dress in dark colors such as black or brown and always wears a multitude of chains about its body (as bracelets, necklaces, or slung about its shoulders). Its hair is dark and matted and many male jack-in-irons sport thick, bushy beards. Its eyes are purplish-black with light green irises. \n'b' Jack-in-irons speak Giant. \n'b' Bash, bash, bash, rinse and repeat if necessary until they are out of Giants attacks or out of enemies. Jacks-in-irons think of themselves as invincible and fight to the death.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant, Jotun \n'b' Family: Giant \n'b' Gargantuan giant , chaotic neutral \n'b' Armor Class 20 (natural armor) Hit Points 370 (20d20 + 160) Speed 60 ft.\n'b' STATS STR: 30 (+10) DEX: 8 (-1) CON: 26 (+8) INT: 18 (+4) WIS: 20 (+5) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +15, Wis +12, Cha +9 Skills Arcana +11, History +11, Nature +11, Stealth +6 Damage Immunities cold; bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 120 ft., passive Perception 15 Languages Common, Giant Challenge 22 (25,000 XP) Proficiency Bonus +7 \n'b' SPECIAL TRAITS \n'b'\n'b' Demigod\xe2\x80\x99s Vitality . The jotun\xe2\x80\x99s ability scores and hp maximum can\xe2\x80\x99t be reduced except by means of a wish spell. \n'b' Icy Weapons . The jotun\xe2\x80\x99s weapon attacks are magical. When the jotun hits with any weapon, the weapon deals an extra 6d8 cold damage (included in the attack ). \n'b' Magic Resistance . The jotun has advantage on saving throws against spells and other magical effects. \n'b' Material Bound . The jotun is immune to any spell or effect that would force it to leave the Material Plane, unless the jotun wants to leave. It has disadvantage on saving throws against effects that would return it to the Material Plane from another plane of existence. \n'b' Too Big to Notice . While the jotun remains motionless in nonmagical, natural terrain, it has advantage on Dexterity ( Stealth ) checks. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The jotun can use its Frightful Presence. It then makes three Greatclub or Rock attacks. \n'b' Greatclub . Melee Weapon Attack : +17 to hit, reach 15 ft., one target. Hit : 28 (4d8 + 10) bludgeoning damage plus 27 (6d8) cold damage. \n'b' Rock . Ranged Weapon Attack : +17 to hit, range 60/240 ft., one target. Hit : 32 (4d10 + 10) bludgeoning damage plus 27 (6d8) cold damage. \n'b' Frightful Presence . Each creature of the jotun\xe2\x80\x99s choice within 120 feet of the jotun and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the jotun\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Icy Sweep (Recharge 5\xe2\x80\x936) . The jotun swings its ice-coated greatclub in a wide arc. Each creature within 20 feet of the jotun must make a DC 23 Dexterity saving throw. On a failure, a creature takes 36 (8d8) bludgeoning damage and 54 (12d8) cold damage and is pushed up to 15 feet away from the jotun and forced prone . On a success, a creature takes half the damage and isn\xe2\x80\x99t pushed or forced prone . \n'b' Spellcasting . The jotun casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 20):\n'b'\n'b'\n'b' At will : earthquake , speak with animals \n'b' 3/day : bestow curse , gust of wind \n'b' 1/day : divination \n'b'\n'b' REACTIONS \n'b'\n'b' Rock Catching . If a rock or similar object is hurled at the jotun, the jotun can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it. \n'b'\n'b' ABOUT \n'b' The earth shudders with every footfall of this massive giant. \n'b' Foes of the Gods . Tall enough to look a titan in the eye and strong enough to wrestle a dragon, jotun giants are the lords of giantkind and the immortal enemies of the gods. Their enormous halls are carved in mountains and glaciers throughout the north. \n'b' As foes of the northern gods, jotun giants plot to regain their former status as lords of creation. Many know ancient secrets and snippets of antediluvian arcane lore, and the most powerful among them straddle the line between mortal and demigod. \n'b' Contests and Challenges . Like many giants, jotun enjoy a challenge. Only the mightiest heroes can challenge a jotun\xe2\x80\x99s might in physical combat, and most resort to cunning or trickery to defeat a jotun. However, jotun giants are no fools and catch on to trickery quickly.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant, Laestrigonian \n'b' Family: Giant \n'b' Dressed in ragged skirts or makeshift togas stitched from sailcloth and human skin, sporting tangled beards and hair caked with blood and filth, and with its teeth filed to points, a Laestrigonian giant is a mad horror to behold. \n'b' Large giant , chaotic evil \n'b' Armor Class 13 (natural armor) Hit Points 95 (10d10 + 40) Speed 40 ft.\n'b' STATS STR: 20 (+5) DEX: 14 (+2) CON: 18 (+4) INT: 9 (-1) WIS: 11 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 10 Languages Common, Giant Challenge 4 (1,100 XP) \n'b' Actions \n'b' Multiattack . The Laestrigonian giant makes one greatclub attack and one bite attack . \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) piercing damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or contract a disease. Until the disease is cured, the target can\xe2\x80\x99t regain hp except by magical means, and the target\xe2\x80\x99s hp maximum decreases by 3 (1d6) every 24 hours. If the target\xe2\x80\x99s hp maximum drops to 0 as a result of this disease, the target dies. \n'b' Greatclub . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage. \n'b' Rock . Melee or Ranged Weapon Attack : +7 to hit, reach 5 ft. or range 60/240 ft., one target. Hit : 16 (2d10 + 5) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Close Enough is Too Close . From a distance, a Laestrigonian giant resembles a human of normal proportions, though standing some ten feet tall. At closer range, however, a visible insanity inhabits its eyes-bloodlust is never far from a Laestrigonian giant. \n'b' Ship Wreckers . Laestrigonians dwell near natural harbors whose waters conceal jagged reefs and shoals. By various deceptions, they lure ships onto the hidden reefs and rocks, often the very same hazards that made them castaways. When escape becomes impossible, they run down and slaughter the shipwrecked sailors who attempt to come ashore in the surf. \n'b' Cursed by the Gods . Castaways who violate the taboo against cannibalism sometimes undergo a monstrous transformation resulting from of an ancient curse. When the curse takes hold, the accursed grows in size and gains the ability to go without sustenance for long periods of time. However, it loses all desire to eat anything but humanoid creatures and can barely digest anything else. A Laestrigonian giant is not, however, long-lived; it remains susceptible to the diseases and parasites that accompany cannibalism, a diet of raw meat, and a lack of other sustenance. Nevertheless, death for a Laestrigonian usually comes at the hands of its fellows.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Clockwork Claw \n'b' Family: Clockwork \n'b' Large construct , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 76 (9d10 + 27) Speed 40 ft.\n'b' STATS STR: 16 (+3) DEX: 13 (+1) CON: 17 (+3) INT: 1 (-5) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +6, Con +6 Skills Athletics +6, Perception +3 Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses passive Perception 13 Languages understands Common but doesn\xe2\x80\x99t speak Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Arcane Enhancements . The clockwork claw\xe2\x80\x99s long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. \n'b' Immutable Form . The clockwork claw is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The clockwork claw has advantage on saving throws against spells and other magical effects. \n'b' Trampling Charge . If the clockwork claw moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be forced prone . If the target is prone , the clockwork claw can make another Claw attack against it as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The clockwork claw makes two Claw attacks. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant, Mist \n'b' Family: Giant \n'b' Huge giant , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 138 (12d12 + 60) Speed 50 ft.\n'b' STATS STR: 23 (+6) DEX: 16 (+3) CON: 21 (+5) INT: 16 (+3) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +10, Dexterity +7, Wisdom +6 Skills Athletics +10, Perception +6, Stealth +7 Senses passive Perception 16 Languages Giant, Sylvan Challenge 12 (8,400 XP) \n'b' Special Traits \n'b' Keen Smell . The mist giant has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Innate Spellcasting . The mist giant\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 17). The mist giant can innately cast the following spells, requiring no components.\n'b'\n'b' At will : dancing lights , minor illusion \n'b' 1/day : gust of wind , thunderwave Lost in the Mist. The mist giant has advantage on Dexterity ( Stealth ) checks when taking the Hide action in thick mist, heavy rain, or a snowfall. \n'b'\n'b' Magic Resistance . The mist giant has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Multiattack . The mist giant makes three unarmed strikes. \n'b' Unarmed Strike . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 17 (2d10 + 6) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Without warning, you hear heavy footsteps behind you. Out of the mist a giant appears. This is the mist giant, a dangerous foe in the dark wood. These evil giants stalk their prey and strike when it suits them. They are also adept at hiding in foul weather. \n'b' Stubborn Souls . Mist giants are known to be rather stubborn. They don\xe2\x80\x99t enjoy taking orders. The Mountain Lord has a challenging time keeping them in the fold. \n'b' Terrible Thoughts . Although mist giants can pummel most creatures into submission, they are also quite intelligent. They will take their time and gradually pick off the weakest members of a group.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant, Mo \n'b' Family: Giant \n'b' Gargantuan giant , neutral good \n'b' Armor Class 17 (natural armor) \n'b' Hit Points 410 (20d20 + 200) \n'b' Speed 60 ft.\n'b' STATS STR: 30 (+10) DEX: 11 (+0) CON: 30 (+10) INT: 12 (+1) WIS: 12 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +17, Con +17, Cha +10 \n'b' Skills Nature +8, Perception +8, Survival +8 \n'b' Damage Resistances poison; bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities petrification, poisoned \n'b' Senses darkvision 120 ft., passive Perception 18 \n'b' Languages Common, Giant \n'b' Challenge 22 (41,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Collapsing Colossus . When the mo giant drops to 0 hit points , it falls over. Any creature on the ground within 30 feet of the mo giant must make a DC 15 Dexterity saving throw, taking 22 (4d10) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails its save is restrained , blinded , and at risk of suffocating. To lift the corpse, the creature must make a DC 25 Strength saving throw at the end of each of its turns, ending the restrained , blinded , and risk of suffocation conditions on a success. \n'b' Legendary Resistance (3/Day) . If the mo giant fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . The mo giant has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The mo giant\xe2\x80\x99s weapon attacks are magical. \n'b' Siege Monster . The mo giant deals double damage to objects and structures. \n'b' Towering Terror . Any enemy outside the mo giant that starts its turn within 30 feet of it must succeed on a DC 16 Wisdom saving throw or be frightened until the start of the enemy\xe2\x80\x99s next turn. If the enemy\xe2\x80\x99s saving throw is successful, it is immune to this mo giant\xe2\x80\x99s Towering Terror for the next 24 hours. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The mo giant makes two melee attack with its fist. \n'b' Fist . Melee Weapon Attack : +17 to hit, reach 15 ft., one target. Hit : 29 (3d12 + 10) bludgeoning damage. \n'b' Stomp . The mo giant stomps one of its feet at a point on the ground within 20 feet of it. Any creature in a 20-foot radius, 20-foot-high cylinder centered on this point must succeed on a DC 15 Dexterity saving throw or take 33 (6d10) bludgeoning damage and fall prone . Until the mo giant uses its Stomp again or moves, the creature is restrained . While restrained in this way, the creature (or another creature within 5 feet of it) can use its action to make a DC 25 Strength check. On a success, the creature relocates to an unoccupied space of its choice within 5 feet of the mo giant and is no longer restrained . Structures, as well as nonmagical objects that are neither being worn nor carried, take the same amount of damage if they are in the cylinder (no save). \n'b'\n'b' ABOUT \n'b' This giant is of massive size , so large that a human can easily fit in its pocket. \n'b' The giants of Mo Valley are good natured and kind people who, if treated respectfully, are happy to entertain guests. Unfortunately, their size makes encounters with anyone smaller than them a precarious encounter, and more than one accident has ensued when Mo giants meet tinier folk. \n'b' Mo giants are fond of eating bears. They travel with great strides out of Mo valley to hunt, stuffing bears into their sacks for eating later. They will also eat crocodiles and even some of the smaller dragons if they get the chance.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant, Mountain \n'b' Family: Giant \n'b' Gargantuan giant , neutral evil \n'b' Armor Class 20 (natural armor) \n'b' Hit Points 313 (19d20 + 114) \n'b' Speed 50 ft.\n'b' STATS STR: 26 (+8) DEX: 10 (+0) CON: 22 (+6) INT: 14 (+2) WIS: 20 (+5) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +13, Intelligence +9, Wisdom +12, Charisma +7 \n'b' Skills Athletics +15, Perception +12 \n'b' Damage Immunities cold, fire, lightning, thunder; bludgeoning \n'b' Condition Immunities charmed , frightened , paralyzed , petrified , stunned \n'b' Senses tremorsense 120 ft., passive Perception 22 \n'b' Languages Common, Giant, Terran \n'b' Challenge 21 (33,000 XP) \n'b' Special Traits \n'b'\n'b' Legendary Resistance (2/day) . If the mountain giant fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . A mountain giant has advantage on saving throws against spells and other magical effects. \n'b' Mountain Master . The mountain giant can move and shape the terrain around it. This trait works like the move earth spell, except it has no duration, and the giant can manipulate any stone, natural or worked. \n'b' Siege Monster . The mountain giant deals triple damage to objects and structures with its melee and ranged weapon attacks. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The mountain giant makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +15 to hit, reach 20 ft., one target. Hit : 21 (2d12 + 8) bludgeoning damage. \n'b' Boulder . Ranged Weapon Attack : +15 to hit, range 100/400 ft., one target. Hit : 40 (5d12 + 8) bludgeoning damage. \n'b' Boulder Spray (Recharge 5-6) . The mountain giant unleashes a barrage of boulders in a 60-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw. On a failure, a creature takes 58 (9d12) bludgeoning damage and is knocked prone and restrained . On a success, the creature takes half the damage and isn\xe2\x80\x99t knocked prone or restrained . A target, including the restrained creature can take an action to make a DC 20 Strength ( Athletics ) or Dexterity ( Acrobatics ) check, freeing the restrained creature on a success. \n'b'\n'b' Lair \n'b' A mountain giant\xe2\x80\x99s lair includes all parts of the mountain that the giant calls home, from the large caverns deep within the mountain to the summit, and everywhere in between. The mountain giant is equally comfortable on the icy, snow-capped peaks as it is in the molten center of a volcano. \n'b' The mountain giant patrols its mountain lair regularly, ensuring that no creature is doing any harm, such as mining its metals, minerals, or gems or congregating in large communities in its plateaus, slopes, or valleys. Dwarven clans are the main pests for the mountain giant-they consider these bearded humanoids as humans might consider termites. \n'b' Lair Actions \n'b' On initiative count 20 (losing initiative ties), the mountain giant takes a lair action to cause one of the following effects; the giant can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b' The dust, grit, and pebbles in a 20-foot-radius area within 60 feet of the mountain giant erupts in a cloud. The area becomes difficult terrain . A creature in the area must succeed on a DC 18 Constitution saving throw or be blinded until the end of its next turn. \n'b' All flying creatures within 120 feet of the mountain giant are pulled to the ground, including those flying by magical means. A creature forced to the ground in this way takes 3 (1d6) force damage for each 10 feet pulled. The creature\xe2\x80\x99s speed becomes 0 until the end of its next turn. \n'b'\n'b' Regional Effects \n'b' The region around a mountain giant\xe2\x80\x99s home suffers from its presence, which creates one or more of the following effects: \n'b'\n'b' Avalanches occur randomly within 5 miles of the lair. The rumbling can be heard at least an hour before the avalanche begins. The resulting avalanche varies in power: from toppling a few trees to destroying a city at the base of the mountain, to diverting the flow of a river in the valley. \n'b' Hunting becomes harder in the area. The wildlife living within 1 mile of the mountain giant\xe2\x80\x99s lair become agitated, giving them advantage on all Wisdom ( Perception ) checks. \n'b' Mining becomes more difficult near a mountain giant\xe2\x80\x99s lair. Any who attempt to mine ores, minerals, or gems within 5 miles of the lair find that it takes twice as much time and effort to mine the same amount as elsewhere. \n'b'\n'b' Legendary Actions \n'b' A mountain giant 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 mountain giant regains spent legendary actions at the start of its turn. \n'b'\n'b' Grasping Soil . The mountain giant commands the earth itself to assist in the fight. The giant chooses three creatures it can see within 60 feet. Each target must succeed on a DC 21 Dexterity saving throw or be restrained until the start of its next turn. \n'b' Roar (Costs 2 Actions) . The mountain giant emits a tremendous growl. Each creature within 20 feet of the giant must make a DC 21 Constitution saving throw. On a failure, a creature takes 21 (6d6) thunder damage and is knocked prone . On a success, a creature takes half the damage and isn\xe2\x80\x99t knocked prone . \n'b' Spawn Elemental (Costs 3 Actions) . A piece of the mountain giant\xe2\x80\x99s body tears away in the form of an earth elemental . The earth elemental acts on the same initiative count as the mountain giant , obeying the mountain giant\xe2\x80\x99s commands and fighting until destroyed. The mountain giant can have no more than five earth elementals under its control at one time. \n'b'\n'b' ABOUT \n'b' The large hill uncurls into a standing position, revealing itself to be an unbelievably large, craggy creature. \n'b' Children of the Earth . At the beginning of time, the first creatures to spring forth were the mountain giants, the daughters and sons of Aurgelmir, first of the giants. Where these gargantuan creatures were born, the mountains themselves heaved up to allow their passage. Since those times, the mountain giants have ruled their places of birth, dwelling atop or within the lofty peaks. \n'b' Progeny Forged in Fire . While not immortal, because even the mountains themselves eventually crumble, the mountain giants are one of the longest-lived creatures known to inhabit the world. Once in its lifetime, whether male or female, a mountain giant feels the call to procreate. It seeks out the nearest active volcano, where it locates a mate with similar yearnings. Their progeny is born soon after, accompanied by spectacular volcanic activity that gives the newborn mountain giant a new home to inhabit and protect. \n'b' A Giant Among Ants . The mountain giant is so large and inscrutable that it considers smaller races as mere insects, pests to be tolerated until they become too much of a nuisance. Then the mountain giant acts, crushing whole towns and villages as a person might step on an anthill. Even the largest stone giants are little more than pets to a mountain giant.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'A.H.A.V. Warbot \n'b' Huge construct (technological, robot), unaligned \n'b' Armor Class 17 (skymetal armor) Hit Points 264 (23d12 + 115) Speed 60 ft.\n'b' STATS STR: 22 (+6) DEX: 22 (+6) CON: 20 (+5) INT: 9 (-1) WIS: 11 (+0) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t skymetal (adamantine) Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 10 Languages Common Challenge 12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Combat Hardened . The A.H.A.V. is built for combat and has a damage threshold of 10. That is, it reduces all individual attacks by 10 points. \n'b' Electrical Weakness . The A.H.A.V. has disadvantage on saving throws against lightning damage. If the A.H.A.V. rolls a natural 1 on the save it is stunned until the end of its next turn. \n'b' Immutable Form . The A.H.A.V. is immune to any spell or effect that would alter its form unless it specifically targets constructs. \n'b' Magic Resistance . The A.H.A.V. has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The AHAV\xe2\x80\x99s weapon attacks are magical. \n'b' Self-Repair . The A.H.A.V. regains 5 hit points at the start of its turn if it has fewer than maximum but at least 1 hit point. \n'b' MODEL . An A.H.A.V. is created with one of the Mission Dependent\n'b'\n'b'\n'b' Loadouts, or MODELs (listed below) . MODELs are intended to allow A.H.A.V.s to serve in a variety of roles. This list is not exhaustive; the GM is free to design other MODELs at her discretion. \n'b' Advanced Maneuverability . The A.H.A.V. gain a fly speed of 60 feet and the Flyby trait: Flyby . The A.H.A.V. doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Autoloader . The A.H.A.V. gains an additional machine gun attack as part of its Multiattack action. \n'b' Camouflage Plating . The A.H.A.V. gains double proficiency in the Dexterity ( Stealth ) skill and has +7 to this skill. \n'b' Harrying Arms . The A.H.A.V. has numerous pistols or other small arms mounted to its chassis. It gains the Harrying Fire action: Harrying Fire . All targets within 60 feet of the A.H.A.V. must make a DC 15 Dexterity saving throw, on a failure, allies of the A.H.A.V. gain advantage to attacking the harried targets until the end of the AHAV\xe2\x80\x99s next turn. \n'b' Ram . The A.H.A.V. gains a slam attack action: Slam . Melee Weapon Attack : +10 to hit, reach 15 ft., one target. Hit : 24 (4d8 + 6) bludgeoning damage. The target must make a Strength or Dexterity saving throw or be knocked away from the A.H.A.V. by 30 feet. If the target is blocked from moving the full distance, it takes an additional 3 (1d6) bludgeoning damage per 10 feet it can\xe2\x80\x99t move. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The A.H.A.V. makes two Machine Gun attacks. \n'b' Machine Gun . Ranged Weapon Attack : +10 to hit, range 80-240 ft., one target. Hit : 24 (4d8 + 6) piercing damage. Instead of targeting a single creature, the A.H.A.V. can instead target a 10-foot cube within range making one to-hit roll. Any target it hits in that area take 15 (2d8 + 6) piercing damage. \n'b' Hellhound-Class Flamethrower (Recharges 5\xe2\x80\x936) . The A.H.A.V. shoots gouts of flame in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Sensor Suite . An A.H.A.V. can gain one of the following benefits for 1 minute: blindsight 30 ft., tremorsense 60 ft., x-ray vison (as the ring of x-ray vision ), or a +5 bonus to Wisdom ( Perception ) checks.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Accursed Defiler \n'b' Medium undead , neutral evil \n'b' Armor Class 12 Hit Points 75 (10d8 + 30) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 14 (+2) CON: 17 (+3) INT: 6 (-2) WIS: 15 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +4 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , poisoned Senses darkvision 60 ft., passive Perception 14 Languages understands an ancient language but can\xe2\x80\x99t speak Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Cursed Existence . When it drops to 0 hp in desert terrain, the accursed defiler\xe2\x80\x99s body disintegrates into sand and a parched breeze. However, unless it was killed in a hallowed location, with radiant damage, or by a creature under the effects of the bless spell, the accursed defiler reforms at the next sundown 1d100 miles away from where it died in a random direction. \n'b' Sand Shroud . A miniature sandstorm constantly whirls around the accursed defiler in a 10-foot radius. This area is lightly obscured to creatures other than the accursed defiler. Wisdom ( Survival ) checks made to follow tracks left by the accursed defiler or other creatures that were traveling in its sand shroud are made with disadvantage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The accursed defiler makes two Slam attacks. \n'b' Slam . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 11 (2d6 + 4) bludgeoning damage. If the accursed defiler scores a critical hit, the target suffers one level of exhaustion . \n'b' Sandslash (Recharge 5\xe2\x80\x936) . The accursed defiler intensifies the vortex of sand that surrounds it. Each creature within 10 feet of the accursed defiler must make a DC 14 Dexterity saving throw, taking 21 (6d6) slashing damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' A gaunt figure in a tattered black mantle shrouded in a cloud of whirling sand. Thin cracks run across its papyrus-dry skin and around its hollow, black eyes. \n'b' Cursed to Wander and Thirst . Accursed defilers are the remnants of an ancient tribe that desecrated a sacred oasis. \n'b' For their crime, the wrathful spirits cursed the tribe to forever wander the wastes attempting to quench an insatiable thirst. Each defiler carries a parched sandstorm within its lungs and in the flowing sand in its veins. Wherever they roam, they leave only desiccated husks of their victims littering the sand. \n'b' Unceasing Hatred . The desperate or foolish sometimes try to speak with these ill-fated creatures in their archaic native tongue, to learn their secrets or to bargain for their services. But a defiler\xe2\x80\x99s heart is blackened with hate and despair, leaving room for naught but woe. \n'b' Servants to Great Evil . On rare occasions, accursed defilers serve evil high priests, fext , or soulsworn warlocks as bodyguards and zealous destroyers, eager to spread the withering desert\xe2\x80\x99s hand to new lands.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Animated Longbow \n'b' Family: Animated Objects \n'b' Medium construct , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 18 (4d8) Speed 0 ft., fly 30 ft. (hover)\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 11 (+0) INT: 1 (-5) WIS: 5 (-3) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5 Damage Immunities poison, psychic Condition Immunities blinded , charmed , deafened, frightened , paralyzed , petrified , poisoned Senses blindsight 120 ft. (blind beyond this radius), passive Perception 7 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' Special Traits \n'b'\n'b' Antimagic Susceptibility . The animated longbow is incapacitated while in an area of antimagic, such as an antimagic field . If targeted by a dispel magic spell, the longbow must succeed on a Constitution saving throw against the caster\xe2\x80\x99s spell save DC, or fall unconscious for 1 minute. \n'b' Animate Arrows . The animated longbow automatically animates any unattended arrows, appropriate for its size , that pass within 10 feet of it. The animated arrows become part of the longbow until it shoots them, at which point they become mundane arrows once more. The longbow can\xe2\x80\x99t animate more than 20 arrows at a time. \n'b' False Appearance . While the animated longbow remains motionless, it is indistinguishable from a normal longbow of its kind. \n'b'\n'b' Actions \n'b'\n'b' Longbow . Melee Weapon Attack : +5 to hit, range 120/600 ft., one target. Hit : 7 (1d8 + 3) piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant, Ocean \n'b' Family: Giant \n'b'\n'b' Huge giant , chaotic neutral \n'b' Armor Class 18 (natural armor) \n'b' Hit Points 262 (21d12+126) \n'b' Speed 50 ft., swim 40 ft.\n'b' STATS STR: 29 (+9) DEX: 11 (+0) CON: 22 (+6) INT: 12 (+1) WIS: 14 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +14, Con +11, Wis +7, Cha +9 \n'b' Skills Nature +6, Perception +7, Performance +14 \n'b' Damage Resistances cold, lightning \n'b' Senses darkvision 60 ft., passive Perception 17 \n'b' Languages Aquan, Common, Giant \n'b' Challenge 13 (10,000 XP) \n'b' Special Traits \n'b'\n'b' Amphibious . An ocean giant can breathe air and water. \n'b' Innate Spellcasting . The giant\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: \n'b'\n'b' 3/day each : control water , gust of wind , water breathing \n'b' 1/day : control weather \n'b'\n'b' Powerful Trident . Ocean giants are masters of the trident, a weapon well-suited for underwater combat . A trident deals one extra die of its damage when the ocean giant hits with it (included in the attack ). \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The giant makes two trident attacks. \n'b' Trident . Melee or Ranged Weapon Attack : +14 to hit, reach 10 ft. or range 20/60 ft., one target. Hit : 23 (4d6 + 9) piercing damage, or 27 (4d8 + 9) piercing damage if used with two hands to make a melee attack . If the ocean giant scores a critical hit, it rolls damage dice three times, instead of twice. \n'b' Rock . Ranged Weapon Attack : +14 to hit, range 60/240 ft., one target. Hit : 36 (4d12 + 10) bludgeoning damage. \n'b' Conch (Recharge 5-6) . The giant blasts its conch. All creatures in a 60-foot cone must make a DC 17 Constitution saving throw. A creature takes 58 (13d8) thunder damage on a failed save, or half as much damage on a successful one. A target that fails its saving throw is stunned for 1 round and deafened for 1 minute. At the end of each of its turns, a target can attempt a new saving throw; on a success, the target is no longer deafened . \n'b'\n'b' ABOUT \n'b' Ocean giants embody the great extremes of the sea. Their skin colors vary from deep blue to pale green, and their eyes and hair range from foamy white to coral pink. They decorate themselves with the treasures of the sea, wearing shell jewelry or scrimshaw, and clothing woven from underwater plants, or even salvaged sails. Adult ocean giants stand approximately 22 feet tall and weigh about 15,000 pounds. Most live to be about 500 years old. \n'b' Musical Conches . Each ocean giant carries a hand-crafted musical horn made from a conch shell, an object of cultural significance representing its family history and travels on the vast sea. \n'b' Ocean Rulers . Many ocean giants view themselves as guardians of the sea, its creatures, and those who travel the waves, safeguarding their charges from remarkable coral towers. Others, however, claim domains measuring thousands of leagues, enslaving the beasts and aquatic races within and shattering any ship that dares trespass near their citadels of urchins and bones.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant, Olthug \n'b' Family: Giant \n'b' Huge giant , lawful neutral \n'b' Armor Class 17 (natural) \n'b' HP 195 (17d12+85) \n'b' Speed 40 ft.\n'b' STATS STR: 21 (+5) DEX: 12 (+1) CON: 20 (+5) INT: 8 (-1) WIS: 11 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Strength +9, Survival +4 \n'b' Senses darkvision 60 ft., passive perception 10 \n'b' Languages Common, Giant \n'b' Damage Immunities acid, poison \n'b' Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Mouth Cage . The Olthug Giant\xe2\x80\x99s massive mouth and over-sized, crooked teeth provide an ideal storage placefo r its prey, keeping it.fr esh to eat later. The inside of the Olthug\xe2\x80\x99s mouth and throat are very tough, as it vomits acidic bile (see below). It can hold up to 3 medium-sized or smaller creatures in its mouth cage at any one time. Captured creatures suffer 3 (ld6) acid damage each round they are held in the Olthug\xe2\x80\x99s mouth. Captured creatures have disadvantage on attacks if the Olthug moves during its turn. A captured creature may use their ACTION to make a DC 16 Strength ( Athletics ) or Dexterity ( Acrobatics ) check to escape. Other captured creatures can use their ACTION to help another escape. Any creature spending more than an hour in an Olthug\xe2\x80\x99s mouth must make a DC 16 Constitution save or suffer the poisoned condition for 1 d4 days (a new save can be made at the end of each day), a result of thefe tid environment inside the Olthug\xe2\x80\x99s mouth. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Olthug makes 1 Bite + 1 Grab, or 1 Spiked Club + 1 Bite attack each turn. \n'b' Bite . Melee Weapon Attack : ++9 to hit/reach 10 ft./one target/23 (4d8+5) piercing damage + 7 (2d6) acid damage + the target must make a DC 16 Dexterity save or be captured in the Olthug\xe2\x80\x99s Mouth Cage. \n'b' Spiked Club . Melee Weapon Attack : ++9 to hit/reach 10 ft./one target/36 (9d6+ 5) bludgeoning damage + a target of medium size or smaller must make a DC 16 Dexterity save or be pierced on the club\xe2\x80\x99s spike. Only one medium or smaller creature at a time can be pierced in this way. It is grappled and restrained until it uses its ACTION to escape (DC 16) . If it fails to escape, the next time the Olthug hits with its club, the club\xe2\x80\x99s damage is divided between the struck and grappled creatures. \n'b' Grab . Melee Weapon Attack : ++9 to hit/reach 10 ft./one target/26 (6d6+5) bludgeoning damage + the target of medium size or smaller must make a DC 16 Dexterity save or be grappled . The Olthug can use a BONUS action to store the grappled creature in its mouth cage. If a previously captured creature within the Olthug\xe2\x80\x99s mouth cage has readied its ACTION to escape while another creature is being stored, then it may attempt to do so with advantage. \n'b' Projectile Vomit (recharge 5-6) . The Olthug vomits acidic bile in a 40 ft. cone. Affected creatures must make a DC 16 Dexterity save or take 35 (10d6) acid damage, half on a successful save. Creatures held within the Olthug Giant\xe2\x80\x99s Mouth Cage get no save and suffer full damage. \n'b'\n'b' LORE \n'b' An olthug giant\xe2\x80\x99s massive mouth and huge, crooked teeth provide an ideal storage place for its prey, keeping food alive and fresh to eat later. Olthugs use massive, barbed clubs on which they pierce their prey. They are also known for biting creatures with their over-sized mouths.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant, Oreios \n'b' Family: Giant \n'b'\n'b' Huge giant , neutral \n'b' Armor Class 14 (hide) Hit Points 210 (20d12 + 80) Speed 40 ft. (climb 30 ft. in bear or hybrid form)\n'b' STATS STR: 21 (+5) DEX: 12 (+1) CON: 19 (+4) INT: 11 (+0) WIS: 12 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Animal Handling +5, Perception +7, Survival +5 Damage Immunities bludgeoning, piercing, slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Senses passive Perception 17 Languages Common, Giant (can\xe2\x80\x99t speak in bear form) Challenge 11 (7,200 XP) \n'b' Special Traits \n'b' Shapechanger . The oreios giant can use its action to polymorph into a Huge bear-humanoid hybrid or into a Huge bear, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b' Keen Smell . The oreios giant has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Actions \n'b' Multiattack . In bear form, the oreios giant makes two claw attacks. In humanoid form, it makes two greataxe attacks. In hybrid form, it can attack like a bear or a humanoid. \n'b' Claw (Bear or Hybrid Form Only) . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 18 (3d8 + 5) slashing damage. \n'b' Greataxe (Humanoid or Hybrid Form Only) . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 18 (3d8+ 5) slashing damage. \n'b' Bite (Bear or Hybrid Form Only) . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 21 (3d10 + 5) piercing damage. \n'b'\n'b' ABOUT \n'b' This massive humanoid is hairier than usual, even for a giant of its size. It has thick eyebrows and a squat nose, with black, beady eyes. \n'b' Polyphonte was the granddaughter of Ares, who scorned womanhood and preferred to hunt like Artemis. Infuriated by Polyphonte\xe2\x80\x99s behavior, Aphrodite decided to punish her by forcing the mortal to fall in love with a bear. The results of their union are the oreios. \n'b' Oreios giants look much like normal giants, though slightly stockier, and with coarser, stiffer hair and stiff. In their hybrid forms they are terrifying foes, wielding their axes and bite to good effect. \n'b' Sacred to Ares . The original giants were spawned through an argument with two different gods, Aphrodite and Artemis. Polyphonte scored Aphrodite\xe2\x80\x99s worship and went to the mountains to practice Artemis\xe2\x80\x99 sports instead. \n'b' This displeased Aphrodite, who made Polyphonte fall in love with a bear. Disgusted, Artemis turned all beasts against the mortal. Polyphonte fled to her father\xe2\x80\x99s house and raised the half-bear children, who honored neither god nor man. Zeus sent Hermes to punish them as he saw fit, but they were ultimately Ares\xe2\x80\x99 kin and so he rescued them before Hermes could chop off their hands and feet. \n'b' Oreios giants anger quickly. They usually begin a battle in giant form, then switch to hybrid form to take advantage of their immense strength in that shape.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant, Phase \n'b' Family: Giant \n'b' Huge giant , neutral \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 136 (13d12 + 52) \n'b' Speed 40 ft., climb 20 ft.\n'b' STATS STR: 21 (+5) DEX: 11 (+0) CON: 18 (+4) INT: 8 (\xe2\x80\x931) WIS: 15 (+2) CHA: 8 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 12 \n'b' Languages Giant, Undercommon \n'b' Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Ethereal Jaunt . As a bonus action, the phase giant can magically shift from the Material Plane to the Ethereal Plane, or vice versa. Any equipment it is wearing or carrying shifts with it. A creature grappled by the phase giant doesn\xe2\x80\x99t shift with it, and the grapple ends if the phase giant shifts while grappling a creature. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The giant makes two attacks with its spiked fists. If both attacks hit a Large or smaller target, the target must succeed on a DC 15 Strength saving throw or take 7 (2d6) piercing damage as the giant impales the target on its body spikes. \n'b' Spiked Fist . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 14 (2d8 + 5) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 16). The phase giant has two fists, each of which can grapple only one target. \n'b' Rock . Ranged Weapon Attack : +8 to hit, range 60/240 ft., one target. Hit : 21 (3d10 + 5) 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' ABOUT \n'b' This immense humanoid is covered in dark, spiny, chitinous skin, and its sizeable fists are rough and decorated with sharp spikes. \n'b' Natural Carapace . The phase giant has naturally hard skin, similar to that of a giant insect . Its face, hands, and joints are articulated and overlapping, allowing it to move freely beneath its hardened skin. The carapace grows into spikes in numerous places throughout its body, which it uses against captured prey and to aid it in climbing. \n'b' Highly Mobile . Deep caverns can be difficult to navigate with their twists and tight squeezes. The phase giant overcomes this by sliding into the Ethereal Plane and passing through the solid stone. \n'b' Familial . Phase giants are smaller than the average hill giant , but they more than make up for it in their ferocity. They are aggressive toward others, but not actually evil, tending to view most they encounter as mere annoyances. They are usually found in small family units of up to four, but rarely band together in larger groups.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Clockwork Companion, Assassin Snake \n'b' Family: Clockwork \n'b' Tiny construct , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 7 (2d4 + 2) Speed 30 ft.\n'b' STATS STR: 2 (-4) DEX: 16 (+3) CON: 12 (+1) INT: 4 (-3) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +5 Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 12 Languages understands one language (usually Common) but cannot speak Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Immutable Form . The assassin snake is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The assassin snake has advantage on saving throws against spells and other magical effects. \n'b' Reservoir . The assassin snake is capable of carrying only one dose of poison, and once expended, the poison must be reloaded, a process that requires tinker\xe2\x80\x99s tools and at least 1 minute. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 1 piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (3d4) poison damage on a failed save or half as much damage on a successful one.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant, River \n'b' Family: Giant \n'b' Large giant , neutral \n'b' Armor Class 14 (hide armor) Hit Points 123 (13d10 + 52) Speed 40 ft., swim 20 ft.\n'b' STATS STR: 20 (+5) DEX: 15 (+2) CON: 18 (+4) INT: 11 (+0) WIS: 14 (+2) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Con +7 Wis +5 Skills Athletics +8, Perception +5, Survival +5 Damage Resistances cold Senses darkvision 60 ft., passive Perception 15 Languages Common, Giant, Umbral Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Hold Breath . The giant can hold their breath for 10 minutes. \n'b' Magic Resistance . The giant has advantage on saving throws against spells and other magical effects. \n'b' Mindful Wader . The giant is immune to the effects of dark water. \n'b' Netted Strike . Once per turn, the giant can deal an extra 10 (3d6) damage to a restrained creature the giant hits with a weapon attack . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The giant makes a Mooncatcher\xe2\x80\x99s Net attack and then two Staff attacks. \n'b' Staff . Melee or Ranged Weapon Attack : +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage. \n'b' Mooncatcher\xe2\x80\x99s Net . Ranged Weapon Attack : +9 to hit, ranged 20/60 ft., one Small, Medium, or Large creature. Hit : The target is restrained until it escapes the net. A creature can use its action to make a DC 16 Strength check to free itself or another creature in the net, ending the effect on a success. Dealing 15 slashing damage to the net (AC 14) frees the target. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Shadow Traveler (3/Day) . While in shadows, dim light or darkness, the giant disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this trait. \n'b'\n'b' REACTIONS \n'b'\n'b' Shadow Cloak (3/Day) . When the giant is targeted by an attack , it can cloak itself in shadows. Attacks against the giant are made at disadvantage, and it has resistance to radiant damage until the start of its next turn. \n'b'\n'b' ABOUT \n'b' A tall, slender giant wades knee-deep through the river, holding a glowing fishing net in his hand. \n'b' Shorter and slimmer than most other giants, river giants are found living along riverbanks throughout the Shadow Realm and in the mortal world where waterways cross or run alongside the shadow roads. \n'b' River Travelers . Capable boat pilots, these introspective giants sometimes transport travelers up and down the rivers of the Shadow Realm in their wooden skiffs, but they are most often found wading through the water with their glistening mooncatcher\xe2\x80\x99s nets. The giants use the nets to pull bits of souls and memories from the river. These fragments are bottled and traded to wizards and alchemists who use them to make memory philters and other potions. \n'b' River giants who wade in the rivers of the Shadow Realm for too long become transformed by the dark waters. \n'b' These shadow-touched giants are known as Styx giants. A Styx giant is CR 8 and uses the river giant statistics with the following changes: \n'b'\n'b' The giant has 182 hp \xc2\xa0 \n'b' They have a Wisdom score of 18 ( Wis saving throw +7; Perception +7, Survival +7; passive Perception 17) \n'b' The giant can use it\xe2\x80\x99s Netted Strike trait twice on their turn \n'b'\n'b' These giants have the following additional traits: \n'b'\n'b' Confusing Memories . A creature trapped in the giant\xe2\x80\x99s Mooncatcher\xe2\x80\x99s Net makes a DC 15 Wisdom saving throw at the start of its turn. On a failed save, the creature is bamboozled as the memory fragments in the net mingle with its own memories. Roll a d6 and consult the table below to determine what it does during its current turn: Spellcasting. The giant casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 15):\n'b'\n'b'\n'b' At will : chill touch (as a 5th-level spell), darkness \n'b' 1/Day : control water , hypnotic pattern , modify memory \n'b'\n'b' d6 \n'b' Confusing Memories \n'b'\n'b' 1\xe2\x80\x932 \n'b' The creature does nothing. \n'b'\n'b' 3\xe2\x80\x934 \n'b' The creature casts a random spell if it is capable of doing so, targeting a random creature it can see. It does nothing if it cannot cast spells. \n'b'\n'b' 5\xe2\x80\x936 \n'b' The creature makes a melee or ranged attack against a random creature it can see.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant, Rock \n'b' Family: Giant \n'b' Huge giant , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 138 (12d12 + 60) Speed 30 ft.\n'b' STATS STR: 23 (+6) DEX: 12 (+1) CON: 20 (+5) INT: 5 (-3) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +10, Constitution +9 Senses darkvision 60 ft., passive Perception 12 Languages Giant Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Siege Monster . The rock giant deals double damage to objects and structures. \n'b' Stone Camouflage . The rock giant has advantage on Dexterity ( Stealth ) checks to hide in rocky terrain. \n'b' Actions \n'b' Multiattack . The rock giant makes three attacks with its fists or rocks. \n'b' Unarmed Strike . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 17 (2d10 + 6) bludgeoning damage. \n'b' Rock . Ranged Weapon Attack : +10 to hit, range 60/240 ft., one target. Hit : 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone . The rocks it throws are part of its body and reform after being pulled off. \n'b' Animate Boulders (1/day) . The rock giant can animate up to four boulders nearby and have them roll into any creatures within 90 ft. Targets must make a DC 16 Dexterity saving throw, or take 22 (3d10 + 6) bludgeoning damage and fall prone . \n'b' Reactions \n'b' Rock Catching . If a rock or similar object is hurled at the mountain lord, he can, with a successful DC 9 Dexterity saving throw, catch the missile and take no bludgeoning damage from it. \n'b'\n'b' ABOUT \n'b' Rock giants appear to be walking piles of boulders. In rocky terrain they blend into their surroundings. \n'b' Rock Solid . Made of solid rock, these giants are capable of withstanding tremendous damage. They also have an unlimited supply of rocks to hurl at their enemies. To throw a rock, they simply pull one off of their stony body. \n'b' Dim-witted . Rock giants are unintelligent and can be easily fooled.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant, Sand \n'b' Family: Giant \n'b' Huge giant , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 262 (21d12 + 126) Speed 40 ft.\n'b' STATS STR: 28 (+9) DEX: 13 (+1) CON: 22 (+6) INT: 12 (+1) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +10, Wisdom +5 Skills Perception +5 Senses passive Perception 15 Languages Giant Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The giant\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b' 2/day : move earth \n'b' 1/day : earthquake \n'b'\n'b' Actions \n'b' Multiattack . The sand giant makes two attacks with its greatsword. \n'b' Greataxe . Melee Weapon Attack : +13 to hit, reach 15 ft., one target. Hit : 26 (5d6 + 9) slashing damage. \n'b' Fist of Sand (1/day) . The giant slams its fist violently into the ground. All creatures within 10 feet of the giant must make a DC 16 Dexterity saving throw or be knocked prone and take 14 (4d6) bludgeoning damage on a failure, or half as much damage without being knocked prone on a success. \n'b'\n'b' ABOUT \n'b' This giant looks like a savage humanoid with dark tan skin, dark hair, and green eyes. \n'b' Sand giants are brutal, somewhat barbaric giants that prey on those weaker than themselves. They have dark tan skin, brown hair, and dark brown or dark-green eyes. An adult male stands approximately 20 feet tall. Males tend to wear their hair and beards braided. Sand giants wear light clothes and light armor (if any). In times of battle or war, males may don chainmail. A typical sand giant\xe2\x80\x99s bag contains food, 3d4 mundane items, and a modest amount of cash (no more than 12d10 coins). Sand giants can live to be 500 years old. \n'b' Sand giants make their homes in warm desert lands away from civilization. They live in organized tribes consisting of 8-9 families of 2-4 members each. On occasion, a tribe forms a raiding party that sets off to the nearest civilized place, returning at a later time with food, coins, and captives. For each adult in a sand giant\xe2\x80\x99s lair, there is a 40% chance that the lair has 1d3 captives of any humanoid race. \n'b' Sand giants favor their greatswords in combat. They usually begin combat by shaping a fist from the surrounding terrain and attacking with their greatswords in concert with the earthen fist. Sand giants do not throw rocks like many other giants do, but they can catch rocks or similar projectiles as other giants.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant, Sea \n'b' Family: Giant \n'b' Large giant , chaotic neutral \n'b' Armor Class 17 (natural armor) Hit Points 178 (17d10 + 85) Speed 40 ft., swim 30 ft.\n'b' STATS STR: 29 (+9) DEX: 14 (+2) CON: 20 (+5) INT: 17 (+3) WIS: 18 (+4) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +9 Skills Acrobatics +6, Athletics +13, Intimidation +8, Perception +8, Stealth +6 Senses darkvision 120 ft., passive Perception 18 Languages Aquan, Common, Giant Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . Sea giants can breathe air and water. \n'b' Innate Spellcasting . The sea giant\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, requiring no material components:\n'b'\n'b'\n'b' At will : create or destroy water , detect magic \n'b' 5/day : control water \n'b' 3/day : control weather \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The sea giant makes two Slam attacks. \n'b' Slam . Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit : 18 (2d8 + 9) bludgeoning damage. \n'b' Rock . Ranged Weapon Attack : +13 to hit, range 60/240 ft., one target. Hit : 27 (4d8 + 9) bludgeoning damage. \n'b' Crushing Pressure (recharge 5-6) . The sea giant chooses an area of water no larger than a 50-foot cube within 30 feet of it. The water pressure within the space magically increases, and creatures within the area treat it as difficult terrain . In addition, any creature who enters or begins its turn within the area must make a DC 18 Constitution saving throw, taking 18 (4d8) bludgeoning damage on a failed saving throw, or half as much damage on a successful one. The area remains affected by this magic for one minute, until the sea giant dismisses it as an action, or until the sea giant dies. \n'b'\n'b' ABOUT \n'b' Sea giants have bluish-green skin and eyes that reflect light like two silvery moons. Rippling with muscle, they rise from the depths with a crash of waves on rocks. Sea giants are the reclusive cousins of storm giants. They are most often found in the deepest depths of the seas where they make their dwelling in the cones of long-dead undersea volcanoes. Sea giants have a druid -like power over the forces of the seas and are a living embodiment of its bounty and destructive wrath. \n'b' Sea giants seldom come into contact with surface-dwellers but have been known on rare occasions to exact bounties from coastal cities to ensure the safety of their navies and merchant vessels. Sea giants are most commonly encountered within a few hundred miles of their lair, tending to their domain and battling incursions of sahuagin , aboleth , krakens, and other such destructive forces of the undersea. \n'b' An adult male sea giant stands 10 feet tall and weighs about 6,000 pounds. Females are slightly shorter and lighter. Both have sea-green skin, dark-green or black hair, and silver eyes. Sea giants adorn themselves in loose flowing robes of white, blue, or green. Many wear wreaths of coral in their hair.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant, Shadow \n'b' Family: Giant \n'b' Huge giant , chaotic evil \n'b' Armor Class 17 Hit Points 209 (22d20 + 66) Speed 40 ft.\n'b' STATS STR: 18 (+4) DEX: 25 (+7) CON: 17 (+3) INT: 12 (+1) WIS: 13 (+1) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +6 Skills Perception +6 Damage Resistances cold, necrotic Condition Immunities exhaustion Senses darkvision 120 ft., passive Perception 16 Languages Common, Elvish, Giant, Umbral Challenge 15 (13,000 XP) \n'b' Special Traits \n'b' Blacklight Strobe . The visual flicker of the shadow giant moving between the Material Plane and the Shadow Plane has a physical effect on viewers. A creature that starts its turn within 30 feet of the shadow giant and that can see it must succeed on a DC 18 Wisdom saving throw or be unable make more than one melee or ranged attack on its turn and unable to use bonus actions or reactions until the start of its next turn. \n'b' Distracting Flicker . A creature that starts its turn within 30 feet of the shadow giant and that is maintaining concentration on a spell must succeed on a DC 18 Constitution saving throw or lose concentration. \n'b' Shadow Sight . Magical darkness doesn\xe2\x80\x99t impede the shadow giant\xe2\x80\x99s darkvision . \n'b' Umbral Glimmer . At the end of each of the shadow giant\xe2\x80\x99s turns, it must roll a d20. On a roll of 11 or higher, it enters the Plane of Shadow from the Material Plane. At the start of its next turn, it returns to the Material Plane in an unoccupied space of its choice that it can see within 40 feet of the space where it vanished. If no unoccupied space is available within that range, it appears in the nearest unoccupied space. While in the Plane of Shadow, the shadow giant can see and hear 120 feet into the Material Plane. It can\xe2\x80\x99t affect or be affected by anything on the Material Plane while in the Plane of Shadow. \n'b' Actions \n'b' Multiattack . The shadow giant makes three attacks with its tenebrous talons. \n'b' Tenebrous Talons . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 14 (2d6 + 7) slashing damage plus 18 (4d8) necrotic damage. \n'b' Cold Shadow (Recharge 5-6) . The shadow giant directs its shadow to stretch out in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw. On a failure, a creature takes 52 (15d6) cold damage and has disadvantage on attack rolls and saving throws until the end of its next turn. On a success, a creature takes half the damage and doesn\xe2\x80\x99t have disadvantage. \n'b'\n'b' ABOUT \n'b' If not for the horns curling from its brow and the long, bestial talons erupting from its fingers, the creature would look like a grim-faced, ashen-skinned elf of monstrous height. \n'b' Cast into Darkness . In ages past, shadow giants were called hjartakinde, and they dwelt in the lands of the fey. When the giants declined to go to war with the shadow fey, the fey exiled them to the Shadow Plane. When they refused to serve the dark fey courts, the queen cursed them into their current form. \n'b' Of Two Worlds . Shadow giants are cursed to exist simultaneously on the Shadow Plane and the Material Plane. \n'b' Unable to properly live in either world, they have become embittered and indignant. Shadow giants desire to end their cursed existence but lash out against anyone who shows them pity or mercy. \n'b' Undying . When a shadow giant is killed, its spirit roils in the Shadow Plane for a century before it is reborn to its cursed fate.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant, Shaper \n'b' Family: Giant \n'b' Huge giant , lawful good \n'b' Armor Class 14 (natural armor) Hit Points 184 (16d12 + 80) Speed 50 ft., climb 30 ft.\n'b' STATS STR: 27 (+8) DEX: 11 (+0) CON: 21 (+5) INT: 17 (+3) WIS: 15 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +12, Constitution + 9, Intelligence +7 Skills Nature +7, Perception +6, Survival +6 Senses passive Perception 16 Languages Giant Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The shaper giant\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 12). The shaper giant can innately cast the following spells, requiring no components:\n'b'\n'b'\n'b' At will : control water , fabricate, mending , move earth , stone shape \n'b' 3/day each : control weather \n'b' 1/day each : demiplane \n'b'\n'b' Resourceful Crafter . The giant is proficient with all types of artisan\xe2\x80\x99s tools. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The giant makes two warhammer attacks. \n'b' Warhammer . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 24 (3d10 + 8) bludgeoning damage. \n'b' Rock . Ranged Weapon Attack : +12 to hit, range 60/240 ft., one target. Hit : 30 (4d10 + 8) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Only settling for a few days to rest in their humble camps made of fur tents and portable crafting stations, these giants roam uninhabited lands with their families. When a shaper giant is not busy hunting and foraging for food or sleeping, it can almost always be found reshaping its surroundings or crafting. \n'b' Order from Chaos . Most shaper giants believe that in ancient times, deities gave them the responsibility to reshape the unfriendly world that hosts fatal landscapes in order to create a better environment for the living. They have continued to honor their duty to this day, crossing the most hazardous of lands to transform them into safe terrain.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Animated Object, Animated Armor \n'b' Family: Animated Objects \n'b' Medium construct , unaligned \n'b' Armor Class 18 (natural armor) Hit Points 33 (6d8 + 6) Speed 25 ft.\n'b' STATS STR: 14 (+2) DEX: 11 (+0) CON: 13 (+1) INT: 1 (-5) WIS: 3 (-4) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, psychic Condition Immunities blinded , charmed , deafened , exhaustion , frightened , paralyzed , petrified , poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 6 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' Special Traits \n'b' Antimagic Susceptibility : The armor is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the armor 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 armor remains motionless, it is indistinguishable from a normal suit of armor. \n'b' Actions \n'b' Multiattack : The armor makes two melee attacks. \n'b' Slam : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage. \n'b'\n'b' About \n'b' Though at first appearing to be an ordinary suit of armor, this imposing being begins to move, its lumbering movements slow and methodical. \n'b' The majestic adornments of castle corridors, animated armors (sometimes accompanied by flying swords) await threats or abnormalities, so they can carry out their orders and eliminate intruders.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant, Smoke \n'b' Family: Giant \n'b' Large giant , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 76 (8d10 + 32) Speed 40 ft.\n'b' STATS STR: 21 (+5) DEX: 16 (+3) CON: 19 (+4) INT: 8 (-1) WIS: 11 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +6, Perception +3, Stealth +6 Damage Vulnerabilities cold Damage Immunities fire Senses darkvision 60 ft., passive Perception 13 Languages Giant Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Gaseous Form . The smoke giant can use its action to polymorph into a Large cloud of smoke, or back into its true form. It reverts to its true form if it dies. While in this form, the smoke giant can\xe2\x80\x99t take any actions , speak, or manipulate objects. It is weightless, has a flying speed of 40 feet, can hover, and can enter a hostile creature\xe2\x80\x99s space and stop there. In addition, if air can pass through a space, the smoke giant can do so without squeezing. It cannot pass through water. It has advantage on Strength , Dexterity , and Constitution saving throws, and it is immune to all nonmagical damage. \n'b' Heated Weapons . Smoke giants transfer the heat of their bodies to their weapons, dealing an additional 10 (3d6) fire damage on a hit (included below). \n'b' Innate Spellcasting . The giant\xe2\x80\x99s innate spellcasting ability is Constitution (spell save DC 15, +7 to hit with spell attacks). It can innately cast fog cloud and heat metal 3/day, requiring no material components. \n'b' Actions \n'b' Multiattack . The smoke giant makes one Mace attack and one Slam attack . \n'b' Mace . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) fire damage. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage plus 10 (3d6) fire damage. \n'b' Rock . Ranged Weapon Attack : +8 to hit, range 60/240 ft., one target. Hit : 23 (4d8 + 5) bludgeoning damage plus 10 (3d6) fire damage. \n'b'\n'b' ABOUT'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant, Snow \n'b' Family: Giant \n'b' Huge giant , neutral \n'b' Armor Class 11 Hit Points 138 (12d12 + 60) Speed 40 ft.\n'b' STATS STR: 19 (+4) DEX: 12 (+1) CON: 20 (+5) INT: 9 (-1) WIS: 15 (+2) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +8, Wis +5 Skills Athletics +7, Stealth +4, Survival +5 Damage Vulnerabilities fire Damage Immunities cold Condition Immunities grappled , restrained Senses passive Perception 12 Languages Common, Giant Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Snow Camouflage . The snow giant has advantage on Dexterity ( Stealth ) checks made to hide in snowy terrain. \n'b' Snow Regeneration . The snow giant regains 5 hp at the start of its turn if it has at least 1 hp and it is in snowy terrain. \n'b' Actions \n'b' Multiattack . The snow giant makes two club attacks. \n'b' Club . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 11 (3d4 + 4) bludgeoning damage. \n'b' Giant Snowball . Ranged Weapon Attack : +7 to hit, range 60/240 ft., one target. Hit : 14 (3d6 + 4) bludgeoning damage plus 4 (1d8) cold damage, and the target must succeed on a DC 16 Dexterity save or be blinded until the end of its next turn. \n'b'\n'b' ABOUT \n'b' Flurries drift from the body of this gigantic humanoid seemingly crafted from snow. Its simple clothes are almost pointless, and it carries a massive icicle as a club. \n'b' Subservient to Frost Giants . Snow giants inhabit the same territory as frost giants, but they are considerably smaller than their more aggressive kin. Snow giants offer themselves up as servants to frost giants, most likely as a survival mechanism. The larger giants often employ snow giants as menial domestic servants, forcing them to clean lairs or craft armor and weapons. Frost giants view snow giants as incompetent at waging war, but they send the lesser giants as a vanguard against foes they suspect will prove tougher than their own numbers can handle. The bigger giants also use snow giants as proxies to settle clan disputes or questions of leadership. \n'b' Despite the bullying and maltreatment they receive from frost giants, snow giants rarely consider rebelling against their more powerful cousins. They often take the long view that their lives would be worse without the frost giants\xe2\x80\x99 protection. \n'b' Inherently Playful Beings . If snow giants had their druthers and managed to avoid sharing space with frost giants, they would be more concerned with enjoying the wintry landscape they inhabit. When not driven by frost giants or by the need to acquire food, snow giants are mirthful and enjoy getting into snowball fights with those they encounter. \n'b' Among themselves, these snowball fights are akin to children playing in the snow. They are unaware of their own strength when engaging in such activity with smaller beings. The giants quickly realize the harm they inflict, and, provided they don\xe2\x80\x99t receive armed retaliation for the accidental injuries they cause, they apologize and revert to using considerably smaller and less impactful snowballs. \n'b' Snowy Flesh . As most giants are at least touched by primal elements, so too are snow giants partially composed of the element of water, at least in its frozen form. While this offers them considerably less protection than a stone giant\xe2\x80\x99s granite flesh, their connection to snow allows them to heal themselves merely by applying a patch of snow to an injury. Packing on snow also allows the snow giants to hide themselves more effectively, which becomes useful when they attempt to avoid the notice of brutal frost giants.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant, Spor \n'b' Family: Giant \n'b' Large giant , lawful neutral \n'b' Armor Class 15 (chain shirt) Hit Points 94 (9d10 + 40) Speed 40 ft.\n'b' STATS STR: 19 (+4) DEX: 8 (-1) CON: 20 (+5) INT: 5 (-3) WIS: 9 (-1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +7, Con +8 Skills Athletics +7, Nature +0, Perception +2, Stealth +2, Survival +2 Damage Resistances bludgeoning, piercing, and slashing when raging Senses darkvision 60 ft., passive Perception 12 Languages Common, Giant Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Brute . A melee weapon deals one extra die of its damage when the spor giant hits with it (included in the attack ). \n'b' Stone Camouflage . The spor giant has advantage on Dexterity ( Stealth ) checks made to hide in rocky terrain. \n'b' Rage (Recharges after a Short or Long Rest) . As a bonus action, the spor giant can enter a rage that lasts for 1 minute. The rage ends early if the spor giant is knocked unconscious or if its turn ends and it hasn\xe2\x80\x99t attacked a hostile creature or taken damage since its last turn. While raging, the spor giant gains the following benefits: it has advantage on Strength checks and Strength saving throws; it deals an extra 3 damage when it hits a target with a melee weapon attack ; it has resistance to bludgeoning, piercing, and slashing damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Greataxe . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) slashing damage or 16 (2d8 +7) slashing damage when raging. \n'b' Greatclub . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage or 16 (2d8 +7) bludgeoning damage when raging. \n'b' Rock . Melee or Ranged Weapon Attack : +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage or 16 (2d8 + 7) bludgeoning damage when raging. \n'b'\n'b' ABOUT \n'b' These monstrous giants have huge axes thrust into their belts and thick oak clubs, studded with silver spikes, which they carry over their shoulders. Their brows scowl terribly and their eyes are red and glaring, like balls of fire. \n'b' Spor giants are found in the employ of King Terribus, used as his shock troops. They are silent as the Gray Men and surprisingly disciplined for giants. \n'b' Mercenary Soldiers . Spor giants are native to Spor and blend in with the mountainside. They come from a culture of honor and discipline, and pride themselves on not breaking ranks in the face of the fiercest opposition. \n'b' Although they nominally work for King Terribus, who has since changed his way, some giants have lent their services out as mercenaries to other Sea Kings in Hiloland and Phreex. \n'b' Silent but Deadly . Spor giants consider it dishonorable to speak out of turn. Shows of over emotion are frowned upon, so most spor giants say very little, preferring to convey their emotions with their expressions instead. In combat, this makes their disturbing opposition relies on glares alone, which often unnerves their opponents.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Aboleth, Ancient \n'b' Family: Aboleth \n'b' Huge aberration (greater), any chaotic alignment or unaligned \n'b' Armor Class 18 (natural armor) \n'b' Hit points 189 (18d12 + 72); Wound Threshold 48 Speed 10 ft., swim 40 ft.\n'b' STATS STR: 25 (+7) DEX: 7 (-2) CON: 18 (+4) INT: 22 (+6) WIS: 19 (+4) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +9, Int +11, Wis +9, Cha +10 Skills Arcana +11, Deception +10, History * +16, Insight +9, Nature * +16, Perception * +14 Damage Resistances psychic Senses darkvision 120 ft., passive Perception 24 Languages Deep Speech, telepathy 240 ft. Challenge 16 (15,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The ancient aboleth can breathe air and water. \n'b' Mucous Cloud . While underwater, the ancient aboleth is surrounded by transformative mucus. A creature that touches the ancient aboleth or that hits it with a melee attack while within 5 feet of it must make a DC 17 Constitution saving throw. On a failure, the creature is diseased and poisoned for 1d4 hours. The diseased creature can breathe only underwater. \n'b' Legendary Resistance (3/Day) . If the ancient aboleth fails a saving throw, it can choose to succeed instead. \n'b' Probing Telepathy . If a creature communicates telepathically with the ancient aboleth, the ancient aboleth learns the creature\xe2\x80\x99s greatest desires if the ancient aboleth can see the creature. The target of this effect can make a DC 19 Charisma saving throw to resist, becoming immune to the ancient aboleth\xe2\x80\x99s Probing telepathy for the next 24 hours if successful. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ancient aboleth makes three tentacle attacks. \n'b' Tentacle . Melee Weapon Attack : +12 to hit, reach 15 ft., one target. Hit : 16 (2d8 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature\xe2\x80\x99s skin becomes translucent and slimy, the creature can\xe2\x80\x99t regain hit points unless it is underwater, and the disease can be removed only by heal or another disease- curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed. \n'b' Tail . Melee Weapon Attack : +12 to hit, reach 15 ft., one target. Hit : 17 (3d6 + 7) bludgeoning damage. \n'b' Greater Enslave (3/Day) . The ancient aboleth targets one creature it can see within 30 feet of it. The target must succeed on a DC 19 Wisdom saving throw or be magically charmed by the ancient aboleth until the ancient aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the ancient aboleth\xe2\x80\x99s control and can\xe2\x80\x99t take reactions , and the ancient aboleth and the target can communicate telepathically with each other over any distance. Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. If a target is charmed by the ancient aboleth for a week, this effect can only be removed with the use of a greater restoration spell, or similar effect. \n'b' Psychic Twisting (Recharge 5-6) . A chosen creature within 60 feet of the ancient aboleth must succeed on a DC 19 Intelligence saving throw or take 63 (14d8) psychic damage and be incapacitated until the end of its next turn. On a successful save, it takes half as much damage instead and is not incapacitated . \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Compulsive Strike . The ancient aboleth uses an effect similar to the compulsive strike spell (see Grimoire). \n'b'\n'b' LEGENDARY ACTIONS \n'b' The ancient aboleth can take 3 legendary actions , choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The ancient aboleth regains spent legendary actions at the start of its turn. \n'b'\n'b' Detect . The ancient aboleth makes a Wisdom ( Perception ) check. \n'b' Tail Swipe . The ancient aboleth makes one tail attack . \n'b' Psychic Drain (Costs 2 Actions) . One creature charmed by the ancient aboleth takes 14 (4d6) psychic damage, and the ancient aboleth regains hit points equal to the damage the creature takes. \n'b' Mind Shock (Costs 3 Actions) . One chosen creature within 60 feet of the ancient aboleth must succeed on a DC 19 Intelligence saving throw or be stunned until the end of its next turn. \n'b'\n'b' LAIR \n'b' Aboleths\xe2\x80\x99 domains are usually subterranean lakes, linked to the rest of their kind by long submerged tunnels. \n'b' Inside its lair, the aboleth can take a lair action on initiative count 20 (losing all initiative ties). \n'b'\n'b' Devotee\xe2\x80\x99s Call . The aboleth teleports a devotee (consenting or enslaved target) inside its domain to another location of its choice in its domain. By default, the devotee is a creature of the GM\xe2\x80\x99s choosing with a CR less than or equal to 4. \n'b' Enslavement . A creature within 120 feet of the aboleth must succeed on a DC 16 (for an adult aboleth) or DC 19 (for an ancient aboleth) Charisma saving throw or fall under the aboleth\xe2\x80\x99s control until the aboleth\xe2\x80\x99s next lair action. Any creature that succeeds on the saving throw or for whom the effect ends becomes immune to the aboleth\xe2\x80\x99s Enslavement for the next 24 hours. \n'b' Read Intentions. Until its next lair action, the aboleth benefits from a +2 to AC and a capped bonus of +2 to its saving throws (see Grimoire, Living magic: Capped Bonus). \n'b'\n'b' REGIONAL EFFECTS \n'b' The presence of an adult or ancient aboleth is felt in nearby caverns, in a 2-mile radius. The air becomes particularly humid and brackish, with a waft of something viscous. Intruders constantly feel an unpleasant and oppressive sensation, as if they were being watched by a cruel and malevolent being. \n'b'\n'b' Inane Prophecies . The adult or ancient aboleth can make mysterious writings appear at will on the walls of its domain. Guests of the domain can understand the texts, but if any other creature tries to read them, they\xe2\x80\x99ll require a DC 16 (for an adult aboleth) or DC 19 (for an ancient aboleth) Wisdom saving throw, receiving long-term madness on a failure. \n'b' Master of Their Domain . The aboleth can cast the control weather , dream , mirage arcane , and stone shape spells once per day each. Its spellcasting ability is Intelligence (spell save DC 16 for an adult aboleth, DC 19 for an ancient aboleth). \n'b' The Drink of Slaves . The first time a creature drinks water within an aboleth\xe2\x80\x99s domain, it seems undrinkable and can induce vomiting. However, some prisoners persist, pushed by thirst and despair. As they continue drinking this water, their body grows accustomed at the same time as their mind is enslaved by the abyssal master. The following table provides an overview of the body\xe2\x80\x99s acceptance and the mind\xe2\x80\x99s degradation. The following saving throws are made once per day, when the first drink of water is taken each day. \n'b'\n'b' Drinking Attempts \n'b' Vomiting Constitution Saving Throw \n'b' Servitude Wisdom Saving Throw \n'b'\n'b' 1st \n'b' DD 21 \n'b' DD 5 \n'b'\n'b' 2nd \n'b' DD 18 \n'b' DD 10 \n'b'\n'b' 3rd \n'b' DD 15 \n'b' DD 15 \n'b'\n'b' 4th \n'b' DD 12 \n'b' DD 20 \n'b'\n'b' 5th \n'b' DD 9 \n'b' DD 25 \n'b'\n'b' 6th \n'b' DD 6 \n'b' DD 30 \n'b'\n'b' 7th \n'b' The water is delicious! \n'b' Automatic failure \n'b'\n'b' An aboleth\xe2\x80\x99s disciples can carry this water. If the container is ritually prepared, it will keep its properties until the aboleth\xe2\x80\x99s death; if not prepared, the effects subside after 3d10 days or the aboleth\xe2\x80\x99s death. \n'b' Similar to nightmarish cetaceans, ancient aboleths are ancestral creatures among the most fearsome in Eana. They\xe2\x80\x99re not as powerful, influential, or mobile as some other creatures of legend, but have a near-infinite patience and their skill in plotting is second to none. Their plans and influence can stretch over decades and be so subtle none suspect their involvement. Worst of all, the extent of their enslaving power is such that they can command pawns throughout the entire world. \n'b' Aboleths are aquatic, tentacled aberrations that look like a mix of cliones, cuttlefish, sea anemones, and none of them all at once. Aboleths are nightmares of the deep, covered in a dangerous mucus and possessing the ability to invade dreams. They prowl dark waters and hatch terrible plans that threaten the future of the entire world. \n'b' Origins of the Aboleths \n'b' On the surface, aboleths are all but unknown, while they are as mysterious as they are feared in the Netherworld. It\xe2\x80\x99s difficult to gather and analyze information concerning them. The texts they leave behind are written in Deep Speech, a language that has nothing in common with other tongues on Eana, neither in its structure nor phonemes. \n'b' It\xe2\x80\x99s possible to gain information from the chuuls\xe2\x80\x99 sacred chants and the walls of their temples. \n'b' Their perspective is biased, just like subterranean or surface-dwelling cults looking for salvation in the worship of Blackwater. These groups are aware of some facts and details, but rarely see the whole picture. \n'b' There are also ruins marked by their presence. These are cultural sites for chuuls and humanoids, sometimes including an adult aboleth\xe2\x80\x99s palace from where it dispenses revelations. \n'b' The Travelers brought many creatures to Eana through their portals, the ateaks. These beings, some of which are intelligent, learned to adapt to their new environment but frequently represent threats to natural balance as the druids see it. Bringing aboleths to Eana was certainly the Travelers\xe2\x80\x99 worst mistake, and they paid for it with the annihilation of their civilization at the hands of a meteorite summoned by the aboleths that fell in the region currently known as the Eolian Isles. \n'b' Masters of Plots \n'b' Nowadays, aboleths roam vast networks of aquatic underground tunnels. Endless canals constructed with magic or servants\xe2\x80\x99 hands-particularly the chuuls-allow them to swim between the depths of Cyfandir and Acoatl. Aboleths avoid acting in person: they dislike doing so, and their bodies are scarcely adapted to it. They make use of individuals\xe2\x80\x99 curiosity, greed, ambition, and despair to tempt them and coax them into carrying out beneficial actions. \n'b' The Aboleths\xe2\x80\x99 Memory \n'b' Aboleths preserve their memory in a nightmarish sanctum they access when dreaming. They deposit all their memories there, as well as most of those of their devoured victims. All this information is then shared among their whole kind. If one of them dies, their knowledge is not lost. \n'b' Psychurges enter this memory sanctum through their dreams, leading them to sometimes believe this place has no physical presence. Yet it does exist, deep in the Netherworld somewhere near Acoatl, under the Karakin sea. \n'b' The aboleths also use this site to keep in contact with Blackwater and are able to create new vessels (see Aberrant creatures: Category III Aberration, or Vessel). \n'b' One might speculate that destroying the memory sanctum would sever the bond to Blackwater and end its pernicious influence. Unfortunately, the energy emanating from this place is so strong that humanoid minds are almost invariably shattered and plunged into madness. To win, it is therefore necessary to have both precise information to find it, and sufficiently advanced knowledge about aberrations to resist their powers. \n'b' Seemingly Infinite Knowledge \n'b' Aboleths and their servants sometimes appear omniscient, reinforced by their solemn demeanor. \n'b' They\xe2\x80\x99re certain the stars will align for them, and that their victory is inevitable. What they reveal may be unnerving, sometimes disheartening. Some fall into despair when they\xe2\x80\x99re made aware of the sheer vastness of the unknown. \n'b' The greater aberrations\xe2\x80\x99 power is real and their knowledge far from a ploy. These creatures are experts in History and Nature thanks to their access to the memory sanctum of their kind, and the bond they keep with Blackwater\xe2\x80\x99s cosmic entity. They hold a depth of knowledge far greater than most of Eana\xe2\x80\x99s inhabitants. \n'b' Their knowledge is not absolute, however, and their propensity for certainties can even make them naive in a way, in contrast to the potency of their intelligence. These beings are so sure of the depth of their knowledge of the world that they may delude themselves. The leeway to take advantage of this is tiny, but sometimes even a single grain of sand is enough to tip the scales.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant, Stone (Marauder) \n'b' Family: Giant \n'b' Large giant , chaotic evil \n'b' Armor Class 13 (natural armor) Hit Points 85 (10d10 + 30) Speed 40 ft.\n'b' STATS STR: 21 (+5) DEX: 8 (-1) CON: 17 (+3) INT: 6 (-2) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Senses passive Perception 13 Languages \xc2\xa0Common, Dwarven Challenge 5 (1,800 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . The marauder makes two attacks: smashing offending creatures with its fists or throwing any heavy objects at hand. \n'b' Palm Smash . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone . \n'b' Stone . Ranged Weapon Attack : +4 to hit, range 60/150 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Some giants aren\xe2\x80\x99t openly hostile, but their selfish nature means that anything that might be food will eventually be eaten if it sits still long enough to be grabbed. Giants have been observed to eat bears, sheep, dwarves, even whole trees, and as such most believe they are like goats in that they can consume nearly anything. Despite their legend, these creatures are surprisingly rare, turning up infrequently to menace and attack communities or travelers, but otherwise remain in the most remote areas of the region. When they do turn up in settled lands the communities take all reasonable action to encourage the giants to wander elsewhere, short of picking fights for fear of being eaten by the fistful. \n'b' With little care for the people and lands around them, the marauder wanders down from the hills seeking livestock, people, and plant life to consume. What they don\xe2\x80\x99t eat on the spot they may steal for later consumption. \n'b' The eldest of the stone giants become more stone than flesh, attaining a natural camouflage when sitting still. These ancient titans are lethargic, and do not brazenly wander like the younger giants. Most ancient stone giants seem to be the anchors of their community, serving as leaders, and recipients of excess food taken by marauders. When ancient stone giants are seen traveling the lands, it is often with other giants in tow, and though they are hard to provoke, they are substantially more potent than their smaller, younger brethren. These ancient giants are even capable of serving as walking siege engines, laying waste to whole towns from afar.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant, Stone (Young) \n'b' Family: Giant \n'b' Large giant , neutral \n'b' Armor Class 16 (natural armor) Hit Points 66 (7d10 + 28) Speed 40 ft.\n'b' STATS STR: 19 (+4) DEX: 13 (+1) CON: 18 (+4) INT: 10 (+0) WIS: 11 (+0) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +3, Constitution +6, Wisdom +2 Skills Athletics +6, Perception +2 Senses darkvision 60 ft., passive Perception 12 Languages Giant Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Stone Camouflage . The giant has advantage on Dexterity ( Stealth ) checks made to Hide in rocky terrain. \n'b' Actions \n'b' Multiattack . The giant makes two Slam attacks. \n'b' Slam . Melee Weapon Attack : +6 to hit, reach 10ft., one target. Hit : 14 (3d6 + 4) bludgeoning damage. \n'b' Rock . Ranged Weapon Attack : +6 to hit, range 40/160 ft., one target. Hit : 17 (3d8 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone . \n'b' Reactions \n'b' Rock Catching . If a rock or similar object is hurled at the giant, it can, with a successful DC 12 Dexterity saving throw, catch the missile and take no bludgeoning damage from it. \n'b'\n'b' ABOUT \n'b' Stone giants prefer thick leather garments, dyed in shades of brown and gray to match the stone around them. Adults are about 12 feet tall, weigh about 1,500 pounds, and can live to be 800 years old. \n'b' Stone giants fight from a distance whenever possible, but if they can\xe2\x80\x99t avoid melee, they favor gigantic clubs chiseled out of stone. A favorite tactic of stone giants is to stand nearly motionless, blending in with the background, then move forward to throw rocks and surprise their foes. \n'b' Stone giants prefer living in enormous caves in high-altitude, rocky peaks. They rarely live more than a few days\xe2\x80\x99 travel from other bands of stone giants, and even raise shared herds of goats and other livestock between tribes. Older stone giants tend to wander away from the tribe for a significant period of time in their later years, either living in seclusion somewhere or attempting to merge into other humanoid civilizations. After decades of this self-imposed exile, those who return do so as stone giant elders.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant, Storm \n'b' Family: Giant \n'b' Huge giant , chaotic good \n'b' Armor Class 16 (scale mail) Hit Points 230 (20d12 + 100) Speed 50 ft., swim 50 ft.\n'b' STATS STR: 29 (+9) DEX: 14 (+2) CON: 20 (+5) INT: 16 (+3) WIS: 18 (+4) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +14, Con +10, Wis +9, Cha +9 Skills Arcana +8, Athletics +14, History +8, Perception +9 Damage Resistances cold Damage Immunities lightning, thunder Senses : passive Perception 19 Languages Common, Giant Challenge 13 (10,000 XP) \n'b' Special Traits \n'b' Amphibious : The giant can breathe air and water. \n'b' Innate Spellcasting : The giant\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: \n'b' At will : detect magic , feather fall , levitate , light \n'b' 3/day each : control weather , water breathing \n'b' Actions \n'b' Multiattack : The giant makes two greatsword attacks. \n'b' Greatsword : Melee Weapon Attack : +14 to hit, reach 10 ft., one target. Hit : 30 (6d6 + 9) slashing damage. \n'b' Rock : Ranged Weapon Attack : +14 to hit, range 60/240 ft., one target. Hit : 35 (4d12 + 9) bludgeoning damage. \n'b' Lightning Strike (Recharge 5-6) : The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' This giant is a towering, muscular human of heroic proportions, with bronze skin, dark hair, and sparkling green eyes.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant, Terror \n'b' Family: Giant \n'b' Gargantuan giant , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 248 (16d20+80) Speed 50 ft.\n'b' STATS STR: 30 (+10) DEX: 15 (+2) CON: 21 (+5) INT: 11 (+0) WIS: 16 (+3) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +10, Cha +9 Skills Animal Handling +10, Athletics +17, Insight +10, Survival +17 Damage Resistances cold, fire, lightning, poison, thunder Condition Immunities charmed , exhaustion , frightened , poisoned Senses darkvision 300 ft., passive Perception 13 Languages Common, Deep Speech, Giant Challenge 23 (50,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Grabbing Arm . The giant can use a bonus action to make a Strength ( Athletics ) check against one creature within 15 feet, grappling it on a success (escape DC 25). \n'b' Legendary Resistance (3/Day) . If the giant fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . The giant has advantage on saving throws made against spells and other magical effects. \n'b' Magic Weapons . The giant\xe2\x80\x99s weapon attacks are magical. \n'b' Third Arm . The giant has advantage on Strength ( Athletics ) checks. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The giant can use its Frightful Presence. It then attacks twice. \n'b' Axe . Melee Weapon Attack : +17 to hit, reach 15 ft., one target. Hit : 46 (8d8+10) slashing damage and the target makes a DC 25 Strength saving throw. On a failure, it is either knocked prone or pushed away 20 feet (the giant\xe2\x80\x99s choice). \n'b' Rock or Tree . Ranged Weapon Attack : +17 to hit, range 150/600 ft., one target. Hit : 37 (6d8+10) bludgeoning damage and the target makes a DC 25 Dexterity saving throw. On a failure, it is knocked prone and restrained by the tree (escape DC 25). \n'b' Frightful Presence . Each creature of the giant\xe2\x80\x99s choice that is within 120 feet of it and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the giant\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The giant 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 giant regains spent legendary actions at the start of his turn. \n'b'\n'b' Attack . The giant makes an attack . \n'b' Terrify . The giant chooses one frightened creature within 60 feet that can see it. The creature makes a DC 18 Wisdom saving throw or spend its movement on its next turn trying to move as far away from the giant as it can. \n'b' Cleaving Axe (Costs 2 Actions) . The giant swings its mighty axe in a 20-foot cone of destruction. Creatures and objects in the area make a DC 25 Dexterity saving throw or take 46 (8d8+10) slashing damage. \n'b'\n'b' ABOUT \n'b' Deep within the world, lurking about grand caverns and stalking through underground seas, there walk beings so blasphemously ferocious that to look upon them inspires dread. The mutated skin of a terror giant is transparent and exposes the blood, bone, and muscle underneath but the most profound alteration in these creatures are the malformed third arms jutting out of their chests. Fortunately they are lazy and prone to inactivity, only stirring when food is nearby or to take care of the bulettes they keep as pets.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant, Thin \n'b' Family: Giant \n'b' Huge giant , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 168 (16d12 + 64) Speed 40 ft.\n'b' STATS STR: 23 (+6) DEX: 16 (+3) CON: 18 (+4) INT: 11 (+0) WIS: 13 (+1) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Con +8, Wis +5 Skills Perception +5, Stealth +11 Damage Resistances bludgeoning, necrotic Condition Immunities exhaustion Senses darkvision 60 ft., passive Perception 15 Languages Common, Deep Speech, Giant Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Contortionist . The thin giant can contort its body into unnatural positions, allowing it to easily move through any opening large enough for a Medium creature. It can squeeze through any opening large enough for a Small creature. The giant\xe2\x80\x99s destination must still have suitable room to accommodate its volume. \n'b' Actions \n'b' Multiattack . The thin giant makes three melee attacks , but it can use its Consuming Bite only once. \n'b' Consuming Bite . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 15 (2d8 + 6) piercing damage plus 7 (2d6) necrotic damage. The target\xe2\x80\x99s hp maximum is reduced by an amount equal to the necrotic damage taken, and the giant regains hp equal to that amount. This reduction lasts until the target finishes a long rest . The target dies if this effect reduces its hp maximum to 0. \n'b' Claw . Melee Weapon Attack : +10 to hit, reach 20 ft., one target. Hit : 13 (2d6 + 6) slashing damage. \n'b'\n'b' ABOUT \n'b' This tall, emaciated giant has unnaturally long arms ending in razor-sharp talons. It has a strangely conical head with glowing red eyes and fearsome fangs. Its skin is a dark gray-green, and its body is completely devoid of hair. \n'b' Giant Bogeymen . Lurking in abandoned mansions, dark wells, ancient mine shafts, and similar locations, thin giants are one of the most sinister and frightening of all giant species. The villains of many children\xe2\x80\x99s nightmares, thin giants are feared even by other giants, as their life-draining bite and ability to get into tight spaces make them unsettling at best and horrifying at worst. Thin giants don\xe2\x80\x99t get along with most creatures, but they have been observed leading groups of ghouls, ettercaps, and trolls to capture and devour prey. \n'b' Contortion Experts . Thin giants have remarkable control over their bodies. They can twist their limbs into unnatural positions and even bend completely double. The flexibility and elasticity help the giants shrug off crushing blows. They can stay in contorted positions for extraordinary lengths of time and use this to their advantage to ambush unsuspecting creatures.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant, Thursir \n'b' Family: Giant \n'b' Large giant , neutral evil (50%) or lawful evil (50%) \n'b' Armor Class 13 (chain shirt) Hit Points 114 (12d10 + 48) Speed 40 ft.\n'b' STATS STR: 19 (+4) DEX: 10 (+0) CON: 18 (+4) INT: 13 (+1) WIS: 15 (+2) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +6 Skills Athletics +6, Perception +4 Senses darkvision 60 ft., passive Perception 14 Languages Common, Dwarven, Giant Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Cast Iron Stomach . The thursir has advantage on saving throws against being poisoned . \n'b'\n'b' ACTIONS \n'b'\n'b' Warhammer . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage, or 15 (2d10 + 4) bludgeoning damage if used with two hands to make a melee attack . \n'b' Rock . Ranged Weapon Attack : +6 to hit, range 60/240 ft., one target. Hit : 15 (2d10 + 4) bludgeoning damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Runic Blood (3/Day) . The thursir touches a weapon, painting the thurs rune on the weapon in the thursir\xe2\x80\x99s blood. When the thursir hits with the weapon while the rune is active, the weapon deals an extra 9 (2d8) lightning damage, and the target can\xe2\x80\x99t take reactions until the start of its next turn. The rune lasts for 1 minute. \n'b'\n'b' ABOUT \n'b' The giant\xe2\x80\x99s hair and beard are plaited with rings and other bits of decorative stone and metal, and it carries a large, rune-inscribed hammer. \n'b' Forge Masters . Greedy and aggressively competitive, thursir dwell in vast caverns under frozen mountains where they labor to forge chains, armor, and massive engines of war. Smaller than many giants, thursir have a natural affinity for metalworking. \n'b' Armor or weapons forged by a thursir giant are of the highest quality, and other giants often seek thursir smiths to outfit their people in times of strife. \n'b' Enormous Appetites . When not toiling at the forge, these giants entertain themselves with gluttonous feasts and boisterous wrestling competitions, or they raid human settlements for food and valuables. \n'b' Divided Society . Female thursir rarely leave thursir dwellings, tending the family and hearth and performing much of a community\xe2\x80\x99s labor, while male thursir spend their time crafting, metalworking, and going to war. However, female thursir have the most affinity for magic and make up the bulk of the thursir\xe2\x80\x99s priesthood and spellcasters. Priestesses hold especially high standing in thursir society and often operate as valued advisors to clan leadership or accompany the most powerful units of warriors into battle, tending wounds and boosting morale.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant, Triclops \n'b' Family: Giant \n'b' Huge giant , chaotic neutral \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 138 (12d12 + 60) \n'b' Speed 30 ft.\n'b' STATS STR: 22 (+6) DEX: 11 (+0) CON: 20 (+5) INT: 8 (-1) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5 \n'b' Senses passive Perception 15 \n'b' Languages Giant \n'b' Challenge 6 (2,300 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . The triclops giant makes two greatclub attacks. \n'b' Greatclub . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 19 (3d8 + 6) bludgeoning damage. \n'b' Rock . Ranged Weapon Attack : +9 to hit, range 30/120 ft., one target. Hit : 28 (4d10 + 6) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' This dim-looking three-eyed giant swings its club menacingly in a wide arc around it. \n'b' These three-eyed giants like nothing better than to fight, but are often used as slaves by other races to ferry them about Nonestica in large golden basins. Because they are not particularly bright, these giants are shock troops on the field, few in number but effective nonetheless in intimidating their opponents. Triclops begin combat by hurling rocks, and then close into melee with their greatclubs. \n'b' From Below . Triclops giants hail from the underground, where they prey on silverfolk villages with the occasional raid. Triclops giants aren\xe2\x80\x99t particularly bright, so the organized militias of the silverfolk easily repel them. With few refuges, awgwa are only too happy to recruit them for their own causes. \n'b' Ravenous Raiders . Triclops giants live in the wilder parts of Faerie, supplementing their diet with any cattle or sheep they can catch. They raid farms and ranches, stuffing their mouths until they\xe2\x80\x99re driven off or there\xe2\x80\x99s nothing left to eat. \n'b' Triangulation . On the battlefield, triclops are surprisingly accurate with their rock throwing thanks to their additional eye. Enterprising commanders give them other weapons like ballistae, which they can aim like crossbows at distant targets. Despite this advantage, triclops giants are too dumb to develop this technology on their own, and few inventors are willing to give them weapons of this scale.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Animated Object, Cart \n'b' Family: Animated Objects \n'b' Medium construct , unaligned \n'b' Armor Class 13 (natural armor) \n'b' Hit Points 38 (7d8 + 7) \n'b' Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 11 (+0) CON: 13 (+1) INT: 1 (\xe2\x80\x935) WIS: 3 (\xe2\x80\x934) CHA: 1 (\xe2\x80\x935) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, psychic \n'b' Condition Immunities blinded , charmed , deafened , exhaustion , frightened , paralyzed , petrified , poisoned \n'b' Senses blindsight 60 ft. (blind beyond this radius), passive Perception 6 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Antimagic Susceptibility . The animated car is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the cart must succeed on a Constitution saving throw against the caster\xe2\x80\x99s spell save DC or fall unconscious for one minute. \n'b' Charge . If the animated cart moves at least 20 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 9 (2d8) 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' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 13 (2d10 + 2) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Various mundane and magical items take on a life of their own after long exposure to latent magical energies or through purposeful experimentation by powerful sorcerers. Rules for creating animated objects are listed below. Though not a comprehensive list of every possible object that could become animate, it should provide enough information to create unique objects to throw at your unsuspecting players.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant, True \n'b' Family: Giant \n'b' Huge giant, any neutral \n'b' Armor Class 15 (description) Hit Points 276 (24d12+120) Speed 50 ft.\n'b' STATS STR: 28 (+9) DEX: 15 (+2) CON: 21 (+5) INT: 12 (+1) WIS: 15 (+2) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Survival +6, Nature +5 Saving Throws Strength +13, Constitution +9 Senses passive Perception 12 Languages Common, Giant Challenge 11 (10,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Shapechange . Once between long rests, a true giant can assume the form of any creature of CR 11 or less for up to 1 hour as per the shapechange spell. The giant can also assume the form of a non-creature, such as a mighty wind or a great stone. This ability does not require concentration, and the giant cannot permanently assume the form as per the spell. \n'b' Rock Catching . Whenever a giant is attacked by another giant, by a thrown rock or boulder, or if subjected to an attack by a catapult or other boulder\xe2\x80\x93throwing apparatus, the giant is allowed a dexterity save with a DC of 10+the thrower\xe2\x80\x99s strength bonus. If the save is successful, the giant does not suffer any damage from the attack , has grabbed the rock out of mid-air, and may throw the boulder the following round. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The True Giant can make tto Greatclub attacks. \n'b' Greatclub . Melee Weapon Attack : +13 to hit, 22 (3d8+9) bludgeoning damage. \n'b' Boulder . Ranged Weapon Attack : +13 to hit, range 200/1,000 ft., one target. Hit : 35 (4d12+9) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' True giants are the tallest of giants, ranging well over 20 feet in height. Unlike most giant kin, the true giant does not conform to color or shape. Some are very fat, others thin, some thick about the middle. They resemble men in many respects, having no special variant that is more common than not. Some prefer beards, others do not, etc. They all have a universal taste for good company, food, and drink. They have a particular affinity for cakes and other sweets. \n'b' Hermits . The true giant prefers a life of solitude. They live in wilderness regions, far from the haunts of men, dwarves, elves, and others. They are adept craftsmen, able to fashion their own clothes, tools, and weapons. These giants are rustic creatures, shying away from the perfumes and comfortable clothing of more civilized lands. Like men, they build their homes of stone or wood, fortify them, etc. \n'b' Inclined to rest . The true giant inclines toward sleep, spending many days in the prone, or in their favorite chair, in the rain, sunshine, or snow dreaming giant dreams. They are hard to wake when they are so occupied and usually in a foul temper when they are roused. \n'b' Simple Fighters . True giants rarely wear armor or carry metal weapons, preferring tree-like clubs and large boulders to anything else. When roused to anger, or desirous of hurting someone, they always attempt to smash it first, crushing it with their ham-like fists, or beating it to death with their club. Often indifferent to the plight of their victims, they frequently leave it battered and bruised but alive.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant, Void \n'b' Family: Giant \n'b' Covered in writhing tattoos, the giant whispers strange words to itself. \n'b' Huge giant , chaotic neutral \n'b' Armor Class 14 (natural armor) Hit Points 210 (20d12 + 80) Speed 40 ft.\n'b' STATS STR: 24 (+7) DEX: 10 (+0) CON: 18 (+4) INT: 18 (+4) WIS: 10 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +8, Wisdom +4, Charisma +6 Skills Arcana +8, History +8, Investigation +8 Senses passive Perception 10 Languages Common, Draconic, Giant Challenge 11 (7,200 XP) \n'b' Special Traits \n'b' Void Casting . As a bonus action , the void giant can infuse a spell with void magic. One creature that is hit by that spell or who fails a saving throw against that spell is stunned until the end of the creature\xe2\x80\x99s next turn. \n'b' Spellcasting . The void giant is an 11th-level spellcaster. Its spellcasting ability is Intelligence (save DC 16, +8 to hit with spell attacks). The void giant has the following wizard spells prepared:\n'b'\n'b' Cantrips (at will) : chill touch , light , mending , shocking grasp \n'b' 1st level (4 slots) : comprehend languages , magic missile , shield \n'b' 2nd level (3 slots) : crown of madness, mirror image , scorching ray \n'b' 3rd level (3 slots) : counterspell , fly , lightning bolt \n'b' 4th level (3 slots) : confusion , ice storm , phantasmal killer \n'b' 5th level (2 slots) : cone of cold , dominate person \n'b' 6th level (1 slot) : disintegrate \n'b'\n'b' Actions \n'b' Multiattack . The void giant makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 20 (3d8 + 7) bludgeoning damage. \n'b' Reactions \n'b' Magic Absorption . If the void giant succeeds on a saving throw against an enemy spell, the void giant doesn\xe2\x80\x99t suffer the effects of that spell. If it uses Void Casting on its next turn, the void giant can affect all creatures hit by its spell or who fail a saving throw against its spell instead of just one creature. \n'b'\n'b' ABOUT \n'b' Servants of the Void . The great void dragons maintain their primary lairs in the Void, the place of nothingness; however, some also keep lairs in the material world. These lairs are often empty of dragons, but still contain the great wealth that void dragons collect. Void giants, powerful servants of the void dragons, keep their masters\xe2\x80\x99 treasures safe. \n'b' Seekers of Power . Void giants roam the world, looking for suitable lairs for their dragon masters. In the course of their duties, they get many opportunities to seek knowledge and practice the void magic to which the dragon masters give them access and training. \n'b' Physical Representations of the Void . Stolen as children from cloud giant clans, void giants are imbued with dark magic from a young age. They are covered with writhing tattoos, arcane writings of the Void made manifest on their flesh, in dark rituals performed by their void dragon masters throughout their upbringing. These writings are the source of the giants\xe2\x80\x99 great spellcasting ability. \n'b' Alternate Traits and Actions \n'b' Source ExpCod (Open Design) \n'b' The following changes allow GMs to alter a void giant without modifying its challenge rating. \n'b' Deep Void Casting (Recharge 4-6) . As a bonus action, the void giant can infuse a spell with powerful void magic. One creature that is hit by that spell or that fails a saving throw against that spell is stunned for 1 minute. The creature can make a DC 16 Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. The void giant loses its Void Casting trait. Its Magic Absorption reaction is modified as follows. \n'b' Magic Absorption . If the void giant succeeds on a saving throw against an enemy spell, the void giant doesn\xe2\x80\x99t suffer the effects of that spell. If it uses Deep Void Casting on its next turn, the void giant can affect all creatures hit by its spell or that fail a saving throw against its spell instead of just one creature. Creatures that attempt Wisdom saving throws at the end of their turns to end the effect have advantage on their saving throws. \n'b' Summon Void Dragon . The void giant summons a void dragon wyrmling (see Tome of Beasts), which 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. The giant reduces its 4th-level spellcasting slots to two slots and loses the ability to cast phantasmal killer . \n'b' Void Strike . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 25 (4d8 + 7) bludgeoning damage, and the target must succeed on a DC 16 Wisdom saving throw or become stunned until the end of its next turn. The void giant loses its slam and Multiattack actions .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Alux of the Second Sun Sniper \n'b' Medium fey (alux), chaotic neutral \n'b' Armor Class 14 Hit Points 45 (6d8 + 18) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 19 (+4) CON: 16 (+3) INT: 14 (+2) WIS: 13 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Wis +3 Skills Acrobatics +6, Athletics +3, Nature +4, Perception +3, Stealth +6, Survival +3 Damage Vulnerabilities obsidian Damage Resistances necrotic Senses darkvision 60 ft., passive Perception 13 Languages Primordial Notoan Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Ambusher . The alux has advantage on attack rolls against any creature it has surprised. \n'b' Sniper . When using a ranged weapon, once per turn the alux deals an extra 7 (2d6) damage when it hits a target with a ranged weapon attack and has advantage on the attack roll, or when an ally is within five feet of the alux that isn\xe2\x80\x99t incapacitated and the alux doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b' Surprise Attack . If the alux surprises a creature and hits it before the creature has taken a turn in combat, the target takes an extra 10 (3d6) damage from the attack. \n'b' Keen Hearing and Smell . The alux has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Mountain Camouflage . The alux has advantage on Dexterity ( Stealth ) checks made to hide in mountain terrain. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . An alux sniper makes one Bite attack and two Slam attacks with its fists, or two Longbow attacks. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage. \n'b' Slam . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) bludgeoning damage. \n'b' Longbow . Ranged Weapon Attack : +6 to hit, ranged 150/600 ft., one target. Hit : 8 (1d8 + 4) piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant, Volcano \n'b' Family: Giant \n'b' Huge giant , chaotic neutral \n'b' Armor Class 19 (natural armor) Hit Points 187 (15d12 + 90) Speed 40 ft.\n'b' STATS STR: 29 (+9) DEX: 15 (+2) CON: 22 (+6) INT: 16 (+3) WIS: 18 (+4) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +11 Skills Acrobatics +7, Intimidation +9, Nature +8, Perception +9 Damage Vulnerabilities cold Damage Immunities fire Senses passive Perception 19 Languages Giant, Ignan Challenge 13 (10,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Heated Body . The volcano giant\xe2\x80\x99s attacks deal an additional 7 (2d6) fire damage (included in the attacks below). \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The volcano giant makes one one-handed Spear attack and one Slam attack , or two Slam attacks. \n'b' Spear . Melee or Ranged Weapon Attack : +14 to hit, reach 10 ft. or range 40/120 ft., one target. Hit : 23 (4d6 + 9) piercing damage plus 7 (2d6) fire damage, or 27 (4d8 + 9) piercing damage plus 7 (2d6) fire damage if used with two hands to make a melee attack . \n'b' Slam . Melee Weapon Attack : +14 to hit, reach 15 ft., one target. Hit : 19 (3d6 + 9) bludgeoning damage plus 7 (2d6) fire damage. \n'b' Rock . Ranged Weapon Attack : +14 to hit, range 60/240 ft., one target. Hit : 27 (4d8 + 9) bludgeoning damage plus 7 (2d6) fire damage. \n'b' Sulfuric Breath (recharge 5-6) . The volcano giant exhales a cloud of warm sulfuric gas in a 30-foot cone. All creatures in the area must succeed on a DC 19 Constitution saving throw or take 35 (10d6) acid damage and be poisoned for one minute. \n'b'\n'b' ABOUT \n'b' The 18-foot-tall, barrel-chested volcano giant has leathery, reddish-brown skin and haunting amber eyes. The creature is tough and wiry, with the strength and texture of copper. Volcano giants make their homes in the many twisting caves and subterranean rooms of volcanic cones, which they enlarge and reinforce for their comfort and convenience. Although volcano giants can be described as good-natured and peaceful people, their demeanor can change quickly. At a real or imagined affront, a volcano giant can erupt with a passion that is rivaled only by the fire and fury of the volcano in which it lives. Volcano giants feel that their shadow is actually their soul, and they do not tolerate any creature that dares to trod upon it. They are fierce and brave warriors who don\xe2\x80\x99t back down from any adversary. \n'b' Clothing for a volcano giant usually consists of little more than a simple wrap of fire lizard skin. Volcano giants wears ornaments made of bone, shell, and obsidian, and their general culture and society is similar to that of humanoid civilizations on tropical islands. Such island societies often get along well with local tribes of volcano giants, engaging in trade and peacefully coexisting. Should a tribe of volcano giants form an allegiance with a human tribe, the giants warn the humans of possible eruptions of their volcano to allow them time to escape the destruction.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant, Whimsie \n'b' Family: Giant \n'b' Large giant , chaotic evil \n'b' Armor Class 12 \n'b' Hit Points 59 (7d10 + 21) \n'b' Speed 40 ft.\n'b' STATS STR: 19 (+4) DEX: 14 (+2) CON: 16 (+3) INT: 8 (-1) WIS: 7 (-2) 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 \n'b' Senses passive Perception 8 \n'b' Languages Common \n'b' Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Foolish Mask . Whenever the whimsie takes at least 15 damage at one time, roll a d20. On a 19-20, the whimsie\xe2\x80\x99s mask is destroyed. Whenever the whimsie starts its turn without a mask, roll a d6. On a 6, the whimsie goes berserk. On each of its turns while berserk, the whimsie attacks the nearest creature it can see. If no creature is near enough to move to and attack , the whimsie attacks an object, with preference for an object smaller than itself. Once the whimsie goes berserk, it continues to do so until it is destroyed or finds another mask to wear. \n'b' Mask Defense . Whimsies have advantage against being blinded , deafened , knocked unconscious , and gaze attacks while wearing their mask. \n'b' Relentless (Recharges after a Short or Long Rest) . If the whimsie takes 7 damage or less that would reduce it to 0 hit points , it is reduced to 1 hit point instead. \n'b'\n'b' ACTIONS \n'b'\n'b' Fist . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (2d4 + 4) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' This curious being has a large, strong body but its head is so small it\xe2\x80\x99s no bigger than a doorknob. It wears a big head, made of pasteboard, which is fastened over its little head. On this head is sewed sheep\xe2\x80\x99s wool for hair, and the wool is colored pink, green, and lavender. \n'b' Whimsies are ashamed of their small heads, which they cover up with their masks. They foolishly imagine that no one suspects their little heads are inside the imitation ones. \n'b' They are evil spirits that cannot be easily killed, and are known as fearsome fighters because they don\xe2\x80\x99t have sense enough to know when they are defeated. \n'b' The Chief of the whimsies is chosen because none among them is any wiser or more capable of ruling. The Chief\xe2\x80\x99s false head has blue hair, a turned-up nose, and a mouth that stretches half across the face. Big green eyes are painted upon it, but in the center of the chin are two small holes made in the pasteboard, so that the Chief can see through them with his own tiny eyes.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant, Whimsie Chief \n'b' Family: Giant \n'b' Large giant , chaotic evil \n'b' Armor Class 12 \n'b' Hit Points 76 (9d10 + 21) \n'b' Speed 40 ft.\n'b' STATS STR: 19 (+4) DEX: 14 (+2) CON: 16 (+3) INT: 9 (-1) WIS: 7 (-2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Senses passive Perception 8 \n'b' Languages Common \n'b' Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Foolish Mask . Whenever the whimsie takes at least 15 damage at one time, roll a d20. On a 19-20, the whimsie\xe2\x80\x99s mask is destroyed. Whenever the whimsie starts its turn without a mask, roll a d6. On a 6, the whimsie goes berserk. On each of its turns while berserk, the whimsie attacks the nearest creature it can see. If no creature is near enough to move to and attack , the whimsie attacks an object, with preference for an object smaller than itself. Once the whimsie goes berserk, it continues to do so until it is destroyed or finds another mask to wear. \n'b' Mask Defense . Whimsies have advantage against being blinded , deafened , knocked unconscious , and gaze attacks while wearing their mask. \n'b' Relentless (Recharges after a Short or Long Rest) . If the whimsie takes 7 damage or less that would reduce it to 0 hit points , it is reduced to 1 hit point instead. \n'b'\n'b' ACTIONS \n'b'\n'b' Fist . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (2d4 + 4) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' This curious being has a large, strong body but its head is so small it\xe2\x80\x99s no bigger than a doorknob. It wears a big head, made of pasteboard, which is fastened over its little head. On this head is sewed sheep\xe2\x80\x99s wool for hair, and the wool is colored pink, green, and lavender. \n'b' Whimsies are ashamed of their small heads, which they cover up with their masks. They foolishly imagine that no one suspects their little heads are inside the imitation ones. \n'b' They are evil spirits that cannot be easily killed, and are known as fearsome fighters because they don\xe2\x80\x99t have sense enough to know when they are defeated. \n'b' The Chief of the whimsies is chosen because none among them is any wiser or more capable of ruling. The Chief\xe2\x80\x99s false head has blue hair, a turned-up nose, and a mouth that stretches half across the face. Big green eyes are painted upon it, but in the center of the chin are two small holes made in the pasteboard, so that the Chief can see through them with his own tiny eyes.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant, Wood \n'b' Family: Giant \n'b' Large giant , chaotic good \n'b' Armor Class 16 (natural armor) Hit Points 76 (9d10 + 27) Speed 40 ft.\n'b' STATS STR: 20 (+5) DEX: 16 (+3) CON: 17 (+3) INT: 14 (+2) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +5, Athletics +7, Perception +4, Stealth +5 Senses darkvision 60 ft., passive Perception 14 Languages Common, Giant, Sylvan Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The giant\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast alter self at will, requiring no material components. \n'b' Actions \n'b' Multiattack . The wood giant makes two greatsword or two longbow attacks. \n'b' Greatsword . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 12 (2d6 + 5) slashing damage. \n'b' Longbow . Ranged Weapon Attack : +5 to hit, range 150/600 ft., one target. Hit : 12 (2d8 + 3) piercing damage. \n'b'\n'b' ABOUT \n'b' This giant resembles a wood elf of about 10 feet tall. It has brownish-green skin, a bald head, and bright green eyes. \n'b' Wood giants are peaceful, good-natured giants found in the forested areas of the world. The average wood giant stands 9 feet tall, weighs 900 pounds, and resembles a large wood elf. Wood giants have large heads and prominent jaws; their elf-like ears sit high on their long, oval heads. Most wood giants (particularly males) are bald. Their skin is usually brownish-green. \n'b' Wood giants dress in greens or browns and prefer neutral colors to the bright or dull colors of other races. Wood giants can live to be 400 years old. \n'b' Wood giants are on friendly terms with most benign creatures of the forest, particularly wood elves. Though contact outside their immediate clan is rare, they do occasionally have dealings with nearby tribes of wood elves. Wood giant villages are large and open expanses of land with few if any buildings or shelters. Wood giants prefer to spend their time under the warmth of the day and the serenity of the night. They do not associate with \xe2\x80\x93 and usually attack on sight \xe2\x80\x93 evil forest creatures. \n'b' Wood giants usually attack from ambush, hiding in dense undergrowth and firing at their prey with their bows before closing to melee with their greatswords.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant, Yookoohoo \n'b' Family: Giant \n'b' Huge giant , neutral evil \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 147 (14d12 + 56) \n'b' Speed 50 ft.\n'b' STATS STR: 21 (+5) DEX: 10 (+0) CON: 18 (+4) INT: 10 (+0) WIS: 20 (+5) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +3, Perception +2, Stealth +3 \n'b' Senses passive Perception 12 \n'b' Languages Common, Giant \n'b' Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Permanent Transformations . Any transformation spell cast by the yookoohoo lasts until dispelled without requiring concentration. \n'b' Spellcasting . The yookoohoo is a 14th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It has the following druid spells prepared: \n'b'\n'b' Cantrips (at will) : dancing lights , druidcraft, mage hand , mending \n'b' 1st level (4 slots) : faerie fire , unseen servant \n'b' 2nd level (3 slots) : alter self , calm emotions , enlarge/reduce , knock , pass without trace \n'b' 3rd level (3 slots) : bestow curse , create food and water , dispel magic , curse of the pig*, tongues \n'b' 4th level (3 slots) : create feast*, fabricate, locate creature , polymorph , private sanctum , shrubify* \n'b' 5th level (2 slots) : creation , fast polymorph *, legend lore , passwall , reincarnate \n'b' 6th level (1 slot) : guards and wards , heroes\xe2\x80\x99 feast \n'b' 7th level (1 slot) : flesh to button*, ornamentize* \n'b'\n'b' ACTIONS \n'b'\n'b' Fist . Melee Weapon Attack : +7 to hit, reach 15 ft., one target. Hit : 18 (3d8 + 5) bludgeoning damage. If the target is a creature, the yoop giant can pull the target up to 10 feet toward itself, and the target is grappled (escape DC 14). The yoop giant has two fists. While a fist grapples a target, the fist can attack only that target. \n'b'\n'b' REACTIONS \n'b'\n'b' Deadly Reach . In response to a visible enemy moving into its reach, the yoop giant makes one fist attack against that enemy. If the attack hits, the yoop giant can make a second fist attack against the target. \n'b'\n'b' ABOUT \n'b' This giant is dressed all in pink velvet, with silver buttons and braid. The giant\xe2\x80\x99s boots are of pink leather and have tassels on them and his hat is decorated with an enormous pink ostrich feather, carefully curled. \n'b' Yoop giants are over twenty feet tall, over sixteen hundred pounds, and over 400 years old. They are unrepentant cannibals, which makes them a clear and present danger to everyone in Faerie. They are often imprisoned by those who have the power to catch them. \n'b' Some yoop giants practice magic and become yookoohoos, masters of transformation. These giants while away the hours transforming lesser beings into other forms and, although less cannibalistic than their counterparts, will not hesitate to imprison anyone who crosses their path for their amusement.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant, Yoop \n'b' Family: Giant \n'b' Huge giant , chaotic evil \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 105 (10d12 + 40) \n'b' Speed 50 ft.\n'b' STATS STR: 21 (+5) DEX: 10 (+0) CON: 18 (+4) INT: 10 (+0) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2 \n'b' Senses passive Perception 12 \n'b' Languages Common, Giant \n'b' Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Hunger-Driven . The yoop giant can flawlessly track any creature that has taken damage from its bite attack within the previous 24 hours. \n'b' Keen Smell . The yoop giant has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 15 (3d6 + 5) piercing damage. \n'b' Fist . Melee Weapon Attack : +7 to hit, reach 15 ft., one target. Hit : 18 (3d8 + 5) bludgeoning damage. If the target is a creature, the yoop giant can pull the target up to 10 feet toward itself, and the target is grappled (escape DC 14). The yoop giant has two fists. While a fist grapples a target, the fist can attack only that target. \n'b'\n'b' REACTIONS \n'b'\n'b' Deadly Reach . In response to a visible enemy moving into its reach, the yoop giant makes one fist attack against that enemy. If the attack hits, the yoop giant can make a second fist attack against the target. \n'b'\n'b' ABOUT \n'b' This giant is dressed all in pink velvet, with silver buttons and braid. The giant\xe2\x80\x99s boots are of pink leather and have tassels on them and his hat is decorated with an enormous pink ostrich feather, carefully curled. \n'b' Yoop giants are over twenty feet tall, over sixteen hundred pounds, and over 400 years old. They are unrepentant cannibals, which makes them a clear and present danger to everyone in Faerie. They are often imprisoned by those who have the power to catch them. \n'b' Some yoop giants practice magic and become yookoohoos, masters of transformation. These giants while away the hours transforming lesser beings into other forms and, although less cannibalistic than their counterparts, will not hesitate to imprison anyone who crosses their path for their amusement.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Grand Gallifoot \n'b' Family: Giant \n'b' Huge giant , chaotic evil \n'b' Armor Class 17 (natural armor) \n'b' Hit Points 126 (11d12 + 55) \n'b' Speed 40 ft.\n'b' STATS STR: 23 (+6) DEX: 15 (+2) CON: 20 (+5) INT: 10 (+0) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances piercing \n'b' Senses passive Perception 10 \n'b' Languages Common, Giant \n'b' Challenge 10 (5,900 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . The growley giant makes two greatclub attacks. \n'b' Greatclub . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 19 (3d8 + 6) bludgeoning damage. \n'b' Rock . Ranged Weapon Attack : +10 to hit, range 60/240 ft., one target. Hit : 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be forced prone . \n'b'\n'b' ABOUT \n'b' Growley giants are huge in size , but are all bone and skin and muscle, with no meant or fat on their bodies at all. \n'b' Their powerful muscles lay just beneath their skin, like bunches of tough rope. \n'b' Even the weakest growley giant can pick up an elephant and toss it. Growley giants know they are disliked and avoided by everyone, which makes them surly and unsociable even among themselves. They hate all people as a result. They number over 18,000 in total. \n'b' The voice of the Grand Gallipoot is partly a roar and partly a growl. He mumbles his words badly such that one must listen carefully in order to understand him. The Grand Gallipoot is fond of enslaving smaller species to do their bidding.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Hellfire Giant \n'b' Family: Giant \n'b' Huge giant , neutral good \n'b' Armor Class 16 (breastplate) Hit Points 168 (16d12 + 64) Speed 40 ft.\n'b' STATS STR: 23 (+6) DEX: 15 (+2) CON: 19 (+4) INT: 10 (+0) WIS: 12 (+1) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Con +6, Wis +4 Skills Athletics +10, Perception +5, Survival +5 Damage Resistances fire Senses darkvision 60 ft., passive Perception 15 Languages Giant, Infernal Challenge 9 (5,000 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Death Malison . When the hellfire giant dies, the runes on its body flash a bright green then turn to mundane malachite. Each creature within 20 feet of the giant must succeed on a DC 16 Constitution saving throw or be cursed for 7 days or until it is lifted by a remove curse spell or similar magic. While cursed, the creature has disadvantage on saving throws and on the first attack roll it makes on each of its turns. Fiends have disadvantage on the saving throw. \n'b' Rune-Powered Weapons . The hellfire giant\xe2\x80\x99s weapon attacks are magical. When the giant hits with any weapon, the weapon deals an extra 2d8 fire damage (included in the attack ). \n'b' Stone Camouflage . The giant has advantage on Dexterity ( Stealth ) checks made to hide in rocky terrain. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The giant makes two Greatclub or Runic Blast attacks. \n'b' Greatclub . Melee Weapon Attack : +10 to hit, reach 15 ft., one target. Hit : 19 (3d8 + 6) bludgeoning damage plus 9 (2d8) fire damage. \n'b' Runic Blast . Ranged Spell Attack : +7 to hit, range 60 ft., one target. Hit : 25 (4d10 + 3) force damage, and the target must succeed on a DC 16 Constitution saving throw or its speed is halved until the end of its next turn. Fiends have disadvantage on the saving throw. \n'b' Invisibility Rune . The hellfire giant magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the giant wears or carries is invisible with it. \n'b'\n'b' REACTIONS \n'b'\n'b' Runic Shield . The hellfire giant adds 4 to its AC against one attack that would hit it as green runes encircle the giant. To do so, the giant must see the attacker and can\xe2\x80\x99t be invisible . \n'b'\n'b' ABOUT \n'b' Clad in a golden breastplate, a stone-skinned giant holds a ball of crackling green eldritch energy in the palm of its hand. \n'b' Hellfire giants were once stone giants who were enslaved by fiends. These powerful soldiers eventually rose against their masters and escaped their hellish prison. Hellfire giants now take brutal reprisals against anyone they deem allies to fiends. \n'b' Rune Powered . To empower their giant slaves, fiends etched malachite runes into the stony skin of the giants. \n'b' Though these runes gave the giants new power, it also marked them with a hellish taint. Hellfire giants often take great pleasure in using their runic powers against fiends. \n'b' Vengeful Hunters . Feeling removed from their stone giant brethren, many hellfire giants have become wanderers who pursue lives as bounty hunters. However, even the most dedicated bounty hunting hellfire giant will abandon or delay its bounties if it believes it can strike at fiends. \n'b' Fiendish Bloodline . Much to the dismay of the first hellfire giants, the hellish traits and runes pass along to the giants\xe2\x80\x99 offspring. Seeing their power as a curse, many of the surviving giants choose not to have children, while others teach their children the importance of utilizing the fell power for the good of giantkind. Most hellfire giants have mixed opinions on tieflings. Some despise them, viewing them as the fell children of their former masters, while others feel a kinship with the tieflings. After all, like the giants, they were altered against their will by the machinations of fiends.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Animated Object, Chains \n'b' Family: Animated Objects \n'b' Medium construct , unaligned \n'b' Armor Class 12 Hit Points 60 (8d8 + 24) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 17 (+3) INT: 1 (-5) WIS: 5 (-3) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +5, Perception -1 Damage Immunities poison, psychic Condition Immunities blinded , charmed , deafened , exhaustion , frightened , paralyzed , petrified , poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 9 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Animated Object Theme . The chain\xe2\x80\x99s theme is ensnaring. \n'b' Antimagic Susceptibility . The chain is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the chain must succeed on a Constitution saving throw against the caster\xe2\x80\x99s spell save DC or fall unconscious for one minute. \n'b' Constructed Nature . An animated object doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' False Appearance . While the chain remains motionless, it is indistinguishable from a normal chain. \n'b' Hard to Grasp . The chain has advantage on ability checks and saving throws made to escape a grapple. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The chain makes two Slam attacks. \n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) bludgeoning damage. \n'b' Smother . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained , blinded , and at risk of suffocating, and the chain can\xe2\x80\x99t smother another target. The chain can still use its Slam while grappling the target. \n'b'\n'b' ABOUT \n'b' Various mundane and magical items take on a life of their own after long exposure to latent magical energies or through purposeful experimentation by powerful sorcerers. Rules for creating animated objects are listed below. Though not a comprehensive list of every possible object that could become animate, it should provide enough information to create unique objects to throw at your unsuspecting players.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Hill Giant Behemoth \n'b' Family: Giant \n'b' Gargantuan aberration , chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 145 (10d20 + 40) Speed 40 ft.\n'b' STATS STR: 25 (+7) DEX: 8 (-1) CON: 19 (+4) INT: 3 (-4) WIS: 9 (-1) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +14, Dex +3, Con +13, Cha +5 Skills Perception +2 Damage Resistances bludgeoning from nonmagical attacks Senses passive Perception 12 Languages Giant Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Virulent Pustules . When the hill giant behemoth takes piercing or slashing damage, the pustules on its hide erupt in a noxious spray. Each creature within 5 feet of the behemoth must make a DC 17 Constitution saving throw. On a failure, the creature takes 14 (4d6) poison damage and is poisoned for 1 minute. On a success, the creature takes half 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 a success. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The behemoth makes two battleaxe attacks, two slam attacks, or one of each. \n'b' Battleaxe . Melee Weapon Attack : +6 to hit, reach 15 ft., one creature. Hit : 25 (4d8 + 7) slashing damage. \n'b' Slam . Melee Weapon Attack : +6 to hit, reach 20 ft., one creature. Hit : 20 (3d8 + 7) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' This massive, warped giant stands nearly half again as tall as others of its kind. Its hairy hide is covered in large, oozing sores and swollen pustules, and one arm is longer than the other, knuckles trailing on the ground. \n'b' Many of the unfortunate creatures caught in spawning storms are deformed and often debilitated or killed by the terrible transformations that wrack their bodies. Rarely, a particularly durable or lucky specimen is warped into a mighty monstrosity by its exposure to the storm. \n'b' Greatly increased in size and strength, and favored by (mostly) beneficial warping effects, these creatures are known as mad spring behemoths-or simply behemoths. \n'b' Raging Colossi . Most behemoths are solitary creatures motivated by two things: pain and hunger. The common reaction to other creatures is violence, as the behemoth lashes out in rage or in an attempt to kill or consume intruders to sate its constant hunger. Occasionally a behemoth will develop the presence of mind to cooperate with other creatures. Most often, a behemoth will ally with creatures of its original type, but any creature clever enough to meet a behemoth\xe2\x80\x99s needs has a chance to gain a powerful ally so long as they keep them happily fed. \n'b' Unfortunately, behemoths are impulsive in the extreme and will occasionally kill and devour an ally in a fit of pique or hunger.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Clockwork Companion, Clockwork Gardener \n'b' Family: Clockwork \n'b' Large construct , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 45 (7d10 + 7) Speed 15 ft.\n'b' STATS STR: 14 (+2) DEX: 8 (-1) CON: 12 (+1) INT: 4 (-3) WIS: 10 (+0) CHA: 4 (-3) \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 Senses darkvision 60 ft., passive Perception 10 Languages understands one language (usually Common) but cannot speak Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Immutable Form . The clockwork gardener is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The clockwork gardener has advantage on saving throws against spells and other magical effects. \n'b' Water Hose . The clockwork gardener can forcefully spray water in a powerful 60-ft. jet to drive away pets or a 30-ft. cone that creates a gentle drizzle suitable for watering plants or extinguishing exposed flames in the area. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The clockwork gardener makes three attacks: two with its scything blades and one with its slam. \n'b' Scything Blades . Melee Weapon Attack : +4 to hit, reach 10 ft., one target. Hit : 5 (1d6 + 2) slashing damage. \n'b' Slam . Melee Weapon Attack : +4 to hit, reach 10 ft., one target. Hit : 9 (2d6 + 2) bludgeoning damage. \n'b' Water Jet . Ranged Weapon Attack : +1 to hit, range 60 ft., one target. Hit : 6 (1d8 + 2) bludgeoning damage and the target must succeed on a DC 12 Strength saving throw or be knocked prone .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Jokao \n'b' Family: Giant \n'b' Huge giant , chaotic evil \n'b' Armor Class 20 (natural armor) Hit Points 115 (10d12 + 50) Speed 40 ft.\n'b' STATS STR: 22 (+6) DEX: 12 (+1) CON: 20 (+5) INT: 10 (+0) WIS: 9 (-1) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +9, Con +8, Wis +2 Skills Athletics +12, Perception +5 Damage Vulnerabilities thunder Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks, fire, cold, lightning Senses passive Perception 15 Languages Giant Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Stonecoat . While they are highly resistant to physical damage, jokao are vulnerable to thunder damage. If a jokao takes thunder damage, it must make a DC 20 Constitution save. On a failed save, its Armor Class is reduced by 1d6; even on a success, the jokao\xe2\x80\x99s Armor Class is still reduced by 1, down to a minimum of 10. Once a jakao\xe2\x80\x99s Armor Class is reduced to 10, all other damage resistance is lost. Any Armor Class lost in this fashion regenerates at a rate of 1 Armor Class per day. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The jokao makes two Fist attacks. \n'b' Fist . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 15 (2d8 + 6) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Jokao, or stonecoats as they are also known, are a race of carnivorous giants who especially savor the flesh of humanoids. Legend holds that they are descended from a band of humans or giants who were isolated during an especially harsh winter and were forced to resort to cannibalism to survive. They survive to this day, it is said, as demented, vicious flesh-eaters who hunt smaller beings for sport. \n'b' Another part of the legend claims that the jokao grew heavy stone skins in order to protect themselves against the cold. Their rocky flesh is indeed proof against most forms of damage, but they fear thunder attacks, for these can shatter the jokao\xe2\x80\x99s protective covering and leave them vulnerable to ordinary damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Lantern Giant \n'b' Family: Giant \n'b' Huge giant , neutral \n'b' Armor Class 16 (natural armor) Hit Points 225 (18d12 + 108) Speed 40 ft., swim 60 ft.\n'b' STATS STR: 26 (+8) DEX: 12 (+1) CON: 22 (+6) INT: 15 (+2) WIS: 16 (+3) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +10, Wis +7, Cha +7 Skills Investigation + 6, Nature +6, Perception +7, Survival +7 Damage Immunities cold Condition Immunities blinded Senses blindsight 120 ft. (blind beyond this radius), passive Perception 17 Languages Common, Giant, Primordial Challenge 12 (8,400 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Limited Amphibiousness . The lantern giant can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. \n'b' Hypnotic Luminescence . The tendril on the lantern giant\xe2\x80\x99s head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. When a creature that can see the light starts its turn within 60 feet of the giant, the creature must succeed on a DC 18 Charisma saving throw or become charmed for 24 hours, regarding the giant as a friendly acquaintance. If the giant or one of its allies harms the charmed creature, this effect ends. If the creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the giant\xe2\x80\x99s Hypnotic Luminescence for the next 24 hours. At the start of its turn, the lantern giant chooses whether this light is active. \n'b' Speak with Aquatic Creatures . The lantern giant can communicate with Beasts and Monstrosities that have a swimming speed as if they shared a language. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The lantern giant makes three Trident attacks. It can replace one attack with a use of Spellcasting. \n'b' Trident . Melee or Ranged Weapon Attack : +12 to hit, reach 10 ft. or range 20/60 ft. one target. Hit : 18 (3d6 + 8) piercing damage, or 21 (3d8 + 8) piercing damage if used with two hands to make a melee attack . \n'b' Crush of the Deep (Recharge 5\xe2\x80\x936) . The lantern giant subverts the environment to summon the pressure of the deepest ocean depths in a 40-foot cube of water centered on a point it can see within 120 feet of it. Each creature in the cube must make a DC 17 Constitution saving throw as the pressure increases, taking 44 (8d10) bludgeoning damage on a failed save, or half as much damage on a successful one. \n'b' Spellcasting . The lantern giant casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15):\n'b'\n'b'\n'b' At will : detect magic , identify (as an action) \n'b' 3/day each : control water , freedom of movement , water breathing \n'b'\n'b' ABOUT \n'b' A ghostly bobbing light illuminates a towering figure clad in the weathered ruins of a sunken ship\xe2\x80\x99s rigging. \n'b' Lantern giants are massive bipedal humanoids with rust-red skin that walk along the bottom?most depths of the ocean floor. A tendril hangs from the giant\xe2\x80\x99s forehead, tipped by a nodule that glows with a ghostly light . \n'b' Helpful Hermits . Lantern giants are one of the few creatures intimately familiar with the deepest reaches of the sea, and they are willing to act as guides or scouts to travelers. \n'b' Treasure Seekers . Few lantern giants remain, but each patrols the darkest depths of the ocean floor, searching ruins and wrecks for something to bolster their dying kingdom. Lantern giants are incredibly secretive, never revealing what they are seeking. Still, they are more than happy to align themselves with travelers eager to plumb the ocean depths\xe2\x80\x94as long as the travelers don\xe2\x80\x99t ask too many questions.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Shire Giant \n'b' Family: Giant \n'b' Huge giant , lawful evil \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 138 (12d12 + 60) \n'b' Speed 40 ft.\n'b' STATS STR: 19 (+4) DEX: 8 (\xe2\x80\x931) CON: 20 (+5) INT: 9 (\xe2\x80\x931) WIS: 10 (+0) CHA: 9 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Animal Handling +3, Athletics +7, Intimidation +2, Survival +3 \n'b' Languages Common, Giant \n'b' Challenge 8 (3,900 XP) \n'b' Proficiency Bonus +3 \n'b' ACTIONS \n'b'\n'b' Multiattack . The giant makes three Pitchfork attacks, or it makes one Pitchfork attack then uses Grab and Throw. Alternatively, it can make one pitchfork attack then use Grab and Throw. \n'b' Pitchfork . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 20 (3d10 + 4) piercing damage. \n'b' Rock . Ranged Weapon Attack : +7 to hit, range 60/240 ft. Hit : 20 (3d10 + 4) bludgeoning damage. \n'b' Grab . The shire giant reaches out and grabs a Medium or smaller creature it can see within 10 feet of it. The target must succeed on a DC 15 Dexterity saving throw or be grappled (escape DC 15) by the giant. Until this grapple ends, the target is restrained . \n'b' Throw . The shire giant throws a creature it is grappling at a space it can see within 30 feet of it. The thrown creature takes 14 (4d6) bludgeoning damage and must succeed on a DC 15 Dexterity saving throw or land prone . If the target space is occupied by another creature, that creature must succeed on a DC 15 Dexterity saving throw or take 14 (4d6) bludgeoning damage and be knocked prone . \n'b'\n'b' ABOUT \n'b' This hill giant wears a massive, home-spun tunic and hefts a pitchfork as large as itself. It is less bulky but visibly healthier than its nomadic kin. \n'b' Long ago, shire giants were hill giants who settled into a rough, agricultural lifestyle. Now, they assemble sprawling barn-houses, till fields of crops, and keep livestock in small family units on large farmsteads. While more settled than their nomadic cousins, they are no less dangerous. A shire giant\xe2\x80\x99s conceptions of \xe2\x80\x9clivestock\xe2\x80\x9d and \xe2\x80\x9cproperty\xe2\x80\x9d are expansive to creatures smaller than themselves, and their punishment for trespassing is almost universally death and consumption. \n'b' Aggressive Agriculturalists . Shire giants require an enormous amount of food to feed them and their kin, and they tend to be indiscriminate about what, exactly, they farm. Fields of tubers or wheat abut wastelands of basically-edible weeds, while sheep share pastures with mammoths, sauropods, or wooly rhinoceroses. Even intelligent creatures aren\xe2\x80\x99t immune to the shire giants\xe2\x80\x99 will, as the giants occasionally declare a village part of their livestock, extracting regular tribute in treasure, goods, or food. These tributes aren\xe2\x80\x99t always one-sided, and many shire giant farmsteads send these villages surplus goods or goods they can\xe2\x80\x99t use or don\xe2\x80\x99t want. Shire giants will trade with outsiders, offering wool, lumber, and monster-guts they no longer need for worked goods they can\xe2\x80\x99t make on their own, but they prefer to get such goods via trade with or tribute from villages in their territory when possible. \n'b' Territorial . Shire giants are fiercely protective of their sprawling farms. Fenceposts, stacks of rocks, and the corpses of previous trespassers\xe2\x80\x94often marked with runes promising death to trespassers\xe2\x80\x94mark the boundaries of their territory. Monsters, bandits, and even lesser giants are treated as glorified guard dogs, set to controlling the giants\xe2\x80\x99 livestock and killing lesser intruders. More dangerous, or more brazen, trespassers may draw the giants\xe2\x80\x99 personal attention. \n'b' Straightforward Brawlers . In combat, shire giants are straightforward combatants. They lumber into battle, impaling smaller opponents with their pitchforks while grabbing and flinging tougher foes away from themselves or into their allies. They order any monsters or subordinates into the fight ahead of them, allowing the giants to remain relatively safe in combat. Shire giants rarely fight to the death; retreating to their homestead, or finding a new home entirely, is greatly preferable to death.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Thursir Armorer \n'b' Family: Giant \n'b' Large giant , lawful evil \n'b' Armor Class 19 (splint, shield) Hit Points 138 (12d10 + 72) Speed 40 ft.\n'b' STATS STR: 20 (+5) DEX: 9 (\xe2\x80\x931) CON: 23 (+6) INT: 12 (+1) WIS: 15 (+2) CHA: 9 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +9 Skills Athletics +8, Perception +5 Senses darkvision 60 ft., passive Perception 15 Languages Common, Dwarven, Giant Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Forged Forgery . Thursir armorers wear armor that has been forged from dwarven armor and shaped to resemble dwarven armor. Skilled blacksmiths can recognize and exploit this design quirk. When a creature proficient with smith\xe2\x80\x99s tools scores a critical hit against the thursir armorer, the armorer\xe2\x80\x99s armor breaks, reducing the armorer\xe2\x80\x99s Armor Class by 5 until the thursir armorer repairs the armor. If the thursir armorer is critically hit by any creature while its armor is broken, its armor shatters and is destroyed, reducing the armorer\xe2\x80\x99s Armor Class to 12. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The thursir armorer uses Flinging Smash, if available. It then makes two Battleaxe attacks or one Battleaxe attack and one Shield Bash attack . \n'b' Battleaxe . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 14 (2d8 + 5) slashing damage, or 16 (2d10 + 5) slashing damage if used with two hands. \n'b' Shield Bash . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 10 (2d4 + 5) bludgeoning damage, and the target must succeed on a DC 16 Strength saving throw or be forced prone . \n'b' Flinging Smash (Recharge 5\xe2\x80\x936) . The armorer makes a sweeping strike with its shield . Each creature within 10 feet of the armorer must succeed on a DC 16 Strength saving throw or be pushed up to 15 feet away from the armorer and forced prone . \n'b' Runic Armor (3/Day) . The armorer can inscribe the thurs rune on its armor. When a creature hits the armorer with a melee weapon attack while the rune is active, the creature takes 4 (1d8) lightning damage and can\xe2\x80\x99t take reactions until the start of its next turn. The rune lasts for 1 minute. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Harness Dwarven Soul . The thursir armorer draws on the soul fragment trapped in one of the dwarven skulls on its belt. The armorer has advantage on ability checks when using smith\xe2\x80\x99s tools and on attack rolls using a battleaxe, handaxe, light hammer, or warhammer until the start of its next turn. The armorer carries six skulls on its belt. \n'b'\n'b' ABOUT \n'b' The red-bearded giant wears mismatched metal plates, and it wields a massive battle axe in one hand and a shield in the other. \n'b' Both match the style of the armor, with various metal plates smelted together. Dwarven skulls carved with runes decorate the giant\xe2\x80\x99s belt. \n'b' Dwarven Hatred . The thursir giants\xe2\x80\x99 animosity toward dwarves comes from an ancestral rivalry in the blacksmithing arts. The thursir go out of their way to bring misery to any dwarves in their path. Armorers accomplish this by forging their armor and weapons from those of dwarven warriors they slay. \n'b' Soul Collectors . Armorers keep the skulls of their greatest dwarven kills on their belts, displayed to intimidate dwarves and to brag to other thursir. The skulls are inscribed with a thursir rune that keeps a portion of the fallen dwarf \xe2\x80\x99s soul connected, giving the giant access to a measure of the dwarf \xe2\x80\x99s knowledge. \n'b' Honored Smiths . Armorers are renowned within thursir giant enclaves for the quality of their craftsmanship. Obsessed with repurposing dwarven equipment in a way that is effective yet still clearly dwarven, armorers never become leaders of their communities, as their focus on their work blinds them to the ambitions and happenings of their communities.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Thursir Hearth Priestess \n'b' Family: Giant \n'b' Large giant , lawful evil \n'b' Armor Class 14 ( hide armor) Hit Points 85 (10d10 + 30) Speed 40 ft.\n'b' STATS STR: 17 (+3) DEX: 14 (+2) CON: 17 (+3) INT: 11 (+0) WIS: 16 (+3) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +5, Cha +4 Skills Arcana +4, Persuasion +4, Religion +4 Senses darkvision 60 ft., passive Perception 13 Languages Common, Dwarven, Giant Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The priestess has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The priestess\xe2\x80\x99s weapon attacks are magical. \n'b' Protect the Hearth . When the priestess is hit by a weapon attack , up to two friendly creatures within 60 feet of her that can see her can use their reactions to move up to their speed toward the hearth priestess. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The hearth priestess uses Hearth Blessing, then makes two Runic Staff attacks. \n'b' Runic Staff . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage and 4 (1d8) fire damage. \n'b' Hearth Blessing . The hearth priestess calls upon her deity and connection with the hearth to enhance her allies. The priestess empowers one friendly creature she can see within 30 feet of her with one of the following options until the start of her next turn. \n'b' Hearth\xe2\x80\x99s Burn . The target\xe2\x80\x99s weapon ignites, and when the target hits with the weapon, the weapon deals an extra 3 (1d6) fire damage. \n'b' Hearth\xe2\x80\x99s Comfort . If the target is charmed or frightened , the condition immediately ends. In addition, the target gains 5 (1d10) temporary hp . \n'b' Hearth\xe2\x80\x99s Protection . The target\xe2\x80\x99s Armor Class increases by 2, and its armor is immune to spells and effects that target or affect the armor, such as the heat metal spell or a rust monster\xe2\x80\x99s antennae. \n'b' Spellcasting . The hearth priestess casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13):\n'b'\n'b'\n'b' At will : mending , spare the dying, thaumaturgy \n'b' 3/day each : cure wounds , heat metal \n'b' 1/day : haste \n'b'\n'b' ABOUT \n'b' The giant woman with braided red hair wears vestments made of polar bear and mammoth pelts and wields a metal staff etched with glowing runes. As she chants, the runes on the staff flare brighter. \n'b' Though thursir giants often treat the females of their enclaves as lower than males, spellcasting, a trait found almost exclusively in their women, is held in high regard. Such spellcasters are respected, and they often act in an advisory role to an enclave\xe2\x80\x99s chieftain. \n'b' Messengers of the Gods . Male thursir giants believe their own actions determine outcomes, not prayers to any god, but hearth priestesses know better. These giant women perform rituals and prayers to gods on behalf of their clans, ensuring the future of the clan. \n'b' Hearth and Forge Magic . Hearth priestesses worship gods of the forge and war, and use their magic to enhance the weaponry and smithing of their male counterparts. Despite the disrespect thursir males feel about thursir femals, no warrior goes into battle without the blessing of the clan\xe2\x80\x99s hearth priestess.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Void Grim \n'b' Family: Giant \n'b' Large giant , lawful neutral \n'b' Armor Class 16 (natural armor) Hit Points 114 (12d10 + 48) Speed 30 ft., fly 30 ft.\n'b' STATS STR: 23 (+6) DEX: 10 (+0) CON: 19 (+4) INT: 10 (+0) WIS: 12 (+1) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +3, Constitution +7, Wisdom +4 Skills Intimidate +5, Perception +7, Survival + 4 Damage Resistances fire Damage Immunities cold Senses darkvision 60 ft., passive perception 17 Languages Common, Giant Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Glide . In airless environments, a void grim can fly without difficulty. However, in areas with atmosphere, a void grim cannot hover and must descend at least 10 feet each round. If a void grim flies faster than half speed, it must succeed at a DC 15 Dexterity saving throw or tear its wing membrane, causing it to fall. A torn wing membrane heals naturally in 2d4 days, or it can be repaired immediately with regenerate . \n'b' Innate Spellcasting . The void grim\xe2\x80\x99s innate spellcasting ability is Wisdom (Spell save DC 12). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' 3/Day each : meld into stone , move earth , stone shape \n'b'\n'b' No Breath . The void grim does not need to breath and is immune to effects from attacks or hazards that are inhaled (such as poison gas). It is still subject to gases that do not require inhalation, such as corrosive acid clouds. \n'b' Stone\xc2\xa0Camouflage . The void grim has advantage on Dexterity ( Stealth ) checks made to hide in rocky terrain. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The void grim makes two pick attacks. \n'b' Pick . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 19 (3d8 + 6) piercing damage. \n'b' Rock . Ranged Weapon Attack : +6 to hit, range 60/240 ft., one target. Hit : 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be forced prone . \n'b' Irradiate (Recharge 5-6) . The void grim can release a burst of cosmic radiation it has stored in its body. All creatures within 10 feet of the void grim take 2d6 points of fire damage and 3d6 radiant damage. A successful DC 17 Fortitude save reduces the total damage by half. \n'b'\n'b' REACTIONS \n'b'\n'b' Rock catching . If a rock or similar object is hurled at the void grim, the void grim can make a DC 10 Dexterity saving throw. On a success, the void grim catches the object and takes no damage. On a failure, it takes full damage as normal. \n'b'\n'b' ABOUT \n'b' Void grims are a mutant race descended from stone giants who once dwelt in high-atmosphere mountains where they could work freely and avoid other giants. With the destruction of their home world, however, they found the strange radiations of the ores they had long worked had adapted them to the lack of atmosphere, and they continued to mine among the shattered asteroids they now called home. Their demeanor and survivability in the void gave them their names, though they refer to themselves as kabbarin. Void grims stand 11 feet tall and weigh between 1,700 and 2,000 pounds. \n'b' Harsh . Many outsiders view void grims as overly serious giants who spend all their waking moments in asteroid mines. There is some truth to this. Void grims are deadly earnest miners who brook no carelessness on the part of others. While they enjoy protection from space and can recover when an asteroid accidentally breaks apart, they know how easy it is for mishaps to occur and realize others don\xe2\x80\x99t have the same level of protection. Some void grims are exceedingly protective of their claims; an enclave of such giants works a mine all throughout the day in shifts. During downtime and away from other races, however, void grims carouse and celebrate their daily takes. \n'b' Communal Living . Void grims raise their children communally, with the infirm or elderly providing most of the care. When children have fully developed their flight membranes, they learn how to navigate in solar winds. The membranes are strong enough to give the giants rudimentary flight in the airless void or thin atmosphere, but they are fragile in normal atmosphere. Even though void grims reach adulthood at age 20, their children begin working mines when they are as young as 7. Adult miners supervise children and have them work relatively safe mines until they prove their capabilities. They apply the same attitude toward non-void grim miners and seem condescending to outsiders. Void grims are standoffish towards other but not aggressive, except when interlopers encroach on their claims. They become truly enraged when they discover breathless ones and dispatch the creatures immediately on sight. Void grims\xe2\x80\x99 lack of a need for air makes them uniquely suited to combat breathless ones.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant Ambush Spider \n'b' Large beast , unaligned \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 104 (16d8 + 32) \n'b' Speed 40 ft., climb 40 ft.\n'b' STATS STR: 16 (+3) DEX: 19 (+4) CON: 14 (+2) INT: 2 (-4) WIS: 11 (+0) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +7 \n'b' Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13 \n'b' Languages \xe2\x80\x93 \n'b' Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Ambusher. In the first round of a combat, the spider has advantage on attack rolls against any creature it has surprised. \n'b' Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. \n'b' Web Walker. The spider ignores movement restrictions caused by webbing. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and the target is grappled (escape DC 13). Additionally, the target must make a DC 13 Constitution saving throw, taking 24 (4d10) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant Animated Armor \n'b' Large construct , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 76 (8d10 + 32) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 8 (-1) CON: 18 (+4) 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, exhaustion , frightened , paralyzed , petrified , poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 6 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) \n'b' Special Traits \n'b'\n'b' Antimagic Susceptibility . The armor is incapacitated while in an area of antimagic, such as an antimagic field . If targeted by a dispel magic spell, the armor 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 armor remains motionless, it is indistinguishable from a normal suit of armor. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The armor makes two slam attacks. It can use Imprison in place of one attack . \n'b' Slam . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). The armor has two arms, each of which can grapple one Medium or smaller creature. \n'b' Imprison . The armor stuffs a Medium or smaller creature it is grappling into its hollow torso, which ends the grapple. While imprisoned, a creature is blinded and restrained and has total cover against effects and attacks from outside the armor. The armor can have no more than two creatures imprisoned at a time. An imprisoned creature can use its action to attempt a DC 19 Dexterity ( Acrobatics ) or Strength ( Athletics ) check, escaping the armor on a success, falling prone in an adjacent space. If the armor is destroyed, imprisoned creatures can escape using 10 feet of movement, exiting prone .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Beaver, Armor-Plated \n'b' Family: Giant Beaver \n'b' Medium beast , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 27 (5d8 + 5) Speed 20 ft., swim 30 ft.\n'b' STATS STR: 14 (+2) DEX: 11 (+0) CON: 13 (+1) INT: 5 (-3) WIS: 11 (+0) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Survival +2 Senses passive Perception 10 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' Special Traits \n'b' Hold Breath . The armor-plated beaver can hold its breath for up to 20 minutes. \n'b' Keen Smell . The armor-plated beaver has advantage on Wisdom ( Perception ) checks based on scent. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) piercing damage. \n'b' About \n'b' This creature follows the traditional form of a beaver, but there the similarities end. Instead of fur, these creatures are covered in hard, bony plates. \n'b' The armor-plated beaver resembles nothing so much as a mixture of a sturgeon and a beaver. Their normal slick fur is replaced by thick bony plates, allowing them to build their lodges beneath pounding waterfalls and in raging currents. Their tails are quite strong, capable of pushing them against vastly stronger currents than their smaller cousins. \n'b' Like their cousins, they are generally herbivores but will defend their lodge from intruders to protect their young. The beavers live in family groups within the lodge, with an adult female and adult male in a monogamous pair, and their children, called kits. A kit does not grow its solid armor plating until it reaches its first year. Beyond the family unit, however, the beavers are fiercely territorial. An armor-plated beaver family unit marks its territory by building scent mounds.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Animated Object, Dagger \n'b' Family: Animated Objects \n'b' Tiny construct , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 2 (1d4) Speed 0 ft., fly 50 ft. (hover)\n'b' STATS STR: 10 (+0) DEX: 15 (+2) CON: 11 (+0) INT: 1 (-5) WIS: 5 (-3) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4 Damage Immunities poison, psychic Damage Immunities blinded , charmed , deafened , frightened , paralyzed , petrified , poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 7 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Antimagic Susceptibility . The dagger is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the dagger must succeed on a Constitution saving throw against the caster\xe2\x80\x99s spell save DC or fall unconscious for 1 minute. \n'b' Constructed Nature . The dagger doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' False Appearance . While the dagger remains motionless and isn\xe2\x80\x99t flying, it is indistinguishable from a normal dagger. \n'b'\n'b' ACTIONS \n'b'\n'b' Dagger . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) piercing damage. \n'b'\n'b' ABOUT \n'b' This dagger flies about under its own power! Animated daggers are used by wizards as guardians. The wizards who can afford a sufficient number of daggers are few. These guardians are a sure sign of the wizard\xe2\x80\x99s power, for most wizards who have this many daggers have taken them from their enemies and put them to good use. A wizard who animates these daggers is either very rich or very powerful, and not to be trifled with in any case.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Clockwork Companion, Clockwork Guardian \n'b' Family: Clockwork \n'b' Medium construct , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 31 (7d8) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 10 (+0) CON: 10 (+0) INT: 5 (-3) WIS: 12 (+1) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +3, Perception +3 Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 120 ft., passive Perception 13 Languages understands one language (usually Common) but cannot speak Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While worn, the clockwork guardian remains motionless. It is indistinguishable from a suit of half plate and can take no actions . It takes the clockwork guardian an action to disengage from its wearer or to reform into a suit of half plate that can be worn. \n'b' Immutable Form . The clockwork guardian is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The clockwork guardian has advantage on saving throws against spells and other magical effects. It does not impart this ability to its wearer. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The clockwork guardian makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 10 (2d8 + 1) bludgeoning damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Parry . The clockwork guardian adds 4 to the AC of an adjacent creature against one melee attack that would hit it. To do so, the clockwork guardian must be able to see the attacker.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Beaver, Giant \n'b' Family: Giant Beaver \n'b' [childpages location=\xe2\x80\x9dleft\xe2\x80\x9d]\n'b'\n'b' Medium beast , unaligned \n'b' Armor Class 11 Hit Points 32 (5d8 + 10) Speed 20 ft., swim 40 ft.\n'b' STATS STR: 17 (+3) DEX: 13 (+1) CON: 14 (+2) INT: 2 (-4) WIS: 12 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +3 Skills Perception +3 Senses passive Perception 13 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' Special Traits \n'b' Hold Breath . The giant beaver can hold its breath for 30 minutes. \n'b' Keen Hearing and Smell . The giant beaver has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Wood-Eater . The giant beaver deals double damage to creatures, objects, and structures made of wood. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage. \n'b' Tail Slap (recharge 4-6) . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Beaver, Prehistoric \n'b' Family: Giant Beaver \n'b' Large beast , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 52 (7d8 + 21) Speed 30 ft., swim 40 ft.\n'b' STATS STR: 20 (+5) DEX: 12 (+1) CON: 17 (+3) INT: 3 (-4) WIS: 11 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Survival +2 Senses passive Perception 10 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' Special Traits \n'b' Hold Breath . The prehistoric beaver can hold its breath for up to 20 minutes. \n'b' Siege Monster . The prehistoric beaver deals double damage to objects and structures. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 27 (4d10 + 5) piercing damage. \n'b' About \n'b' Although the tail is thinner than the average beaver, the prehistoric beaver is more than twice the size of its modern kin, with substantially larger canine teeth. \n'b' The beaver of prehistoric times averages over 7 feet long and 3 feet at the shoulder. It is an herbivore, surviving off tree bark and cambium, the soft tissue that grows beneath tree bark, and builds long, low lodges across large rivers. A family of prehistoric beavers can be the cause of an entire village\xe2\x80\x99s demise should they dam the river that passes near it. \n'b' A significant difference between a common beaver and a prehistoric beaver is the length of their teeth; suited to stripping bark, the front incisors are over 5 inches in length, and the beavers use them to defend their lodges.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant Blind Albino Cave Frog \n'b' Medium beast , unaligned \n'b' Armor Class 12 (natural armor) Hit Points 37 (5d8 + 15) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 15 (+2) DEX: 13 (+1) CON: 16 (+3) INT: 1 (-5) WIS: 14 (+2) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses blindsight 30 ft., tremorsense 120 ft., passive Perception 12 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' Special Traits \n'b' Amphibious . The frog can breathe air and water. \n'b' Keen Smell . The frog has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Standing Leap . The frog\xe2\x80\x99s long jump is up to 30 feet and its high jump is up to 20 feet, with or without a running start. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained , and the frog can\xe2\x80\x99t bite another target. \n'b' Swallow . The frog makes one bite attack against a Small 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 frog, and it takes 10 (4d4) acid damage at the start of each of the frog\xe2\x80\x99s turns. The frog can have only one target swallowed at a time. If the frog 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'Ant, Giant \n'b' Family: Giant Bugs \n'b' Large beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 52 (7d10 + 14) Speed 40 ft.\n'b' STATS STR: 15 (+2) DEX: 13 (+1) CON: 15 (+2) INT: 1 (-5) WIS: 9 (-1) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses blindsight 60 ft., passive Perception 9 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Keen Smell . The giant ant has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The giant ant makes one bite attack and one sting attack . \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) bludgeoning damage and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained , and the giant ant can\xe2\x80\x99t bite a different target. \n'b' Sting . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ant, Giant (Queen) \n'b' Family: Giant Bugs \n'b' Large beast , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 85 (10d10 + 30) Speed 40 ft.\n'b' STATS STR: 17 (+3) DEX: 13 (+1) CON: 16 (+3) INT: 2 (-4) WIS: 11 (+0) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses blindsight 60 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 4 (1,100 XP) \n'b' Special Traits \n'b'\n'b' Keen Smell . The giant ant queen has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Queen\xe2\x80\x99s Scent . Giant ants defending the queen have advantage on all attack rolls. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The giant ant queen makes two bite attacks and one sting attack . \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) bludgeoning damage and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained , and the giant ant can\xe2\x80\x99t bite a different target. \n'b' Sting . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage, and the target must make a DC 14 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ant, Giant (Warrior) \n'b' Family: Giant Bugs \n'b' Large beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 126 (12d10 + 60) Speed 40 ft.\n'b' STATS STR: 20 (+5) DEX: 12 (+1) CON: 20 (+5) INT: 1 (-5) WIS: 12 (+1) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses blindsight 60 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) \n'b' Special Traits \n'b'\n'b' Keen Smell . The giant ant warrior has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Pack Tactics . The giant ant warrior has advantage on attack rolls if at least one of the giant ant\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Rampage . When the giant ant warrior reduces a creature to 0 hit points with a melee attack on its turn, the giant ant 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' Multiattack . The giant ant warrior makes one bite attack and one sting attack . \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) bludgeoning damage and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained , and the giant ant can\xe2\x80\x99t bite a different target. \n'b' Sting . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ant, Giant (Worker) \n'b' Family: Giant Bugs \n'b' Large beast , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 45 (7d10 + 7) Speed 40 ft.\n'b' STATS STR: 13 (+1) DEX: 10 (+0) CON: 13 (+1) INT: 1 (-5) WIS: 7 (-2) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses blindsight 60 ft., passive Perception 8 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' Special Traits \n'b'\n'b' Keen Smell . The giant ant worker has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 5 (1d8 + 1) bludgeoning damage. \n'b' Sting . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant Butterfly \n'b' Medium beast , neutral good \n'b' Armor Class 14 Hit Points 22 (5d8) Speed 5 ft, fly 40 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 10 (+0) INT: 5 (-3) WIS: 14 (+2) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Senses passive Perception 14 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Magic Resistance . The giant butterfly has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Beat Wings . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 3 (1d6) force damage and the target must make a successful DC 11 Strength saving throw or be knocked prone . \n'b' About \n'b' These brilliantly-colored beasts begin their lives as fey caterpillars. After many years, the caterpillars spin cocoons and slowly transform into their butterfly form. Giant butterflies feed off the nectar from the large flowers. \n'b' Common Mounts . Many creatures attempt to gain a giant butterfly mount. However, these creatures are selective. They refuse to let any evil creature ride them. Some fey believe that these creatures will bring them good fortune. \n'b' Wind Power . These beasts beat their wings to knock down anyone or anything that attacks them or their rider.'}