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Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant Crocodile of Sebk \n'b' Huge beast , neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 114 (12d12 + 36) Speed 30 ft., swim 50 ft.\n'b' STATS STR: 21 (+5) DEX: 5 (-1) CON: 17 (+3) INT: 3 (-2) WIS: 20 (+0) CHA: 0 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +8, Stealth +5 Senses passive Perception 10 Languages understands Common but cannot speak Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Hold Breath . The crocodile of Sebk can hold its breath for 30 minutes. \n'b' Keen Smell . The crocodile of Sebk has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The crocodile of Sebk makes one Bite attack and one Tail attack. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 21 (3d10 + 5) piercing damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained , and the crocodile can\xe2\x80\x99t bite another target. \n'b' Tail . Melee Weapon Attack : +8 to hit, reach 10 ft., one target not grappled by the crocodile of Sebk. Hit : 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must make a DC 16 Strength saving throw or be knocked prone on a failure. \n'b'\n'b' ABOUT \n'b' The crocodile of Sebk is a 24-foot-long crocodile.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant Dire Abyssal Frog \n'b' Large elemental , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 105 (10d10 + 50) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 20 (+5) DEX: 18 (+4) CON: 20 (+5) INT: 5 (-3) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +7, Constitution +8 Skills Stealth +7, Perception +6 Damage Resistances acid, cold; bludgeoning, piercing and slashing from nonmagical weapons Damage Immunities poison Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., passive Perception 16 Languages \xe2\x80\x93 Challenge 6 (2,300 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' Poison Hide . A creature that touches the giant dire Abyssal frog or hits it with an unarmed or natural weapon attack takes 10 (3d6) poison damage from the milky, poisonous slime that oozes from its hide . \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' Multiattack . The giant dire Abyssal frog makes three attacks: one with its bite, one with its claws, and one with its tongue. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained and the frog can\xe2\x80\x99t bite another target. \n'b' Claws . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 15 (3d6 + 5) slashing damage. \n'b' Tongue . Melee Weapon Attack : +8 to hit, reach 15 ft., one target. Hit : 18 (2d12 + 5) slashing damage, and the target must succeed on a DC 16 Strength saving throw or be pulled up to 10 feet toward the giant dire Abyssal frog. \n'b' Swallow . The giant dire Abyssal frog makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained , it has total cover against attacks and other effects outside the giant dire Abyssal frog, and it takes 14 (4d6) acid damage at the start of each of the giant dire Abyssal frog\xe2\x80\x99s turns. The giant dire Abyssal frog can only swallow one target at a time. If the giant dire Abyssal frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone . \n'b' About \n'b' This frog appears to be about 12 feet long. Its skin is blackish-green and constantly oozes a milky slime from its body. \n'b' Giant Dire Abyssal Frogs come from the Plane of Slime and are wholly evil. They have a demonic aspect to them, with a spiny and usually poisonous hide . Their red eyes flicker with demonic intelligence.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Clockwork Companion, Clockwork Lantern \n'b' Family: Clockwork \n'b' Tiny construct , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 2 (1d4) Speed 0 ft., fly 30 ft.\n'b' STATS STR: 6 (-1) DEX: 10 (+0) CON: 10 (+0) INT: 3 (-4) WIS: 10 (+0) CHA: 2 (-4) \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 30 ft., passive Perception 10 Languages understands one language (usually Common) but cannot speak Challenge 1/8 (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Lantern\xe2\x80\x99s Light . The clockwork lantern can shed light from dim to bright in a radius of 5-30 feet on command. \n'b' Immutable Form . The clockwork lantern is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The clockwork lantern has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 2 (1d4) bludgeoning damage. \n'b' Lantern\xe2\x80\x99s Flame . Ranged Spell Attack : +2 to hit, range 30 ft., one target. Hit : 3 (1d6) fire damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Animated Object, Dagger Swarm \n'b' Family: Animated Objects \n'b' Medium swarm of Tiny constructs , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 22 (5d8) Speed 0 ft., fly 50 ft. (hover)\n'b' STATS STR: 10 (+0) DEX: 15 (+2) CON: 11 (+0) INT: 1 (-5) WIS: 7 (-2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, psychic Damage Resistances bludgeoning, piercing, slashing Damage Immunities blinded , charmed , deafened , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained , stunned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 Languages \xe2\x80\x93 Challenge 1 (200 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 daggers 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 swarm doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' False Appearance . While the daggers remain motionless and aren\xe2\x80\x99t flying, they are indistinguishable from normal daggers. \n'b' Swarm . The swarm can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a Tiny dagger. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b'\n'b' ACTIONS \n'b'\n'b' Daggers . Melee Weapon Attack : +4 to hit, reach 0 ft., one target in the swarm\xe2\x80\x99s space. Hit : 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant Dung Beetle, Large \n'b' Large beast , unaligned \n'b' Armor Class 18 (natural armor) Hit Points 68 (8d10+24) Speed 35 ft.; fly 25 ft.\n'b' STATS STR: 23 (+8) DEX: 10 (+0) CON: 17 (+3) INT: 2 (-4) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +8 Senses blindsight 60 feet, passive Perception 10 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Trampling Charge . If a Giant Dung Beetle moves at least 20 feet straight toward a creature and then hits it with a gore or ram attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone . If the target is prone and smaller than itself, the Giant Dung Beetle can then make one stomp attack against it as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Gore (Antlers) . Melee Weapon Attack : +8 to hit, reach 10 ft., one creature. Hit : 13 (2d6+6) piercing damage. \n'b' Ram (No Antlers) . Melee Weapon Attack : +8 to hit, reach 5 ft., one creature. Hit : 11 (2d4+6) bludgeoning damage. \n'b' Stomp . Melee Weapon Attack : +8 to hit, reach 5 ft., one prone creature. Hit : 11 (2d4+6) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Vermin of this sort subsist on dung and roll it into spherical balls that they push around, store in tunnels, or simply dwell within. Giant Dung Beetles can fly, albeit relatively slowly and clumsily, when they need to cross obstacles or the like. Their blindsight is based on a keen sense of smell that allows them to find the material that is their namesake. \n'b' There is virtually no limit, given enough time and dung, to the size such creatures can grow to, and a Large Giant Dung Beetle is about 10 feet long. Giant Dung Beetles often have large antlers that they can use in combat, but not all such monsters are not so equipped and those that are not simply ram threats to them instead. \n'b' The very largest Giant Dung Beetles can also trample man-sized creatures that get in their way. As creatures adapted to eating very soft food, however, dung beetles do not have an effective bite attack. \n'b' Giant Dung Beetles have great significance in some religions and their activities are seen as representations of the sun\xe2\x80\x99s daily passage around the world and are widely are depicted throughout the country as scarabs, which represent the ideas of transformation, renewal, and resurrection. Both celestial and fiendish versions'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant Dung Beetle, Medium \n'b' Medium beast , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 39 (6d8+12) Speed 30 ft.; fly 20 ft.\n'b' STATS STR: 19 (+4) DEX: 12 (+1) CON: 15 (+2) INT: 2 (-4) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +6 Senses blindsight 50 feet, passive Perception 10 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Trampling Charge . If the Giant Dung Beetle moves at least 20 feet straight toward a creature and then hits it with a gore or ram attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone . If the target is prone and smaller than itself, the Giant Dung Beetle can make one stomp attack against it as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Gore (Antlers) . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 9 (2d4+4) piercing damage. \n'b' Ram (No Antlers) . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 7 (1d6+4) bludgeoning damage. \n'b' Stomp . Melee Weapon Attack : +6 to hit, reach 5 ft., one prone creature. Hit : 7 (1d6+4) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Vermin of this sort subsist on dung and roll it into spherical balls that they push around, store in tunnels, or simply dwell within. Giant Dung Beetles can fly, albeit relatively slowly and clumsily, when they need to cross obstacles or the like. Their blindsight is based on a keen sense of smell that allows them to find the material that is their namesake. \n'b' There is virtually no limit, given enough time and dung, to the size such creatures can grow to, and a Large Giant Dung Beetle is about 10 feet long. Giant Dung Beetles often have large antlers that they can use in combat, but not all such monsters are not so equipped and those that are not simply ram threats to them instead. \n'b' The very largest Giant Dung Beetles can also trample man-sized creatures that get in their way. As creatures adapted to eating very soft food, however, dung beetles do not have an effective bite attack . \n'b' Giant Dung Beetles have great significance in some religions and their activities are seen as representations of the sun\xe2\x80\x99s daily passage around the world and are widely are depicted throughout the country as scarabs, which represent the ideas of transformation, renewal, and resurrection . Both celestial and fiendish versions of such creatures exist, native to various heavenly and infernal realms, and might be found in or around the temples dedicated to a number of Aigyptian deities, particularly Khepri, god of the rising sun.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant Dung Beetle, Small \n'b' Small beast , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 18 (4d6+4) Speed 25 ft.; fly 15 ft.\n'b' STATS STR: 15 (+2) DEX: 14 (+2) CON: 13 (+1) INT: 2 (-4) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +4 Senses blindsight 40 feet, passive Perception 10 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' ACTIONS \n'b'\n'b' Gore (Antlers) . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 5 (1d6+2) piercing damage. \n'b' Ram (No Antlers) . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 4 (1d4+2) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Vermin of this sort subsist on dung and roll it into spherical balls that they push around, store in tunnels, or simply dwell within. Giant Dung Beetles can fly, albeit relatively slowly and clumsily, when they need to cross obstacles or the like. Their blindsight is based on a keen sense of smell that allows them to find the material that is their namesake. \n'b' There is virtually no limit, given enough time and dung, to the size such creatures can grow to, and a Large Giant Dung Beetle is about 10 feet long. Giant Dung Beetles often have large antlers that they can use in combat, but not all such monsters are not so equipped and those that are not simply ram threats to them instead. \n'b' The very largest Giant Dung Beetles can also trample man-sized creatures that get in their way. As creatures adapted to eating very soft food, however, dung beetles do not have an effective bite attack .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant Dung Beetle, Tiny \n'b' Tiny beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 5 (2d4) Speed 20 ft.; fly 10 ft.\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 11 (+0) INT: 2 (-4) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +2 Senses blindsight 30 feet, passive Perception 10 Languages \xe2\x80\x93 Challenge 0 (10 XP) \n'b' ACTIONS \n'b'\n'b' Gore (Antlers) . Melee Weapon Attack : +4 to hit, reach 10 ft., one creature. Hit : 2 (1d4) piercing damage. \n'b' Ram (No Antlers) . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 2 (1d3) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Vermin of this sort subsist on dung and roll it into spherical balls that they push around, store in tunnels, or simply dwell within. Giant Dung Beetles can fly, albeit relatively slowly and clumsily, when they need to cross obstacles or the like. Their blindsight is based on a keen sense of smell that allows them to find the material that is their namesake. \n'b' There is virtually no limit, given enough time and dung, to the size such creatures can grow to, and a Large Giant Dung Beetle is about 10 feet long. Giant Dung Beetles often have large antlers that they can use in combat, but not all such monsters are not so equipped and those that are not simply ram threats to them instead. \n'b' The very largest Giant Dung Beetles can also trample man-sized creatures that get in their way. As creatures adapted to eating very soft food, however, dung beetles do not have an effective bite attack . \n'b' Giant Dung Beetles have great significance in some religions and their activities are seen as representations of the sun\xe2\x80\x99s daily passage around the world and are widely are depicted throughout the country as scarabs, which represent the ideas of transformation, renewal, and resurrection . Both celestial and fiendish versions of such creatures exist, native to various heavenly and infernal realms, and might be found in or around the temples dedicated to a number of Aigyptian deities, particularly Khepri, god of the rising sun.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant Flea \n'b' Small beast , unaligned \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 27 (5d6 +10) \n'b' Speed 30 ft., climb 20 ft.\n'b' STATS STR: 13 (+1) DEX: 14 (+2) CON: 14 (+2) INT: 2 (\xe2\x80\x934) WIS: 10 (+0) CHA: 2 (\xe2\x80\x934) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning \n'b' Senses blindsight 60 ft., passive Perception 10 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 1/4 (50 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Blood Sense . The giant flea can pinpoint, by scent, the location of creatures that have blood within 60 feet of it. \n'b' Keen Smell . The giant flea has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Standing Leap . The giant flea\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'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 4 (1d4 + 2) piercing damage, and the flea attaches to the target. While attached, the flea doesn\xe2\x80\x99t attack . Instead, at the start of each of the flea\xe2\x80\x99s turns, the target loses 4 (1d4 + 2) hp due to blood loss. The flea can detach itself by spending 5 feet of movement. It does so after draining 12 hp of blood from the target or the target dies. A creature, including the target, can take its action to detach the flea by succeeding on a DC 11 Strength check. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Leaping Escape . The giant flea leaps up to 15 feet without provoking opportunity attacks. \n'b'\n'b' ABOUT \n'b' This large insect has a narrow body covered in a shiny, brown carapace. Its long, multi-jointed legs sport numerous spines and clawed feet. \n'b' A giant flea is about the size of a small halfling , though larger specimens living on truly immense beasts are rumored to exist. \n'b' Megafauna Parasites . Giant fleas are found on the most enormous of beasts, such as rocs or mammoths, or in their lairs or nests. They can be found in nearly any climate, so long as they have creatures large enough to provide a food source. \n'b' Hematophage . Rare compared to common fleas; giant fleas feed on the blood of other creatures. Swarms of fleas often accompany giant fleas, feeding on the blood left behind after the giant flea has taken its fill.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant Fox \n'b' Medium beast , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 27 (5d8 + 5) Speed 40 ft.\n'b' STATS STR: 12 (+1) DEX: 14 (+2) CON: 12 (+1) INT: 12 (+1) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +3 Senses passive Perception 14 Languages Sylvan Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Keen Hearing and Smell . The giant fox has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Pack Tactics . The giant fox has advantage on an attack roll against a creature if at least one of the giant fox\xe2\x80\x99s allies is within 5 feet. of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 5 (2d4) piercing damage. \n'b' About \n'b' The giant fox is one of the most common mounts for the fey. These omnivores hunt small animals, eat birds, eggs, insects, berries, fungi, and carrion. These beasts will let fey ride them in exchange for food. \n'b' The Pack . Giant foxes stick together and are usually found in a skulk. If they attack as a group, they can put up quite a fight. \n'b' Hidden Home . These beasts make their homes in secretive dens. They mate for life and have litters of up to six kits.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant Goat \n'b' Large beast , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 119 (14d10+42) Speed 40 ft.\n'b' STATS STR: 18 (+4) DEX: 11 (+0) CON: 16 (+3) INT: 3 (-4) WIS: 16 (+3) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +7 Senses passive Perception 13 Languages \xe2\x80\x93 Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Charge . If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 28 (4d12) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone . \n'b' Sure-Footed . The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone . \n'b'\n'b' ACTIONS \n'b'\n'b' Ram . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 17 (2d12 + 4) bludgeoning damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant Hamster \n'b' Huge monstrosity , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 189 (18d12 + 72) Speed 40 ft., burrow 20 ft.\n'b' STATS STR: 22 (+6) DEX: 12 (+1) CON: 19 (+4) INT: 11 (+0) WIS: 14 (+2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Survival +7 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities charmed , exhaustion , frightened Senses darkvision 60 ft., passive Perception 12 Languages \xe2\x80\x93 Challenge 15 (13,000 XP) \n'b' Special Traits \n'b' Magic Resistance . The giant hamster has advantage on saving throws against spells and other magical effects. \n'b' Radioactive Aura . Creatures who enter or begin their turn within 10 feet of the giant hamster take 7 (2d6) necrotic damage and must make a successful DC 15 Constitution saving throw or be poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If the saving throw is successful, or the effect ends for it, the creature is immune to being poisoned by the giant hamster\xe2\x80\x99s aura for 24 hours, but not to further necrotic damage. \n'b' Siege Monster . The giant hamster deals double damage to objects and structures. \n'b' Actions \n'b' Multiattack . The giant hamster makes one bite attack and two claw attacks. \n'b' Bite . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 15 (2d8 + 6) piercing damage and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained and the hamster can\xe2\x80\x99t bite another target. \n'b' Claw . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 16 (3d6 + 6) slashing damage. \n'b' Energy Ray (Recharge 5-6) . The giant hamster fires a ray of energy from its eyes in a 60-foot line that is 5 feet wide. Creatures in the area must succeed on a DC 15 Constitution saving throw or take 54 (12d8) necrotic damage and be sickened for 1 minute. While sickened, a creature reduces its maximum hit points by 5 at the start of each of its turns. Magic such as lesser restoration can cure the sickened effect early. \n'b' Swallow . One grappled creature must make a DC 17 Strength saving throw or it is swallowed and the grapple ends. While swallowed, the creature is blinded and restrained , it has total cover against attacks and other effects outside the hamster, and it takes 14 (4d6) acid damage and 14 (4d6) necrotic damage at the start of each of the hamster\xe2\x80\x99s turns. If the hamster takes 25 damage or more on a single turn from a creature inside it, the hamster must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of it. If the hamster dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone . \n'b' About \n'b' A green aura surrounds this enormous creature, which resembles nothing other than a bloodthirsty hamster. Its eyes blaze with monstrous hunger. \n'b' None know the origin of this terrifying creature, save that its coming brings nothing but sickness and death. Creatures who encounter the giant hamster are chased until they collapse from exhaustion , after which they are devoured. Even if a creature decides to fight the hamster dead on, the hamster\xe2\x80\x99s very existence weakens the defenders. \n'b' No matter how many humanoids the giant hamster eats, its hunger is never sated. It seeks specifically bipedal prey, but will not turn away a free meal if it is a beast or even a fiend or undead. Towns and cities are not free of the giant hamster\xe2\x80\x99s predations. In fact, it often seeks out these conglomerations of morsels as easy targets. \n'b' Eventually, it moves on after all the townsfolk have either been devoured or fled.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Clockwork Companion, Clockwork Owl \n'b' Family: Clockwork \n'b' Tiny construct , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 5 (2d4) Speed 5 ft., fly 60 ft.\n'b' STATS STR: 3 (-4) DEX: 13 (+1) CON: 10 (+0) INT: 4 (-3) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +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 1/8 (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Flyby . The watch owl doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Immutable Form . The watch owl is immune to any spell or effect that would alter its form. \n'b' Innate Spellcasting (1/day) . The watch owl can innately cast alarm , requiring no material components. Its innate spellcasting ability is Charisma . \n'b' Keen Hearing and Sight . The watch owl has advantage on Wisdom ( Perception ) checks that rely on hearing or sight. \n'b' Magic Resistance . The watch owl has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Talons . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) slashing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant Hellgrammite \n'b' Large beast , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 115 (11d10 + 55) Speed 30 ft., swim 25 ft.\n'b' STATS STR: 23 (+6) DEX: 19 (+4) CON: 20 (+5) INT: 1 (-5) WIS: 13 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +7, Stealth +9 Senses darkvision 60 ft., passive Perception 17 Languages \xe2\x80\x93 Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The hellgrammite can breathe air and water. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The hellgrammite makes two attacks: one bite attack and one tail attack . \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 19 (3d8+6) slashing damage and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained , and the hellgrammite can\xe2\x80\x99t bite another target. A hellgrammite has advantage to bite a creature it is grappling. If a creature is still grappled when the hellgrammite is reduced to 0 hit points , the grappled creature takes an additional 13 (3d8) slashing damage at the start of each of its turns, and the grapple continues until the creature successfully escapes, or 10 damage is dealt to the hellgramite\xe2\x80\x99s corpse. \n'b' Tail . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 22 (3d10+6) bludgeoning damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Animated Object, Demon-Possessed Doll \n'b' Family: Animated Objects \n'b' Tiny construct , chaotic evil \n'b' Armor Class 12 Hit Points 28 (8d4 + 8) Speed 20 ft.\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 13 (+1) INT: 6 (-2) WIS: 5 (-3) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +1 Damage Immunities necrotic, poison, psychic Condition Immunities blinded , charmed , deafened, exhaustion , frightened , paralyzed , petrified , poisoned Senses blindsight 60 ft. (blind beyond this radius), truesight 30 ft., passive Perception 9 Languages understands Common but speaks only through the use of its Mimicry trait Challenge 1 (200 XP) \n'b' Special Traits \n'b' Animated Object Theme . The demon-possessed doll\xe2\x80\x99s themes are possessed and humanoid. As a possessed animated object, it counts as a fiend for spells and features, such as protection from evil and good and a paladin\xe2\x80\x99s Divine Sense. \n'b' Antimagic Susceptibility . The demon -possessed doll is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the doll 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 . An animated object doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' False Appearance . While the demon-possessed doll remains motionless, it is indistinguishable from a normal doll. \n'b' Magic Resistance . The demon-possessed doll has advantage on saving throws against spells and other magical effects. \n'b' Mimicry . The demon-possessed doll can mimic humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 11 Wisdom ( Insight ) check. \n'b' Actions \n'b' Multiattack . The demon-possessed doll makes two Slam attacks or two attacks with its Knife. Alternatively, the doll can make one Slam attack and one attack with its Knife. \n'b' Slam . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) bludgeoning damage. \n'b' Knife . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 4 (1d4 + 2) piercing damage. \n'b' Reactions \n'b' Otherworldly Presence . When a creature the demon-possessed doll can see targets it with an attack, the doll shows a glimpse of the demon possessing it. The attacker must succeed on a DC 11 Wisdom saving throw or the attack misses, and the attacker is frightened until the end of its next turn.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant Hunter Turtle \n'b' Large beast , unaligned \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 47 (5d10 + 20) \n'b' Speed 20 ft., swim 30 ft.\n'b' STATS STR: 17 (+3) DEX: 8 (-1) CON: 18 (+4) INT: 2 (-4) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +1 \n'b' Senses passive Perception 11 \n'b' Languages \xe2\x80\x93 \n'b' Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b' Hold Breath . The turtle can hold its breath for 20 minutes. \n'b' Withdraw . On its turn, the turtle can use a bonus action to withdraw into or emerge from its shell. While withdrawn, the turtle gains a +5 bonus to AC, has a speed of 0, makes Dexterity saving throws with disadvantage, and cannot make attacks or have a creature grappled. \n'b' Swamp Camouflage . The turtle has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. \n'b' ACTIONS \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 12). Until this grapple ends, the turtle automatically deals 6 (1d6 + 3) bludgeoning damage to the target at the start of each of its turns and can\xe2\x80\x99t use its bite attack.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant Killer Frog \n'b' Large beast , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 105 (10d10 + 50) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 20 (+5) DEX: 18 (+4) CON: 20 (+5) INT: 5 (-3) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 10 Languages \xe2\x80\x93 Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Amphibious . The giant killer frog can breathe air and water. \n'b' Keen Smell . The giant killer frog has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Standing Leap . The giant killer 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' Multiattack . The giant killer frog makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) piercing damage. \n'b' Claws . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 14 (2d8 + 5) slashing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant Lynx \n'b' Large celestial , chaotic good \n'b' Armor Class 17 (natural armor) Hit Points 123 (13d10 + 52) Speed 40 ft., climb 30 ft.\n'b' STATS STR: 16 (+3) DEX: 22 (+6) CON: 19 (+4) INT: 17 (+3) WIS: 20 (+5) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wisdom +9, Charisma +9 Skills Animal Handling +9, Insight +9, Perception +9, Stealth +10 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed , exhaustion , frightened Senses darkvision 120 ft., passive Perception 19 Languages all, telepathy 120 ft. Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Magic Resistance . The giant lynx has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The giant lynx\xe2\x80\x99s attacks are considered magical. \n'b' Spellcasting . The giant lynx is a 12th level spellcaster. The giant lynx\xe2\x80\x99s spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It can cast the following cleric spells.\n'b'\n'b' Cantrips (at will) : guidance , light , mending , resistance , sacred flame , thaumaturgy \n'b' 1st level (4 slots) : bless , cure wounds , detect evil and good , protection from evil and good \n'b' 2nd level (3 slots) : aid , hold person , lesser restoration , spiritual weapon \n'b' 3rd level (3 slots) : beacon of hope , dispel magic , revivify \n'b' 4th level (3 slots) : banishment , death ward , locate creature \n'b' 5th level (2 slots) : dispel evil and good , raise dead \n'b' 6th level (1 slot) : heal \n'b'\n'b' Actions \n'b' Multiattack . The giant lynx makes one bite attack and two claw attacks. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) piercing damage. \n'b' Claw . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 15 (2d8 + 6) slashing damage. \n'b' Change Shape . The giant lynx magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the giant lynx\xe2\x80\x99s choice). In a new form, the giant lynx retains its game statistics and ability to speak, but its AC, movement modes, Strength , Dexterity , and special senses are replaced by those of the new form, and it gains any statistics or capabilities (except class features, legendary actions, and lair actions ) that the new form has but that it lacks. \n'b' About \n'b' This big cat has thick back and forelegs, each with enormous, clawed, paws. Its tail is short and tufted. Its eyes glisten with divine power, and it wears a scarab beetle amulet around its thick neck. While it appears as simply a very large feline creature, the giant lynx is, in fact, a celestial being \xe2\x80\x93 a servant of the Goddess of Beauty and Cats, Bast. Each is a dedicated creature, created by the Goddess to act as her emissaries on the Material Plane. The highest clerics of Bast can, if they are pious enough, gain the attention of one of these servants. These creatures are often the creature Bast sends to consecrate those deemed worthy enough to receive the blessing of lycanthropy, one of the greatest gifts that Bast can grant.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant Mantis Shrimp \n'b' Large beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 110 (13d10 + 39) Speed 15 ft., burrow 15 ft., swim 30 ft.\n'b' STATS STR: 19 (+4) DEX: 12 (+1) CON: 16 (+3) INT: 1 (\xe2\x80\x935) WIS: 12 (+1) CHA: 8 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +2, Perception +4, Stealth +4 Senses truesight 60 ft., passive Perception 13 Languages \xe2\x80\x94 Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Fluorescing Challenge . The giant mantis shrimp has advantage on Charisma ( Intimidation ) checks while agitated, as its natural fluorescence flashes in a disorienting array. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The giant mantis shrimp makes two Sonic Claw attacks. \n'b' Sonic Claw . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 11 (2d6 + 4) piercing damage. The target is grappled (escape DC 14) if it is a Medium or smaller creature and the giant mantis shrimp doesn\xe2\x80\x99t have another creature grappled . Whether or not the attack hits, the target must succeed on a DC 14 Constitution saving throw or take 5 (1d10) thunder damage and be deafened and stunned until the end of its next turn. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Water Jet . Each creature within 5 feet of the shrimp must succeed on a DC 14 Dexterity saving throw or be blinded until the start of its next turn. The shrimp then swims up to half its swimming speed without provoking opportunity attacks. The giant crustacean coruscates in richly colored patterns, hinting at additional colors that are indiscernible for most. \n'b'\n'b' ABOUT \n'b' Giant mantis shrimps are predatory, carnivorous crustaceans that live in tropical and subtropical seas. \n'b' Sonic Assault . Giant mantis shrimps are devasting in close-range combat. Their strikes hit with staggering speed, and even if the initial attack misses, the resulting shock wave created by the assault may finish off a target. The shrimp uses this attack to stun prey before tearing it to shreds and devouring the pieces. \n'b' Magical Eyes . These creatures have remarkable vision, able to discern colors and details most other creatures can\xe2\x80\x99t. Between its sonic attack and its vision, the giant mantis shrimp has inspired both engineers and magic users. \n'b' Coastal Nightmares . Giant mantis shrimp spell trouble for coastal inhabitants, from clearing out fisheries to destroying piers, levees, and other seaside fortifications. \n'b' Though they tend to stay on or near the seafloor, they can pursue fishing boats docking with a fresh haul. Those who have tried to domestic the creatures have met with disastrous ends, as the shrimp destroy their encasements and a swathe of homes or vessels on their way out. \n'b' Variant \n'b' Some giant mantis shrimp wield claws that resemble clubs more than spears. These mantis shrimp are especially devastating to terrain and structures, and are sometimes enchanted to serve deep ones or sahuagin . A siege mantis shrimp gains the following additional trait: \n'b'\n'b' Siege Monster . The mantis shrimp deals double damage to objects and structures. \n'b'\n'b' In addition, the giant mantis shrimp has the following action option in place of Multiattack and Sonic Claw: \n'b'\n'b' Sonic Smash . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 18 (4d6 + 4) bludgeoning damage. In addition, either nonmagical armor or a nonmagical shield worn or carried by the target (the shrimp\xe2\x80\x99s choice) is partly destroyed and takes a permanent and cumulative ?1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. Whether or not the attack hits, the target and any creature within 5 feet of it, other than the shrimp, must succeed on a DC 14 Constitution saving throw or take 11 (2d10) thunder damage and be deafened and stunned until the end of its next turn.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant Mole Lizard \n'b' Large beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 75 (10d10 + 20) Speed 15 ft., burrow 20 ft.\n'b' STATS STR: 19 (+4) DEX: 5 (\xe2\x80\x933) CON: 14 (+2) INT: 1 (\xe2\x80\x935) WIS: 8 (\xe2\x80\x931) CHA: 5 (\xe2\x80\x933) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +8 Damage Resistances acid Condition Immunities prone Senses blindsight 10 ft., tremorsense 60 ft., passive Perception 9 Languages \xe2\x80\x94 Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Beast of Burden . The giant mole lizard is considered to be a Huge Beast for the purpose of determining its carrying capacity. \n'b' Sunlight Sensitivity . While in sunlight, the lizard has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The lizard makes two Claw attacks. It can replace one attack with a use of Constricting Tail. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Constricting Tail . A Large or smaller creature within 5 feet of the lizard must succeed on a DC 12 Dexterity saving throw or be grappled (escape DC 14). Until this grapple ends, the target is restrained , can\xe2\x80\x99t breathe, and begins to suffocate, and the giant mole lizard can\xe2\x80\x99t use Constricting Tail on another target. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Mass Shove . Each Large or smaller creature within 10 feet of the giant mole lizard and that isn\xe2\x80\x99t grappled by it must succeed on a DC 14 Strength saving throw or be pushed up to 15 feet away from the lizard and forced prone . \n'b'\n'b' ABOUT \n'b' An enormous, stubby head breaches the dirt, beady black eyes the size of a human\xe2\x80\x99s fist blinking in the light. Enormous, shovel-like claws pull the bulk of the creature up and out of the ground, revealing a wormlike body with light pink scales. The giant mole lizard is the massive cousin of the mole lizard. These worm-like lizards have no rear legs, are mostly blind, and their claws are enormously powerful. They live underground and in moist environments, especially swamps, where they can keep cool. Above ground, they pull themselves slowly along with their claws, undulating in a manner reminiscent of a very slow snake. Below ground, they use their claws to dig while their entire body pushes against the dirt around them, letting them move more naturally and rapidly. They can sense vibrations in the earth, which pairs with their sense of smell to locate food and detect threats. \n'b' Opportunistic Omnivore . Giant mole lizards are singularly undiscriminating omnivores. The lizard eats anything that fits in its mouth and doesn\xe2\x80\x99t resist. Rotten food, waste, and even corpses are all fair game. Though not aggressive, a giant mole lizard rends a perceived threat with its claws or crushes the threat in its massive coils. If the threat was an edible creature, it then eats the threat. \n'b' Beast of Burden . Giant mole lizards are partially domesticated, and lizardfolk , derro, goblins, and other humanoids yoke them as beasts of burden in underground cities or deep swamps where they\xe2\x80\x99re a convenient alternative to oxen and mules. They pull wagons, turn mills, and carve tunnels where other animals can\xe2\x80\x99t. The lizards\xe2\x80\x99 prodigious strength lets them pull carts and sleds straight through swamps that would mire a horse-drawn wagon, while their digging ability makes them invaluable for transport between underground settlements where cave-ins and shifting earth are a constant concern. However, giant mole lizards are slow and can become sick if exposed to direct sunlight too often, limiting where they can be taken. \n'b' Conscientious owners keep buckets of mud and water on hand, drenching their steed regularly if forced into the sun.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant Narwhal \n'b' Gargantuan beast , neutral evil \n'b' Armor Class 16 (natural armor) \n'b' Hit Points 145 (10d20 + 40) \n'b' Speed 10 ft., swim 80 ft.\n'b' STATS STR: 21 (+5) DEX: 17 (+3) CON: 18 (+4) INT: 2 (-4) WIS: 15 (+2) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5 \n'b' Damage Immunities cold \n'b' Senses blindsight 120 ft., passive Perception 15 \n'b' Languages \xe2\x80\x93 \n'b' Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Echolocation . The giant narwhal can\xe2\x80\x99t use its blindsight while deafened . \n'b' Hold Breath . The giant narwhal can hold its breath for 60 minutes. \n'b' Keen Hearing . The giant narwhal has advantage on Wisdom ( Perception ) checks that rely on hearing. \n'b' Siege Monster . The giant narwhal deals double damage to objects and structures. \n'b'\n'b' ACTIONS \n'b'\n'b' Piercing Tusk . Melee Weapon Attack : +8 to hit, reach 20 ft., one target. Hit : 11 (2d10 + 5) piercing damage. \n'b' Stunning Tusk . Melee Weapon Attack : +8 to hit, reach 20 ft., one target. Hit : 11 (2d10 + 5) bludgeoning damage and the target must make a DC 14 Constitution saving throw or be stunned until the end of its turn. \n'b'\n'b' ABOUT \n'b' Three times the size of a galleon, this massive whale lacks a dorsal fin and has pale, mottled skin. Its most notable feature is the single tusk protruding like a unicorn from its head. \n'b' These monstrous beasts are nothing like their smaller cousins. Ill-tempered and prone to attacking ships they see as a threat to their territory, giant narwhals will impale anything they can reach. They are known to punch holes right through ships, shivering the wooden structures apart with their thrashing.\n'b'\n'b' Aggressive . The giant narwhal is a particularly aggressive creature that has a single large \xe2\x80\x9ctusk,\xe2\x80\x9d which is in fact a protruding canine tooth. It lives year-round in cold waters. Its body size can reach in excess of 30 feet and weigh over six thousand pounds. Giant narwhals reach maturity at around 11 years of age. \n'b' Arctic Predator . As an arctic predator, the giant narwhal feeds on benthic prey, mostly flatfish, under dense ice. During the summer, they feast on cod and halibut, along with any other fish they can catch. Giant narwhals are capable of diving over 5,000 feet and holding their breath for up to 60 minutes. \n'b' Slap and Spear . Giant narwhals live up to 100 years, and their horns grow continually during that time. They use their tusks as a weapon, to open breathing holes in sea ice, and to feed. Their horns identify their gender and dominance, with the larger horned narwhals dominating their herd. When feeding, a giant narwhal slaps target with its horn, stunning them temporarily long enough to feed.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant Pike \n'b' Large beast , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 45 (6d10+12) Speed 0 ft., swim 50 ft.\n'b' STATS STR: 14 (+2) DEX: 16 (+3) CON: 14 (+2) INT: 1 (-5) WIS: 12 (+1) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Senses darkvision 60 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Ambusher . The pike has advantage on attack rolls against any creature it has surprised. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 11 (2d8+2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained , and the pike can\xe2\x80\x99t bite another target. \n'b' Swallow . The pike makes one bite attack against a Medium 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 pike, and it takes 5 (1d10) acid damage at the start of each of the pike\xe2\x80\x99s turns. The pike can have only one target swallowed at a time. If the pike 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'Giant Pufferfish \n'b' Small beast , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 52 (8d8 + 16) Speed 0 ft., swim 40 ft.\n'b' STATS STR: 16 (+3) DEX: 12 (+1) CON: 15 (+2) INT: 2 (\xe2\x80\x934) WIS: 10 (+0) CHA: 5 (\xe2\x80\x933) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 12 Languages \xe2\x80\x94 Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Spiny Body . A creature that touches the giant pufferfish or hits it with a melee attack while within 5 feet of it takes 2 (1d4) piercing damage. While the pufferfish is puffed up, this damage increases to 5 (2d4). \n'b' Water Breathing . The giant pufferfish can breathe only underwater. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (2d8 + 3) piercing damage, or 12 (2d8 + 3) piercing damage while puffed up. \n'b' Spine . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage, or 8 (2d4 + 3) piercing damage while puffed up. The target must make a DC 13 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one. If the target fails the saving throw by 5 or more, it takes 2 (1d4) poison damage at the end of its next turn. When this colossal puffer fish floats at the sea\xe2\x80\x99s surface, the sun glints off its golden skin and sharp spikes. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Burst of Speed (Recharges 5\xe2\x80\x936) . The giant pufferfish takes the Dash action. \n'b' Puff Up (Recharges after a Short or Long Rest) . For 1 minute, the giant pufferfish increases in size by filling its stomach with air or water. While puffed up, the pufferfish is Medium, doubles its damage dice on Bite and Spine attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the pufferfish lacks the room to become Medium, it attains the maximum size possible in the space available. \n'b'\n'b' ABOUT \n'b' Giant pufferfishes live in brackish waters near shorelines. Their gold and silver skin sports long, piercing spines that are coated in potent poisons. The giant pufferfish\xe2\x80\x99s smaller cousins have few natural predators due to their toxic organs, and the giant versions have even fewer predators. \n'b' Carnivorous Glutton . Most pufferfish subsist on algae and small invertebrates, while some might hunt clams, mussels, and other shellfish. Giant pufferfishes reach their great size by poisoning and then dining on fish, small sharks, and sailors. \n'b' Expanding Danger . Like their smaller cousins, giant pufferfish can fill its stomach with air or water when threatened or agitated. When it does so, it nearly doubles in size, and most creatures give it a wide berth until it calms.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Carnivorous Plant \n'b' Large plant , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 82 (10d10 + 20) Speed 10 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 14 (+2) INT: 6 (-2) WIS: 12 (+1) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +3 (+8 if it is motionless and surrounded by thick foliage) Condition Immunities blinded , charmed , deafened, exhaustion , frightened , prone Senses tremorsense 60 ft., blindsight 30 ft. (blind beyond this radius), passive Perception 13 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b' Grasping Tendrils . The plant can have up to 2 tendrils at a time. Each tendril can be attacked (AC 13, 10 hit points ). Destroying a tendril deals no damage to the plant, which can extrude a replacement tendril on its next turn. A tendril can be broken if a creature uses its action and succeeds on a DC 13 Strength check against it. \n'b' False Appearance . When the plant remains motionless, it looks like a normal plant. \n'b' Actions \n'b' Multiattack . The plant makes three melee attacks : one with its bite and two with its tendrils. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 10 ft., one target. Hit : 11 (2d8 + 2) piercing damage. \n'b' Tendril . Melee Weapon Attack : +4 to hit, reach 30 ft., one target. Hit : The target takes 5 (1d6 + 2) bludgeoning damage and is grappled (escape DC 13). Until the grapple ends, the target is restrained . A tendril that is grappling a creature can pull the creature up to 20 feet straight toward it. \n'b' Swallow . The plant makes one bite attack against a Medium 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 plant, and it takes 10 (3d6) acid damage at the start of each of the plant\xe2\x80\x99s turns. The plant can have only one creature swallowed at a time. If the plant dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone . \n'b' Entangle (Recharge 5-6) . Grasping roots and vines sprout in a 15-foot-radius centered on the plant, withering after 1 minute. For the duration, the area is difficult terrain for non-plant creatures. In addition, each creature of the plant\xe2\x80\x99s choice in the area must succeed on a DC 13 Strength saving throw or become restrained . A creature can use its action to make a DC 13 Strength check, freeing itself or another entangled creature within reach on success. \n'b' About \n'b' Carnivorous plants are found in areas of heavy plant growth in untamed forests. These killer plants are composed of vegetable material, but unlike normal plants, they are carnivorous and have limited mobility. Unable to chase down prey, these plants use a combination of stealth and patience to hunt. While one of these masses of foliage remains motionless, it appears as a normal plant. When a carnivorous plant detects a creature with its tremorsense, it quietly sends its long tendrils creeping toward its prey. \n'b' When one of the plant\xe2\x80\x99s tendrils grasps a creature, it will pull its catch into its maw of sharp thorn-like teeth to be swallowed whole. Once swallowed, the plant will slowly and painfully dissolve its victim using acidic secretions.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Clockwork Companion, Clockwork Tutor \n'b' Family: Clockwork \n'b' Medium construct , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 26 (4d8 + 8) Speed 30 ft.\n'b' STATS STR: 8 (-1) DEX: 10 (+0) CON: 14 (+2) INT: 16 (+3) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +2, Con +4, Int +5 Skills Arcana +5, History +5, Insight +2, Nature +5, Religion +5 Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 30 ft., passive Perception 10 Languages Common Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Adaptive Teaching . The clockwork tutor decreases the time required to learn a language or tool proficiency by 25%. To reap this decrease, the tutor must work with the student for at least 4 hours per day. \n'b' Immutable Form . The clockwork tutor is immune to any spell or effect that would alter its form. \n'b' Innate Spellcasting . The clockwork tutor\xe2\x80\x99s innate spellcasting ability is Intelligence (spell save DC 13). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' 3/day each : guidance , light , mage hand , prestidigitation , vicious mockery \n'b' 1/day each : alarm , comprehend languages , goodberry, sleep \n'b'\n'b' Magic Resistance . The clockwork tutor has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The clockwork tutor makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 5 (2d4) bludgeoning damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant Rabbit \n'b' Medium beast , unaligned \n'b' Armor Class 13 Hit Points 18 (4d8) Speed 40 ft., burrow 20 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 10 (+0) INT: 7 (-2) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +5 Senses passive Perception 12 Languages \xe2\x80\x93 Challenge 1/8 (25 XP) \n'b' Special Traits \n'b' Keen Hearing and Smell . The giant rabbit has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 2 (1d4) piercing damage. \n'b' About \n'b' The inquisitive giant rabbit is found throughout the land of the fey. Most fey are slightly cautious in dealing with these beasts. Many creatures are apprehensive because the wererabbit is almost as common. \n'b' Appetites for Destruction . The few farming communities in Feyland are on guard for giant rabbits. These beasts can destroy fields full of crops in a matter of days. \n'b' Busy Burrows . Giant rabbits usually make their homes in large burrows with many other rabbits. They have sizeable litters of young and their communities grow rapidly.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant Scorpion, Medium \n'b' Medium beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 27 (5d8+5) Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 12 (+1) CON: 13 (+1) INT: 1 (-5) WIS: 9 (-1) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses blindsight 50 feet, passive Perception 9 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . A Medium Monstrous Scorpion makes three attacks: two with its claws and one with its sting. \n'b' Claws . Melee Weapon Attack : +3 to hit, reach 5 ft. , one target. Hit : 4 (1d6+1) bludgeoning damage, and the target is grappled (escape DC 10). The scorpion has two claws, each of which can grapple only one target. \n'b' Sting . Melee Weapon Attack : +3 to hit, reach 5 ft., one creature. Hit : 5 (1d8+1) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 13 (3d8) poison damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Vermin like oversized, monstrous versions of scorpions are much more common on the post-Cataclysmic world than they were a century earlier and pose a constant hazard not just in ruins but even in populated areas. They are especially common in areas that are warm, particularly in places with active volcanoes or other geological activity, and are almost omnipresent in subterranean areas. Such creatures are stupid and often very aggressive and this, along with an arsenal that includes natural armor and dangerous weapons like stingers, claws, and potent toxins that they use to kill or incapacitate victims so that they can eat them, make them very dangerous. There is no practical limit to how large they can become. \n'b' Numerous subspecies of giant scorpion exist, some peculiar to particular regions of Aigyptos and throughout the Mediterranean, and these can vary in size , specific appearance, and color, which can range from yellow and pale tan, through brown and dark red, to dark brown and black.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Animated Object, Door \n'b' Family: Animated Objects \n'b' Large construct , chaotic neutral \n'b' Armor Class 15 (natural armor) Hit Points 67 (9d10 + 18) Speed 0 ft.\n'b' STATS STR: 17 (+3) DEX: 12 (+1) CON: 15 (+2) INT: 12 (+1) WIS: 13 (+1) CHA: 8 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Insight +3, Perception +3 Damage Immunities poison Damage Immunities exhaustion , frightened , paralyzed , petrified , poisoned Senses passive Perception 13 Languages Common Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Antimagic Susceptibility . The door is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the door 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 . An animated door doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' False Appearance . While the door remains motionless, it is indistinguishable from a normal door. \n'b' Kingdom of Doorways . Any creature or object that the animated door swallows is transported to a demiplane that can be entered by no other means except a wish spell. A creature can leave the demiplane only by exiting via a door or using magic that enables planar travel, such as the plane shift spell. The demiplane resembles a throne room roughly 1,000 feet in diameter with a ceiling 100 feet high. The entire wall space is taken up by doors of every size and shape imaginable. The guardian can\xe2\x80\x99t be harmed from within the demiplane . If the guardian dies, the demiplane disappears, and everything inside it appears around the corpse. The demiplane is otherwise indestructible. \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) bludgeoning damage, and the animated door can push the target up to 20 feet away from it. The target must make a Strength save (DC 13) or be forced prone . \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 animated door can\xe2\x80\x99t bite another target. \n'b' Swallow . The animated door makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target, along with everything it is wearing and carrying, appears in an unoccupied space on the floor of the animated doorknob\xe2\x80\x99s Kingdom of Doorways. If the guardian dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone . \n'b'\n'b' ABOUT \n'b' This oaken door has a doorknob with a face on it. \n'b' Animated doors ensure that trespassers do not pass easily beyond their entrance. Tireless and often bored, animated doors are activated when someone attempts to enter the door, yanking them through to another dimension. They have a wicked sense of humor and are fond of mocking visitors and asking inane questions.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant Scorpion, Small \n'b' Small beast , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 10 (3d6) Speed 20 ft.\n'b' STATS STR: 7 (-2) DEX: 12 (+1) CON: 11 (+0) INT: 1 (-5) WIS: 8 (-1) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses blindsight 30 feet, passive Perception 9 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . A Small Monstrous Scorpion makes two attacks: one with its claws and one with its sting. \n'b' Claws . Melee Weapon Attack : +3 to hit, reach 5 ft. , one target. Hit : 4 (1d6+1) bludgeoning damage, and the target is grappled (escape DC 8). \n'b' Sting . Melee Weapon Attack : +3 to hit, reach 5 ft., one creature. Hit : 3 (1d4+1) piercing damage, and the target must make a DC 10 Constitution saving throw, taking 11 (2d10) poison damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Vermin like oversized, monstrous versions of scorpions are much more common on the post-Cataclysmic world than they were a century earlier and pose a constant hazard not just in ruins but even in populated areas. They are especially common in areas that are warm, particularly in places with active volcanoes or other geological activity, and are almost omnipresent in subterranean areas. Such creatures are stupid and often very aggressive and this, along with an arsenal that includes natural armor and dangerous weapons like stingers, claws, and potent toxins that they use to kill or incapacitate victims so that they can eat them, make them very dangerous. There is no practical limit to how large they can become. \n'b' Numerous subspecies of Giant Scorpion exist, some peculiar to particular regions of Aigyptos and throughout the Mediterranean, and these can vary in size , specific appearance, and color, which can range from yellow and pale tan, through brown and dark red, to dark brown and black.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant Scorpion, Tartarus-Corrupted \n'b' Large beast , neutral evil \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 45 (7d10 + 7) \n'b' Speed 40 ft.\n'b' STATS STR: 15 (+2) DEX: 13 (+1) CON: 13 (+1) INT: 1 (\xe2\x80\x935) WIS: 9 (\xe2\x80\x931) CHA: 3 (\xe2\x80\x934) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison \n'b' Condition Immunities poisoned \n'b' Senses blindsight 60 ft., passive Perception 9 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Poisonous Flesh . A creature that hits the scorpion with a natural melee weapon (such as a bite or claw), grapples the giant scorpion, or otherwise comes into direct contact with the scorpion\xe2\x80\x99s skin must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The scorpion\xe2\x80\x99s natural attacks do not deliver this poison unless it grapples a target with a claw attack. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The scorpion makes three attacks: two with its claws and one with its sting. \n'b' Claw . 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) and exposed to the scorpion\xe2\x80\x99s Poisonous Flesh. The scorpion has two claws, each of which can grapple only one target. \n'b' Sting . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 7 (1d10 + 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. \n'b'\n'b' ABOUT \n'b' This scorpion is larger than a horse. Its claws click together angrily and its tail drips a poisonous ichor across its mottled carapace. \n'b' Tartarus Corruption \n'b' Disease and poison are hallmarks of the Tartarus corruption. Plagues sweep the land and infected corpses litter the countryside. In this pestilential environment, any creature might become subject to this corruption, the infection taking hold in their souls like a malignant tumor that consumes the creature\xe2\x80\x99s thoughts and desires. Creatures that rely on poison or infections to defeat their enemies most easily succumb to this lust for spreading sickness. \n'b' Tartarus corruption grants the following trait. \n'b' Poisonous Flesh . The creature gains immunity to the poisoned condition and to poison damage. Anyone that hits a Tartarus-Corrupted creature with a natural melee weapon (such as a bite or claw), grapples the corrupted creature, or otherwise comes into direct contact with the corrupted creature\xe2\x80\x99s skin must succeed on a Constitution saving throw or be poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The corrupted creature\xe2\x80\x99s natural attacks do not deliver this poison unless it grapples a target with a natural melee weapon. \n'b' The fiendish corruption assaulted this monstrous scorpion from within, transforming its virulent poison into a conduit for possession by fiendish entities. Now a vessel for evil, the corrupted giant scorpion roams the countryside looking for victims to grab and sting to death.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant Sea Horse \n'b' Large beast , unaligned \n'b' Armor Class 13 (natural armor) \n'b' Hit Points 16 (3d10) \n'b' Speed 0 ft., swim 40 ft.\n'b' STATS STR: 12 (+1) DEX: 15 (+2) CON: 11 (+0) INT: 2 (-4) WIS: 12 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 11 \n'b' Languages \xe2\x80\x94 \n'b' Challenge \xc2\xbd (100 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Charge . If the sea horse moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone . \n'b' Water Breathing . The sea horse can breathe only underwater. \n'b'\n'b' ACTIONS \n'b'\n'b' Ram . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' There are plenty of sea horses in the sea. GMs should feel free to create additional sea horses and swarms to add to those that the patchwork sea horse can summon or to populate the oceans of the campaign. \n'b' The sea horse and giant sea horse appear in the official fifth edition rules, but they are presented here for ease of reference as well as a bonus swarm.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant Sundew \n'b' Huge plant , unaligned \n'b' Armor Class 19 (natural armor) \n'b' Hit Points 210 (20d12 + 80) \n'b' Speed 20 ft.\n'b' STATS STR: 26 (+8) DEX: 14 (+2) CON: 19 (+4) INT: 1 (-5) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Con +8 \n'b' Skills Perception +5 \n'b' Damage Resistances slashing \n'b' Damage Immunities acid \n'b' Condition Immunities blinded , deafened , exhaustion \n'b' Senses darkvision 120 ft., tremorsense 60 ft., passive Perception 15 \n'b' Languages \xe2\x80\x93 \n'b' Challenge 12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Acidic . A creature that touches the sundew or starts its turn grappled by the sundew takes 4 (1d8) acid damage. This acid burns through most organic material but does not affect metal or stone. If the sundew takes cold damage, its acid is neutralized until the end of its next turn after taking the cold damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The sundew makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +12 to hit, reach 15 ft., one target. Hit : 24 (3d10 + 8) piercing damage plus 10 (3d6) fire damage, and the target is grappled (escape DC 17). The sundew can grapple up to 4 Medium sized creatures and continue making slam attacks. \n'b'\n'b' REACTIONS \n'b'\n'b' Stupefication Pollen (1/Day) . When the sundew has lost at least half of its hit points , it releases a pollen cloud that fills the area in a 20-foot radius around the giant sundew. Creatures other than the sundew in the area must succeed a DC 16 Constitution save or be poisoned for 1 minute. While a creature is poisoned in this way, it is stunned . Afflicted creatures can make a new saving throw at the end of each of their turns, ending the poisoned effect on a success. \n'b'\n'b' ABOUT \n'b' Giant sundews use their shallow but sturdy roots to creep through boggy environments, slamming targets with its thick, leaflike fronds, each of which is covered with globules of sticky, acidic goo. The giant sundew exudes an unmistakable scent of honey\xe2\x80\x94an attractive odor that often proves irresistible to nearby creatures until they find themselves stuck fast and slowly dissolved and digested in the sundews deadly fronds. Although the giant sundew is not quite a mindless monstrosity, its intellect is barely more than instinctive, and it has little ability to discern between allies and enemies, though if it encounters creatures immune to acid or adhesive qualities, the sundew is smart enough to choose other targets. A full-grown giant sundew can reach a height of over 20 feet and weighs 4,000 pounds.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant Swan \n'b' Medium beast , unaligned \n'b' Armor Class 12 Hit Points 18 (4d8) Speed 20 ft., swim 20 ft., fly 50 ft.\n'b' STATS STR: 12 (+1) DEX: 14 (+2) CON: 10 (+0) INT: 10 (+0) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +2, Perception +3 Senses passive Perception 13 Languages \xe2\x80\x93 Challenge 1/8 (25 XP) \n'b' Special Traits \n'b' Charge . If the giant swan moves at least 20 feet straight toward a target and then hits it with a bite attack on the same turn, the target takes an extra 1 piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 11 Strength saving throw or be knocked prone . \n'b' Keen Hearing and Sight . The giant swan has advantage on Wisdom ( Perception ) checks that rely on hearing or sight. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) piercing damage. \n'b' About \n'b' Giant swans are found in rivers and lakes. Their beauty and grace are legendary. With their bright white form, these beasts stand out in the green woodlands. \n'b' Aggressive Attitudes . Giant swans are very aggressive and will not hesitate to defend themselves. They have a nasty bite. \n'b' Mounts . Some fey creatures use these giant beasts as mounts.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant Tick \n'b' Small beast , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 10 (3d6) Speed 10 ft., climb 20 ft.\n'b' STATS STR: 11 (+0) DEX: 10 (+0) CON: 11 (+0) INT: 2 (-4) WIS: 10 (+0) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 10 Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . The tick has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Red Ache . Creatures bitten by a giant tick must make a DC 15 Constitution saving throw or become infected with this disease. Within 4 hours of infection, the infected creature will develop red welts that are hot to the touch all over their skin. Their joints will swell and their bones will ache painfully. While infected, the creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength . The saving throw can be repeated after every long rest and if successful in 2 consecutive tries (two long rest s in a row), the creature is cured and the effects of the disease end. A greater restoration spell will also cure the disease. \n'b'\n'b' ACTIONS \n'b'\n'b' Blood Drain . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 2 (1d4) piercing damage and the tick attaches to the target. While attached, the tick doesn\xe2\x80\x99t attack . Instead, at the start of each of the ticks\xe2\x80\x99s turns, the target loses 2 (1d4) hit points due to blood loss. The tick can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the tick. \n'b'\n'b' ABOUT \n'b' Giant ticks appear as 3-foot-long ticks. They are otherwise similar to normal ticks. \n'b' Giant ticks attack by dropping on their prey from above and stabbing with a hollow mouth tube. If subjected to fire or immersed in water, a giant tick detaches from its victim.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant Tortoise \n'b' Huge beast , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 85 (9d12 + 27) Speed 20 ft.\n'b' STATS STR: 20 (+5) DEX: 12 (+1) CON: 16 (+3) INT: 12 (+1) WIS: 18 (+4) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +7 Senses passive Perception 17 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) \n'b' Special Traits \n'b'\n'b' Hold Breath . The giant tortoise can hold its breath underwater for one hour. \n'b' Huge Load . The giant tortoise can carry 1,000 lbs. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 21 (3d10 + 5) piercing damage. \n'b'\n'b' About \n'b' These ancient beings are also rarely seen, except in the deepest of woods. At times these monsters will enter rivers or lakes to rest. They are able to breathe underwater for a short period of time. \n'b' Pack Animal . These massive beasts can be used to carry a huge load. Both fey courts have used these creatures in their ongoing war.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Clockwork Conductor \n'b' Family: Clockwork \n'b' Small construct , lawful neutral \n'b' Armor Class 13 (natural armor) Hit Points 28 (8d6) Speed 30 ft.\n'b' STATS STR: 7 (\xe2\x80\x932) DEX: 12 (+1) CON: 10 (+0) INT: 9 (\xe2\x80\x931) WIS: 12 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Performance +7 Damage Immunities lightning, poison, psychic, thunder Condition Immunities blinded , charmed , deafened , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 13 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 conductor doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Immutable Form . The conductor is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The conductor has advantage on saving throws against spells and other magical effects. \n'b' Metronomic Aura . When a friendly creature within 20 feet of the conductor makes an attack or a Charisma ( Performance ) check, the creature can treat the d20 roll as a 10 instead of using the die\xe2\x80\x99s actual roll. \n'b'\n'b' ACTIONS \n'b'\n'b' Conductive Baton . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) bludgeoning damage plus 4 (1d8) lightning damage, and the target can\xe2\x80\x99t take reactions until the start of its next turn. \n'b' Overclocked Finale (Recharges after a Short or Long Rest) . The conductor makes a grand sacrifice, spurring its allies on in a final masterstroke. Each friendly creature within 30 feet of the conductor that can see it gains a +5 bonus to attack rolls, damage rolls , and ability checks for until the end of the conductor\xe2\x80\x99s next turn. Roll a d6. On a 1 to 4, the conductor can\xe2\x80\x99t use Concerted Effort until it finishes a short rest. On a 5 or 6, it can\xe2\x80\x99t use Concerted Effort, and its Metronomic Aura becomes inactive until it finishes a short rest. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Concerted Effort . The conductor inspires itself or one friendly creature it can see within 30 feet of it until the start of the conductor\xe2\x80\x99s next turn. When the target makes an attack roll or a Constitution saving throw to maintain concentration on a spell, the target can roll a d4 and add the number rolled to the attack roll or saving throw. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The clockwork pugilist makes two Fist attacks. \n'b' Fist . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage. \n'b' Brass Onslaught (Recharge 6) . The pugilist moves up to 10 feet and makes one fist attack . If it hits, the target takes an extra 10 (3d6) bludgeoning damage. This movement doesn\xe2\x80\x99t provoke opportunity attacks. \n'b'\n'b' REACTIONS \n'b'\n'b' Get Down, Sir! When a creature within 5 feet of the pugilist is targeted by a ranged attack or spell, the pugilist steps in the way, and the ranged attack or spell targets the pugilist instead. \n'b' Parry . The pugilist adds 2 to its AC against one melee attack that would hit it. To do so, the pugilist must see the attacker and have at least one hand empty. The mechanical brawler shows the dents of regular combat. Its chest is a filigreed breastplate, its hands are reinforced gauntlets, and its good eye is a stylized monocle. It moves with a deftness belying its artificial nature. \n'b'\n'b' ABOUT \n'b' A polished, mechanical gnome waddles onto the stage. The figure begins to conduct the orchestra with a baton and even, measured gestures. \n'b' Clockwork conductors are ingenious little inventions devised by bards specializing in clockwork magic. The outer frame, a chassis often crafted to look like a formally attired gnome or halfling , houses an intricate metronome. Initially crafted with the intent to assist in composition and performances, clockwork conductors were later fine-tuned to empower their creators\xe2\x80\x99 spellcasting and even out magic\xe2\x80\x99s sometimes-unpredictable nature. \n'b' Since the first models were crafted, subsequent iterations have been developed, often with peculiar and sometimes temperamental personalities. \n'b' Sonorous Synergy . Clockwork conductors are in their element when assisting spellcasters and performance artists, but animated instruments especially benefit from their presence. The animated symphony makes an impression all the more majestic with a clockwork conductor leading the orchestration. \n'b' Mechanical Maestros . Clockwork conductors project an aura that ensures moderate success in most battle and artistic endeavors though this effect can often overshadow individual brilliance and triumph. Equipped with a baton-shaped arm that sports a painful electric charge, clockwork conductors can coax allies from afar into moments of deep focus. When all else fails, a clockwork conductor can overclock its inner workings, offering a surge of creative mastery to its allies at great expense to itself.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant Tortoise \n'b' Medium beast , unaligned \n'b' Armor Class 16 (natural armor) \n'b' Hit Points 37 (5d8 + 15) \n'b' Speed 10 ft.\n'b' STATS STR: 14 (+2) DEX: 7 (-2) CON: 16 (+3) INT: 2 (-4) WIS: 13 (+2) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 12 \n'b' Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Shell . As a bonus action, a tortoise can pull its extremities and head into its shell. It cannot move or attack in this state, but its armor increases to 19. It may also end this state as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 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 Trapdoor Spider \n'b' Large beast , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 45 (6d10 + 12) Speed 30 ft., burrow 30 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 15 (+2) INT: 3 (-4) WIS: 14 (+2) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +4 Senses tremorsense 30 ft., passive Perception 14 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Ambusher . In the first round of combat, the spider has advantage on attack rolls against any creature it surprises. \n'b' Sand Camouflage . The spider makes Dexterity ( Stealth ) checks to hide in sandy terrain with advantage. \n'b' Spider Climb . The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 10 (3d6) 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. \n'b'\n'b' ABOUT \n'b' A voyage across the desert is filled with many obstacles. The trapdoor spider is one that most explorers will never see until it\xe2\x80\x99s too late. \n'b' Hidden Hideout . These monsters dig holes in the desert sand and lie in wait for any prey. It is very difficult to find the spiders once they have hidden. \n'b' Paralysis Problems . The poison injected into their victims can paralyze their prey. Once the target is immobilized the spider will attempt to eat it. Their nests are usually filled with the remains of these victims. \n'b' Noxious Nest . Giant trapdoor spiders make their nests in large underground lairs. These are not the same burrows as the holes they dig for hunting.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant Undead Crocodile \n'b' Huge undead , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 138 (12d12 + 60) Speed 20 ft., swim 60 ft.\n'b' STATS STR: 24 (+7) DEX: 9 (-1) CON: 20 (+5) INT: 1 (-5) WIS: 8 (-1) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 9 Languages \xe2\x80\x93 Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Sunlight Sensitivity . While in direct sunlight, the undead crocodile has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Swamp Camouflage . The undead crocodile has advantage on Dexterity ( Stealth ) checks made to hide in swampy terrain. \n'b' Turn Defiance . The undead crocodile has advantage on affects that turn undead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The undead crocodile makes two melee attacks : one with its bite and one with its tail. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 29 (4d10 + 7) piercing damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained , and the crocodile can\xe2\x80\x99t bite another target. \n'b' Tail . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 20 (3d8 + 7) bludgeoning damage. \n'b' Swallow . The undead crocodile makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained , it has total cover against attacks and other effects outside the undead crocodile, and it takes 9 (2d8) necrotic damage at the start of each of the undead crocodile\xe2\x80\x99s turns. The undead crocodile can have only two targets swallowed at a time. If the undead crocodile dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone . \n'b'\n'b' ABOUT \n'b' Something enormous swims towards a hunter\xe2\x80\x99s boat. Feeling quite worried, the man starts rowing frantically in the opposite direction. He knows he just saw a giant undead crocodile. \n'b' Creepy Creature . Lizardfolk abhor these mutant reptiles and will attack them on sight. The reptilian humanoids feel these monsters are twisted versions of sacred beasts and must be destroyed. \n'b' Undead Nature . The undead crocodile doesn\xe2\x80\x99t require air, food, drink, or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Animated Object, Dummy \n'b' Family: Animated Objects \n'b' Medium construct , neutral \n'b' Armor Class 15 (natural armor) Hit Points 33 (6d8 + 6) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 11 (+2) CON: 13 (+1) INT: 12 (+1) WIS: 8 (-1) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +1, Stealth +4 Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 60 ft., passive Perception 9 Languages Common Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Antimagic Susceptibility . The dummy is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the dummy must succeed on a Constitution saving throw against the caster\xe2\x80\x99s spell save DC or fall unconscious for 1 minute. \n'b' Dummy Limbs . Whenever the dummy takes at least 5 bludgeoning or slashing damage at one time, roll a d20 to determine what else happens to it:\n'b'\n'b'\n'b' 1-8 : One leg is severed from the dummy if it has any legs left. \n'b' 9-16 : One arm is severed from the dummy if it has any arms left. \n'b' 17-20 : The dummy is decapitated. If the dummy is reduced to 0 hit points , all parts of it die. Each time the dummy loses an arm, it loses a slam attack . If its head is severed, the dummy is blinded unless the head can see it. The dummy\xe2\x80\x99s speed is halved if it\xe2\x80\x99s missing a leg. If it loses both legs, it falls prone . If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0 feet, and it can\xe2\x80\x99t benefit from bonuses to speed. \n'b'\n'b' False Appearance . While the dummy remains motionless, it is indistinguishable from a normal mannequin. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dummy makes two melee attacks . \n'b' Slam . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage and the target is grappled (escape DC 12) if it is a Medium or smaller creature. Until this grapple ends, the target is restrained , and the dummy can\xe2\x80\x99t use its melee attack with that hand on another target. \n'b'\n'b' REACTIONS \n'b'\n'b' Unnerving Mask . When a creature the dummy can see starts its turn within 30 feet of it, the dummy\xe2\x80\x99s true appearance is revealed. If the creature can see the dummy, it must succeed on a DC 11 Wisdom saving throw or be frightened until the end of its turn. \n'b'\n'b' ABOUT \n'b' This wax and wood dummy seems as bewildered to see you as you are to see it. \n'b' Wax dummies are brought to life by ryl nobles as a prank. They\xe2\x80\x99re fond of animating them and then, after they cause havoc, deanimating them so no one is the wiser. Most dummies don\xe2\x80\x99t know they\xe2\x80\x99re dummies and do their best to fit in, wearing clothes, trying to eat food, etc. to no avail. \n'b' Crash Test Dummy . Another form of dummy is the stunt dummy, which operates in much the same way as other dummies but often are in the rough form of the likeness of another being, like a king. These dummies are resigned to their fate as punching bags and will dutifully fling themselves in harm\xe2\x80\x99s way to defend those they are fond of.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant Walking Stick \n'b' Large beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 76 (9d10 + 27) Speed 30 ft., climb 40 ft., fly 15 ft.\n'b' STATS STR: 17 (+3) DEX: 14 (+2) CON: 16 (+3) INT: 1 (\xe2\x80\x935) WIS: 10 (+0) CHA: 4 (\xe2\x80\x933) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +4 Damage Resistances bludgeoning, piercing Senses tremorsense 30 ft., passive Perception 10 Languages \xe2\x80\x94 Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the giant walking stick remains motionless, it is indistinguishable from normal forest vegetation, such as a small tree or a large branch. \n'b' Forest Camouflage . The giant walking stick has advantage on Dexterity ( Stealth ) checks made to hide in forested terrain. \n'b' Trampling Charge . If the giant walking stick moves at least 20 feet straight toward a creature and then hits it with a Ram attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone . If the target is prone , the walking stick can make one Spine attack against it as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The giant walking stick makes two Spine attacks or one Ram attack and one Spine attack . \n'b' Ram . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 14 (2d10 + 3) bludgeoning damage. \n'b' Spine . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 6 (1d6 + 3) piercing damage plus 7 (2d6) poison damage. \n'b' Deadfall (Recharge 5\xe2\x80\x936) . If the giant walking stick is at least 15 feet off the ground, it can fall to the ground, landing on its feet in a space it can see within 20 feet of it that contains one or more other creatures. Each of those creatures must make a DC 13 Dexterity saving throw. On a failure, a creature takes 21 (6d6) bludgeoning damage and is knocked prone . On a success, a creature takes half the damage, isn\xe2\x80\x99t knocked prone , and is pushed 5 feet out of the walking stick\xe2\x80\x99s space into an unoccupied space of the creature\xe2\x80\x99s choice. In addition, each creature within 10 feet of the walking stick when it lands must succeed on a DC 13 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone . \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Startling Display . Each creature within 5 feet of the walking stick must succeed on a DC 13 Intelligence saving throw or be incapacitated until the end of its next turn. The walking stick then flies up to its flying speed without provoking opportunity attacks. On a success, a creature takes half the damage and isn\xe2\x80\x99t coated in hardened lava. A creature coated in hardened lava has its speed halved while it remains coated. A creature, including the coated creature, can take its action to break and remove the hardened lava, ending the effect. \n'b'\n'b' ABOUT \n'b' The fallen tree suddenly springs from the forest floor on six long, spindly legs. The creature rears up on its four hind legs and threateningly swing its front legs, which end in sharp spines. \n'b' Giant walking sticks are forest-dwelling herbivores with remarkable camouflage. \n'b' Forest Grazers . Giant walking sticks are peaceful denizens of the forest, where they live out their entire lives. To ensure they are left alone, they\xe2\x80\x99ve evolved to resemble a part of the forest\xe2\x80\x94a small tree, a large branch, or a fallen log. Some varieties take this even further, sprouting branch-like growths studded with what appear to be leaves or flowers (these greatly annoy bees). Because giant walking sticks remain motionless for long periods, they eventually gather a layer of other organisms, like lichens, fungus, epiphytes, and parasitic vines, further adding to the camouflage. \n'b' Some giant walking sticks even sway from side to side in time to the breeze to better blend into their environment. \n'b' Capable Herbivores . Though the giant walking stick is a peaceful herbivore, it can defend itself should offenders prove too persistent. This passivity has led many to claim the walking sticks are favored mounts of druids and peaceful forest fey, but none have ever seen proof of these claims.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant, Celestian \n'b' Gargantuan giant (titanspawn), chaotic evil\n'b' STATS STR: 21 (+5) DEX: 14 (+2) CON: 10 (+0) INT: 16 (+3) WIS: 17 (+3) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 12 Hit Points 136 (13d20) Speed 0 ft., fly 40 ft. (hover) Saving Throws Constitution +4, Wisdom +7, Charisma +7 Skills Insight +7, Perception +7 Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison, thunder Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses blindsight 60 ft., darkvision 60 ft., passive Perception 17 Languages Giantish, Primordial, Titan Speech Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Cloud Form . The celestian can enter a hostile creature\xe2\x80\x99s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. \n'b' Innate Spellcasting . The celestian\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 15). It can cast the following spells, requiring no material components.\n'b'\n'b' At will : fog cloud (as 3rd-level spell; 60-ft. radius), gust of wind \n'b' 3/day each : call lightning , ice storm \n'b' 1/day each : control weather , wind walk (self only) \n'b'\n'b' Actions \n'b' Multiattack . The celestian makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 23 (4d8 + 5) bludgeoning damage, and the target must succeed on a DC 17 Strength saving throw or be pushed 5 feet away from the celestian and knocked prone . \n'b' Tactics \n'b' Celestian giants will use their spells and their slam attacks against a foe. They prefer high places with narrow paths, where knocking someone down and pushing them 5 feet away can be the difference between being safely on the path and falling for hundreds of feet. \n'b' Description \n'b' In the eyes of the gods, the giants were all titanspawn, and they were justly punished after the defeat of their titan masters. The storm god passed down a most ironic punishment to the Hundred-Hand Ones, a cadre of the most magically gifted and most arrogant cloud-dwelling giants, for the role they played in the Divine War. The Trickster tore their physical forms asunder, making them as hollow as the wind. \n'b' Thus, these giants, who had formerly crushed dwarves with one blow of their mighty fists, were reduced to cloudy, ephemeral beings, doomed to an eternity as strange creatures of the clouds and mists. \n'b' A celestian appears as giant, translucent, vaguely humanoid form, its cloudlike, amorphous body wavering and shifting as it moves. Huge crystal blue eyes stare down with a cold, startlingly fierce intelligence. \n'b' Accursed Ones . The celestians, as they are now known, are not as dim-witted as some of their gigantic brethren. Since the Divine War, they have adapted to their new cloudlike state and learned to use their magical gifts in ways appropriate to their forms. Their transformation has only increased their fury, so the celestians spread destruction wherever they go. \n'b' Vengeful and Bitter . The celestians\xe2\x80\x99 curse has created a great deal of tension between them and the rest of giant-kind, who usually consider them weak and pathetic. On those rare occasions when they cross paths, clashes between giants and celestians are common, and marvelous to behold. The true focus of celestians\xe2\x80\x99 ire, however, remains directed toward the gods and their servants. They are as bitter as the titans themselves, and they abhor any priests, paladins, or other divine spellcasters they encounter, targeting such opponents before all others.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant, Grim \n'b' Family: Giant \n'b' Huge giant , neutral evil \n'b' Armor Class 14 (hide armor) Hit Points 138 (12d12 + 60) Speed 40 ft.\n'b' STATS STR: 23 (+6) DEX: 12 (+1) CON: 21 (+5) INT: 10 (+0) WIS: 14 (+2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +9, Perception +5, Stealth +4 Senses darkvision 60 ft., passive Perception 15 Languages Common, Giant Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Hill Camouflage . The giant has advantage on Stealth ( Dexterity ) checks to hide at the top of hills, or similar terrain. It crouches down and blends in with the surroundings. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The giant makes two fist attacks. \n'b' Fist . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 19 (3d8 + 6) bludgeoning damage. \n'b' Rock . Ranged Weapon Attack : +4 to hit, range 60/240 ft., one target. Hit : 22 (3d10 + 6) bludgeoning damage. \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 13 Dexterity saving throw, catch the missile and take no bludgeoning damage from it. \n'b'\n'b' ABOUT \n'b' A storm crackles over large, rolling hills. Thunder booms and lightning paints the sky. Suddenly, one of the hills begins to move. A creature had been lying down on the crest and it slowly stands up. The grim giant uses the terrain of this region to hide its bulk. \n'b' Mister Crouch . These giants can crouch down on the top of hills for hours and hours. They are smarter than most their kind and are very aware of their surroundings. \n'b' Surprise Party . Grim giants will often ambush caravans of wagons or attack villages at night. They are more aggressive than most of their giant cousins. \n'b' Hungry Hunters . Able to hunt large prey, these giants are a threat to the entire region. However, if they can\xe2\x80\x99t find bigger prey, they will eat cattle, horses, and other beasts.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant, Hill \n'b' Huge giant , chaotic evil \n'b' Armor Class 13 (natural armor) Hit Points 105 (10d12 + 40) 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' Skills Perception +2 Senses passive Perception 12 Languages Giant Challenge 5 (1,800 XP) \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' About \n'b' This hunched giant exudes power and a crude, stupid anger, its filthy fur clothing bespeaking a brutish and backwoods lifestyle.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant, Stone \n'b' Huge giant , neutral \n'b' Armor Class 17 (natural armor) Hit Points 126 (11d12 + 55) Speed 40 ft.\n'b' STATS STR: 23 (+6) DEX: 15 (+2) CON: 20 (+5) INT: 10 (+0) WIS: 12 (+1) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Con +8, Wis +4 Skills Athletics +12, Perception +4 Senses darkvision 60 ft., passive Perception 14 Languages Giant Challenge 7 (2,900 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 greatclub attacks. \n'b' Greatclub : Melee Weapon Attack : +9 to hit, reach 15 ft., one target. Hit : 19 (3d8 + 6) bludgeoning 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 17 Strength saving throw or be knocked prone. \n'b'\n'b' Reactions \n'b'\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' About \n'b' This giant has chiseled, muscular features and a flat, forward-sloping head, looking almost as if it were carved of stone.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Gibbering Abomination \n'b' Large aberration , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 200 (16d10 + 112) Speed 10 ft., climb 10 ft.\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 24 (+7) INT: 10 (+0) WIS: 6 (-2) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +12, Charisma +9 Skills Perception +8, Stealth +8 Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities prone Senses darkvision 60 ft., passive Perception 18 Languages Deep Speech Challenge 16 (15,000 XP) \n'b' Special Traits \n'b'\n'b' Innate Spellcasting . The gibbering abomination\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can cast the following spells at will, requiring no material components:\n'b'\n'b'\n'b' blur , color spray , confusion , dispel magic , fear , ray of frost , ray of enfeeblement , telekinesis . \n'b'\n'b' Amorphous . The gibbering abomination can move through a space as narrow as 1 inch wide without squeezing. \n'b' Arcane Frenzy . The gibbering abomination can use its innate spellcasting more frequently than other creatures. During a single turn, the gibbering abomination can use its action and bonus action to innately cast a spell . The gibbering abomination cannot cast the same spell twice during its turn. \n'b' Deathless . Unless the gibbering abomination is slain by a disintegrate spell or its remains are completely incinerated, the abomination returns to life with 1 hit point in 1 hour. \n'b' Hyper-Awareness . The gibbering abomination can\xe2\x80\x99t be surprised. \n'b' Pain Immunity . The gibbering abomination is immune to any effect or condition caused as a result of extreme pain or agony. This ability does not protect it against damage the abomination would suffer. \n'b' Regeneration . The abomination regains 20 hit points at the start of its turn if it has at least 1 hit point. If the abomination has taken cold damage, this trait doesn\xe2\x80\x99t function at the start of the abomination\xe2\x80\x99s next turn. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The gibbering abomination makes up to three bite attacks and uses Blood Drain on grappled creatures. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 22 (4d8 + 4) piercing damage, and the target is grappled (escape DC 14), and it is restrained until this grapple ends. While grappling the target, the abomination has advantage on attack rolls against it and can\xe2\x80\x99t use this attack against other targets. The abomination can grapple up to three creatures. \n'b' Blood Drain . Each creature that is not a construct or undead, and that is grappled by the abomination must make a DC 18 Constitution saving throw. On a failed save, the target takes 10 (3d6) necrotic damage, its hit point maximum is reduced by an amount equal to the necrotic damage taken, and the abomination regains hit points equal to that amount. It dies if this effect reduces its hit point maximum to 0. This reduction to the target\xe2\x80\x99s hit point maximum lasts until the target finishes a long rest . \n'b' Disruptive Cacophony (Recharge 5-6) . The abomination emits a horrible quasi-arcane chanting that can disrupt spellcasters within 90 feet of it. Any creature attempting to cast a spell that can hear the abomination\xe2\x80\x99s Disruptive Cacophony must succeed on a DC 18 Constitution saving throw or the spell fails. The disruption lasts until the start of the abomination\xe2\x80\x99s next turn. \n'b'\n'b' About \n'b' This massive fleshy conglomeration is covered with madly staring eyes, gaping mouths in screaming faces, and pulsing orifices exuding foulsmelling substances. \n'b' A horrifying expanse of fused faces and parts of faces, the gibbering abomination is the result of foul arcane experiments studying the creation of chimerical creatures. It bears a close superficial resemblance to a gibbering mouther or lesser gibbering orb, and may be mistaken for one of those, but they are no true relation. Instead, the gibbering abomination has been cobbled together from the faces and organs of dozens of humanoid creatures; its innards are a bizarre tangle of brains, hearts, and other organs. The gibbering abomination is in constant pain as a result of the process that created it, haunted by half-remembered memories from the creatures it was composed from. \n'b' Gibbering abominations have clear memories of the experiments and procedures they suffered in their formation and value nothing more than their own personal freedom. Beyond that, their constant anguish has given them a hateful attitude toward other creatures.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Clockwork Dragon \n'b' Family: Clockwork \n'b' Medium construct (clockwork), unaligned \n'b' Armor Class 14 (natural armor) Hit Points 45 (7d8+21) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 18 (+4) DEX: 10 (+0) CON: 16 (+3) INT: 1 (\xe2\x80\x935) WIS: 11 (+0) CHA: 1 (\xe2\x80\x935) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, psychic Damage Vulnerabilities lightning Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages of its creator but cannot speak Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Winding . A clockwork wyrmling can function for one day every time it is wound. A creature can use an action to wind the clockwork wyrmling, restoring it to one day of operating time. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The clockwork wyrmling makes two claw attacks. \n'b' Claw . Melee Weapon Attack : +6 to hit, 5 ft. reach, one target. Hit : 8 (1d8 + 4) slashing damage. \n'b' Poison Breath (Recharges 5-6) . The clockwork wyrmling exhales fire in a 30-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful save. A creature that fails the saving throw is poisoned for 1 minute. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake. \n'b'\n'b' ABOUT \n'b' Though some scholars may argue about who exactly created the first steam-powered clockwork, the secret of their manufacture is now out. Savvy engineers have started to create faster and more powerful clockwork contraptions in the form of marvels blending arcane heat sources with large boilers to create pressured steam that powers the complex constructs. \n'b' Clockwork Wyrmling . Draconic forms are popular among clockwork artificers, but not all are created as technological titans. For some purposes, a smaller dragon is a popular model, allowing their creators to practice their arts without such a massive resource investment.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Gibbering Arm \n'b' Small aberration , chaotic neutral \n'b' Armor Class 12 Hit Points 15 (2d10 + 4) Speed 15 ft., burrow 10 ft.\n'b' STATS STR: 18 (+4) DEX: 13 (+1) CON: 15 (+2) INT: 1 (-5) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses blindsight 10 ft., passive Perception 10 Challenge \xc2\xbc (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Symbiotic Bond . The gibbering arm consumes a willing or unconscious creature\xe2\x80\x99s arm. That creature becomes its host. The creature\xe2\x80\x99s arm is replaced by the gibbering arm and cannot wield shields or weapons, including two-handed weapons, but it can lift, drop, hold, push, and grasp things. The arm can perform the somatic spell components of spells. The arm acts as a shield , granting its host a +2 bonus to AC. Additionally, the host\xe2\x80\x99s Strength score increases to 18 if it is less than 18. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 7 (1d6 + 4) piercing damage. A creature hit by this attack is grappled (escape DC 14). Until this grapple ends, the creature is restrained , and the gibbering arm can\xe2\x80\x99t bite another target. If the creature remains grappled in this way for 1 minute, it becomes the gibbering arm\xe2\x80\x99s host. A lost limb can be restored by effects such as the regenerate spell. \n'b'\n'b' ABOUT \n'b' Gibbering arms have dense wormlike bodies of liquified flesh covered with sets of eyes and mouths from different creatures they have consumed, with each end of their tubular form leading to a toothed maw surrounded by splayed tentacles. They are terrifying to behold, and maddening to play host to. \n'b' Mouths to Feed . Gibbering arms have only one goal: to feed. Though they prefer flesh found in the wild, these creatures readily devour organic and inorganic material alike, seeming sated only in fleeting moments while feeding. Gibbering arms can survive in the wild independently, hunting like great worms, but each seeks to bond with a host to fulfil their true potential for consumption. If a gibbering arm is found without a host, it is likely because something did not survive the attachment process, which involves the aberration consuming one of its prey\xe2\x80\x99s arms and latching itself to them at the shoulder. \n'b' Leeching off of their host\xe2\x80\x99s metabolism and driving them to unendingly seek sustenance for the both of them, gibbering arms usually drain and eventually devour weaker hosts, and only the strong can withstand them. \n'b' Whispers of the Past . When a gibbering arm consumes a creature\xe2\x80\x99s body it is absorbed into its mass, the creature\xe2\x80\x99s mouth and eyes appearing on the arm within a few hours of consumption. Though their bodies are consumed, the psychic remnants of the mouther\xe2\x80\x99s victims remain; the eyes of these creatures often appear to be in a state of confusion, pain, anger, or terror, their mouths whispering incoherently. Gibbering arms without hosts will grow into gibbering mouthers after consuming enough food to undergo the metamorphosis. \n'b' Alien Influence . The gibbering arm gives its host the following flaw: \xe2\x80\x9cMy hunger is insatiable, and the hungrier I get the louder my arm\xe2\x80\x99s whispers become.\xe2\x80\x9d'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Gibbering Mouther \n'b' Medium aberration , neutral \n'b' Armor Class 9 Hit Points 67 (9d8 + 27) Speed 10 ft., swim 10 ft.\n'b' STATS STR: 10 (+0) DEX: 8 (-1) CON: 16 (+3) INT: 3 (-4) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities prone Senses darkvision 60 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Aberrant Ground : The ground in a 10-foot radius around the mouther is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn. \n'b' Gibbering : The mouther babbles incoherently while it can see any creature and isn\xe2\x80\x99t incapacitated. Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can\xe2\x80\x99t take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can\xe2\x80\x99t make such an attack. \n'b'\n'b' Actions \n'b'\n'b' Multiattack : The gibbering mouther makes one bite attack and, if it can, uses its Blinding Spittle. \n'b' Bites : Melee Weapon Attack : +2 to hit, reach 5 ft., one creature. Hit : 17 (5d6) piercing damage. If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone. If the target is killed by this damage, it is absorbed into the mouther. \n'b' Blinding Spittle (Recharge 5-6) : The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the mouther\xe2\x80\x99s next turn. \n'b'\n'b' About \n'b' This horrid mass of eyes, mouths, and formless flesh stares in all directions, its countless maws yammering ceaselessly. \n'b' Disgusting, loathsome, and hungry-these are the only words that properly describe the gibbering mouther. A foul beast that lurks in underground caves, sewers, and nightmares, mouthers have no societal, ecological or religious significance other than their ability to drive those that listen to them mad. Some scholars believe that gibbering mouthers are a lesser variant of the much more dangerous shoggoth, while others theorize they are a punishment by some powerful being or deity inflicted on those who have offended it.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Gibbering Mouther \n'b' Large aberration , neutral \n'b' Armor Class 12 Hit Points 127 (15d10 + 45) Speed 10 ft., swim 20 ft.\n'b' STATS STR: 18 (+4) DEX: 15 (+2) CON: 16 (+3) INT: 3 (-4) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning Condition Immunities prone Senses blindsight 30 ft., darkvision 60 ft., passive Perception 13 Languages \xe2\x80\x94 Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aberrant Ground . The ground in a 10-foot radius around the mouther is doughlike difficult terrain . Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn. \n'b' Gibbering . The mouther babbles incoherently while it can see any creature and isn\xe2\x80\x99t incapacitated . Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a DC 12 Wisdom saving throw. On a failure, the creature can\xe2\x80\x99t take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can\xe2\x80\x99t make such an attack . \n'b' Magic Resistance . The mouther has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The gibbering mouther makes three bite attacks and, if it can, uses its Blinding Spittle. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 21 (5d6 + 4) necrotic damage. If the target is Medium or smaller, it must succeed on a DC 15 Strength saving throw or be forced prone . If the target is killed by this damage, it is absorbed into the mouther. \n'b' Blinding Spittle (Recharge 5-6) . The mouther spits a chemical glob at a point it can see within 25 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 14 Dexterity saving throw or be blinded until the end of the mouther\xe2\x80\x99s next turn. \n'b' Engulf . The mouther moves up to its speed. While doing so, it can enter Large or smaller creatures\xe2\x80\x99 spaces. Whenever the mouther enters a creature\xe2\x80\x99s space, the creature must make a DC 14 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the mouther. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the mouther enters the creature\xe2\x80\x99s space, and the creature takes 10 (3d6) necrotic damage and is engulfed. The engulfed creature can\xe2\x80\x99t breathe, is restrained , and takes 21 (6d6) necrotic damage at the start of each of the mouther\xe2\x80\x99s turns. When the mouther moves, the engulfed creature moves with it.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Gibbering Mouther, Colossal \n'b' Family: Gibbering Mouther \n'b' Huge ravager (devastation), chaotic evil or unaligned \n'b' Armor Class 9 Hit Points 275 (22d12 + 132); Wound Threshold 69 Speed 30 ft., swim 30 ft.\n'b' STATS STR: 21 (+5) DEX: 8 (-1) CON: 23 (+6) INT: 5 (-3) WIS: 16 (+3) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +10, Wis +7 Damage Vulnerabilities acid Damage Resistances force; bludgeoning, piercing and slashing from non-magical attacks Damage Immunities (see Chaotic Resilience) Condition Immunities grappled , prone , restrained Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 13 Languages Phantasm Challenge 12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aberrant Ground . The ground in a 20-foot radius around the colossal mouther is doughlike difficult terrain . Each creature that starts its turn in that area must succeed on a DC 18 Strength saving throw or have its speed reduced to 0 until the start of its next turn. \n'b' Chaotic Resilience . At the start of its turn, the colossal mouther gains immunity (GM\xe2\x80\x99s choice) to two of the following types of damage: cold, fire, lightning, necrotic, poison, psychic, radiant, thunder. The chosen immunities cannot be the same two turns in a row. \n'b' Corrosive Fluids . After dealing a Wound or a critical hit to the colossal mouther, the weapon used is covered in corrosive fluids. Any non-magical weapon or armor under this effect, and which is not protected by an appropriate forging technique (such as dwarven forging), becomes fragile (see Adventurers, Equipment, Armory: Damaged Weapons and Armor). \n'b' Gibbering . The colossal mouther babbles incoherently while it can see any creature and isn\xe2\x80\x99t incapacitated . Each creature that starts its turn within 30 feet of the colossal mouther and can hear the gibbering must succeed on a DC 15 Wisdom saving throw. On a failure, the creature can\xe2\x80\x99t take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. \n'b'\n'b' d8 \n'b' Effect \n'b'\n'b' 1 to 4 \n'b' The creature does nothing. \n'b'\n'b' 5 to 6 \n'b' The creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. \n'b'\n'b' 7 to 8 \n'b' The creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can\xe2\x80\x99t make such an attack . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The colossal gibbering mouther makes one bite attack and, if it can, uses its Blinding Spittle. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 10 ft., one creature. Hit : 38 (6d10 + 5) piercing damage. If the target is Medium or smaller, it must succeed on a DC 17 Strength saving throw or be knocked prone . \n'b' Blinding Spittle (Recharge 5-6) . The colossal mouther spits a chemical glob at a point it can see within 20 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 10 feet of the flash must succeed on a DC 18 Dexterity saving throw or be blinded until the end of the mouther\xe2\x80\x99s next turn. \n'b' Voracious Ingestion . A Large or smaller creature within 10 feet of the colossal mouther must succeed on a DC 18 Dexterity saving throw or be grappled (escape DC 17). Until this grapple ends, the creature is also restrained , and the colossal mouther can\xe2\x80\x99t ingest another target. In addition, the creature takes 15 (3d6 + 5) bludgeoning damage at the end of each of the mouther\xe2\x80\x99s turns. If a creature takes damage this way, apply the Corrosive Fluids effect to its armor. \n'b'\n'b' REACTIONS \n'b'\n'b' Morbid Mimicry (Recharge 6) . When a spell is cast within 60 feet of the colossal mouther, it can immediately cast the same spell, requiring no components other than its own gurgles. The colossal mouther casts the spell using the lowest required spell slot. The colossal mouther\xe2\x80\x99s spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). \n'b'\n'b' ABOUT \n'b' The gibbering mouther is an animated, autonomous, Cankerous growth, capable of merging back into the morbid mass from which it came. It perpetually conjures ephemeral eyes, mouths, or other organs according to its immediate needs. \n'b' These creatures appear to be a large glob of animated mucus, dripping goo as they wander. Around them, the ground appears to be moving and reality, distorted. This effect is linked to the profound reality of Canker and its world-changing aspect-dissolving, deconstructing, and, finally, recomposing. \n'b' A gibbering mouther\xe2\x80\x99s maximum size depends on that of the metastasis which gave birth to it. The most common ones, closer to the surface, can only generate medium sized gibbering mouthers; older, deeper ones can create monsters that are much larger and stronger, more dangerous and resilient. The gibbering mouther is a guardian dedicated to protecting the nest, and especially its vile heart: the beating growth. \n'b' The Devouring Horror \n'b' If you use this option, the gibbering mouther\xe2\x80\x99s Voracious Ingestion is more dangerous and gains the following special features: \n'b' If a creature grappled by a gibbering mouther does not use its action to escape, it takes an additional 7 (2d6) bludgeoning damage, which is added to the other damage. \n'b' Wounds inflicted by Voracious Ingestion translate as complex fractures that render the affected limbs useless. If a leg were grabbed, it would appear almost crushed. \n'b' If the common gibbering mouther reduces a creature to 0 hit points , it can use Voracious Ingestion as a bonus action. When Voracious Ingestion is used on a creature that has dropped to 0 hit points , the body is destroyed in 3 rounds and can only be brought back to life by the true resurrection or wish spells.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Animated Object, Flying Sword \n'b' Family: Animated Objects \n'b' Small construct , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 17 (5d6) Speed 0 ft., fly 50 ft. (hover)\n'b' STATS STR: 12 (+1) 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' Saving Throws Dex +4 Damage Immunities poison, psychic Condition 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' Antimagic Susceptibility : The sword is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the sword 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 sword remains motionless and isn\xe2\x80\x99t flying, it is indistinguishable from a normal sword. \n'b' Actions \n'b' Longsword : Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 5 (1d8 + 1) slashing damage. \n'b'\n'b' About \n'b' This sword floats in the air, bobbing and slashing as if wielded by an unseen foe. \n'b' All weapons can be animated, but swords are the most common. They adorn the walls of halls and staircases, ready to spring up suddenly and attack unwary visitors.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Gibbering Mouther, Common \n'b' Family: Gibbering Mouther \n'b' Medium ravager (devastation), chaotic evil or unaligned \n'b' Armor Class 9 Hit Points 67 (9d8 + 27); Wound Threshold 17 Speed 10 ft., swim 10 ft.\n'b' STATS STR: 10 (+0) DEX: 8 (-1) CON: 16 (+3) INT: 3 (+4) WIS: 10 (+0) CHA: 6 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities grappled , prone , restrained Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10 Languages Phantasm Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aberrant Ground . The ground in a 10-foot radius around the common mouther is doughlike difficult terrain . Each creature that starts its turn in that area must succeed on a DC 13 Strength saving throw or have its speed reduced to 0 until the start of its next turn. \n'b' Corrosive Fluids . After dealing a Wound or a critical hit to the common mouther, the weapon used is covered in corrosive fluids. Any non-magical weapon or armor under this effect, and which is not protected by an appropriate forging technique (such as dwarven forging), becomes fragile (see Adventurers, Equipment, Armory: Damaged Weapons and Armor). \n'b' Gibbering . The common mouther babbles incoherently while it can see any creature and isn\xe2\x80\x99t incapacitated . Each creature that starts its turn within 20 feet of the common mouther and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can\xe2\x80\x99t take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. \n'b'\n'b' d8 \n'b' Effect \n'b'\n'b' 1 to 4 \n'b' The creature does nothing. \n'b'\n'b' 5 to 6 \n'b' The creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. \n'b'\n'b' 7 to 8 \n'b' The creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can\xe2\x80\x99t make such an attack . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The common gibbering mouther makes one bite attack and, if it can, uses its Blinding Spittle. \n'b' Bite . Melee Weapon Attack : +2 to hit, reach 5 ft., one creature. Hit : 17 (5d6) piercing damage. If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone . \n'b' Blinding Spittle (Recharge 5-6) . The common mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the mouther\xe2\x80\x99s next turn. \n'b' Voracious Ingestion . A Small or smaller creature within 5 feet of the common mouther must succeed on a DC 13 Dexterity saving throw or be grappled (escape DC 10). Until this grapple ends, the creature is also restrained , and the common mouther can\xe2\x80\x99t ingest another target. In addition, the creature takes 7 (2d6) bludgeoning damage at the end of each of the mouther\xe2\x80\x99s turns. If a creature takes damage this way, apply the Corrosive Fluids effect to its armor. \n'b'\n'b' ABOUT \n'b' The gibbering mouther is an animated, autonomous, Cankerous growth, capable of merging back into the morbid mass from which it came. It perpetually conjures ephemeral eyes, mouths, or other organs according to its immediate needs. \n'b' These creatures appear to be a large glob of animated mucus, dripping goo as they wander. Around them, the ground appears to be moving and reality, distorted. This effect is linked to the profound reality of Canker and its world-changing aspect-dissolving, deconstructing, and, finally, recomposing. \n'b' A gibbering mouther\xe2\x80\x99s maximum size depends on that of the metastasis which gave birth to it. The most common ones, closer to the surface, can only generate medium sized gibbering mouthers; older, deeper ones can create monsters that are much larger and stronger, more dangerous and resilient. The gibbering mouther is a guardian dedicated to protecting the nest, and especially its vile heart: the beating growth. \n'b' The Devouring Horror \n'b' If you use this option, the gibbering mouther\xe2\x80\x99s Voracious Ingestion is more dangerous and gains the following special features: \n'b' If a creature grappled by a gibbering mouther does not use its action to escape, it takes an additional 7 (2d6) bludgeoning damage, which is added to the other damage. \n'b' Wounds inflicted by Voracious Ingestion translate as complex fractures that render the affected limbs useless. If a leg were grabbed, it would appear almost crushed. \n'b' If the common gibbering mouther reduces a creature to 0 hit points , it can use Voracious Ingestion as a bonus action. When Voracious Ingestion is used on a creature that has dropped to 0 hit points , the body is destroyed in 3 rounds and can only be brought back to life by the true resurrection or wish spells.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Gibbering Mouther, Massive \n'b' Family: Gibbering Mouther \n'b' Large ravager (devastation), chaotic evil or unaligned \n'b' Armor Class 9 Hit Points 147 (14d10 + 70); Wound Threshold 37 Speed 20 ft., swim 20 ft.\n'b' STATS STR: 16 (+3) DEX: 8 (-1) CON: 20 (+5) INT: 4 (-3) WIS: 14 (+2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +8 Damage Vulnerabilities acid Damage Resistances force; bludgeoning, piercing and slashing from non-magical attacks Damage Immunities (see Chaotic Resilience) Condition Immunities grappled , prone , restrained Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 12 Languages Phantasm Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aberrant Ground . The ground in a 15-foot radius around the massive mouther is doughlike difficult terrain . Each creature that starts its turn in that area must succeed on a DC 16 Strength saving throw or have its speed reduced to 0 until the start of its next turn. \n'b' Chaotic Resilience . At the start of its turn, the massive mouther gains immunity (GM\xe2\x80\x99s choice) to one of the following types of damage: cold, fire, lightning, necrotic, poison, psychic, radiant, thunder. The chosen immunity cannot be the same two turns in a row. \n'b' Corrosive Fluids . After dealing a Wound or a critical hit to the massive mouther, the weapon used is covered in corrosive fluids. Any non-magical weapon or armor under this effect, and which is not protected by an appropriate forging technique (such as dwarven forging), becomes fragile (see Adventurers, Equipment, Armory: Damaged Weapons and Armor). \n'b' Gibbering . The massive mouther babbles incoherently while it can see any creature and isn\xe2\x80\x99t incapacitated . Each creature that starts its turn within 20 feet of the massive mouther and can hear the gibbering must succeed on a DC 13 Wisdom saving throw. On a failure, the creature can\xe2\x80\x99t take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. \n'b'\n'b' d8 \n'b' Effect \n'b'\n'b' 1 to 4 \n'b' The creature does nothing. \n'b'\n'b' 5 to 6 \n'b' The creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. \n'b'\n'b' 7 to 8 \n'b' The creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can\xe2\x80\x99t make such an attack . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The massive gibbering mouther makes one bite attack and, if it can, uses its Blinding Spittle. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 10 ft., one creature. Hit : 25 (5d8 + 3) piercing damage. If the target is Medium or smaller, it must succeed on a DC 14 Strength saving throw or be knocked prone . \n'b' Blinding Spittle (Recharge 5-6) . The massive mouther spits a chemical glob at a point it can see within 20 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 10 feet of the flash must succeed on a DC 16 Dexterity saving throw or be blinded until the end of the mouther\xe2\x80\x99s next turn. \n'b' Voracious Ingestion . A Medium or smaller creature within 5 feet of the massive mouther must succeed on a DC 16 Dexterity saving throw or be grappled (escape DC 14). Until this grapple ends, the creature is also restrained , and the massive mouther can\xe2\x80\x99t ingest another target. In addition, the creature takes 10 (2d6 + 3) bludgeoning damage at the end of each of the mouther\xe2\x80\x99s turns. If a creature takes damage this way, apply the Corrosive Fluids effect to its armor. \n'b'\n'b' ABOUT \n'b' The gibbering mouther is an animated, autonomous, Cankerous growth, capable of merging back into the morbid mass from which it came. It perpetually conjures ephemeral eyes, mouths, or other organs according to its immediate needs. \n'b' These creatures appear to be a large glob of animated mucus, dripping goo as they wander. Around them, the ground appears to be moving and reality, distorted. This effect is linked to the profound reality of Canker and its world-changing aspect-dissolving, deconstructing, and, finally, recomposing. \n'b' A gibbering mouther\xe2\x80\x99s maximum size depends on that of the metastasis which gave birth to it. The most common ones, closer to the surface, can only generate medium sized gibbering mouthers; older, deeper ones can create monsters that are much larger and stronger, more dangerous and resilient. The gibbering mouther is a guardian dedicated to protecting the nest, and especially its vile heart: the beating growth. \n'b' The Devouring Horror \n'b' If you use this option, the gibbering mouther\xe2\x80\x99s Voracious Ingestion is more dangerous and gains the following special features: \n'b' If a creature grappled by a gibbering mouther does not use its action to escape, it takes an additional 7 (2d6) bludgeoning damage, which is added to the other damage. \n'b' Wounds inflicted by Voracious Ingestion translate as complex fractures that render the affected limbs useless. If a leg were grabbed, it would appear almost crushed. \n'b' If the common gibbering mouther reduces a creature to 0 hit points , it can use Voracious Ingestion as a bonus action. When Voracious Ingestion is used on a creature that has dropped to 0 hit points , the body is destroyed in 3 rounds and can only be brought back to life by the true resurrection or wish spells.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Gibbering Mouther, Delirious Chorus \n'b'\n'b' Medium aberration (mythic), neutral \n'b' Armor Class 14 (babbling cloak) Hit Points 108 (9d8 + 36) Speed 10 ft., swim 10 ft.\n'b' STATS STR: 12 (+1) DEX: 10 (+0) CON: 18 (+4) INT: 3 (-4) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances psychic; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities prone Senses darkvision 60 ft., passive Perception 10 Languages Aklo Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Aberrant Rebirth (Recharges after a Short or Long Rest) . When the delirious chorus is reduced to 0 hit points, it doesn\xc3\xaf\xc2\xbf\xc2\xbdt die or fall unconscious. Instead, the damage splits the creature open vomiting out 1 gibbering mouther per character that is in the encounter at the time it was split open. The delirious chorus heals 108 hit points, resets its legendary resistance and gains an additional legendary action. \n'b' Aberrant Ground . The ground in a 10-foot radius around the delirious chorus is dough-like difficult terrain. Each creature that starts its turn in that area must succeed on a DC 14 Strength saving throw or have its speed reduced to 0 until the start of its next turn. \n'b' Amorphous . The delirious chorus can move through a space as narrow as 1 inch wide without squeezing. \n'b' Beckoning Babble . Any creature within 60 feet of the delirious chorus but more than 20 feet away must make a DC 15 Wisdom saving throw or be compelled to move towards the mouther. \n'b' Delirious Chorus . The save DC to resist the beckoning babble or gibbering of any gibbering mouther within 30 feet of the delirious chorus is increased by 1, and creatures within 10 feet of the delirious chorus have disadvantage on such saving throws. \n'b' Gibbering . The delirious chorus babbles incoherently while it can see any creature and isn\xc3\xaf\xc2\xbf\xc2\xbdt incapacitated. Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a DC 15 Wisdom saving throw. On a failure, the creature can\xc3\xaf\xc2\xbf\xc2\xbdt take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can\xc3\xaf\xc2\xbf\xc2\xbdt make such an attack. \n'b' Legendary Resistance (2/Day) . If the delirious chorus fails a saving throw, it can choose to succeed instead. \n'b' Magic Weapons . A delirious chorus\xc3\xaf\xc2\xbf\xc2\xbds weapon attacks are magical. \n'b' Actions \n'b' Multiattack . The delirious chorus makes two bite attacks and, if it can, uses its Blinding Spittle. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 18 (5d6 + 1) piercing and 7 (2d6) necrotic damage. If the target is Medium or smaller, it must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is killed by this damage, it is absorbed into the mouther. The mouther heals as many hit points as it did in necrotic damage. \n'b' Blinding Spittle (Recharge 4\xc3\xaf\xc2\xbf\xc2\xbd6) . The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 14 Dexterity saving throw or be blinded until the end of the mouther\xc3\xaf\xc2\xbf\xc2\xbds next turn. On a natural 1 the target is permanently blinded. \n'b' Legendary Actions \n'b' The delirious chorus can take 2 legendary action, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature\xc3\xaf\xc2\xbf\xc2\xbds turn. The delirious chorus regains spent legendary actions at the start of its turn. \n'b' Attack . The delirious chorus makes one bite attack. \n'b' Spit (Costs 2 Actions) . The delirious chorus uses blinding spittle. The ability automatically recharges if it is not ready. If the delirious chorus has used its Aberrant Rebirth ability, it gains 1 additional legendary action each round for 1 hour, and during this time it can use the options below as legendary actions. \n'b' Rampage (Costs 2 Actions) . The delirious chorus uses Multiattack. \n'b' Aberrant Growth (Costs 3 Actions) . Each creature within 10 feet of the delirious chorus must make a DC 15 Dexterity saving throw, taking 13 (3d8) piercing damage on a failed save as the ground beneath them spawns hundreds of vicious teeth, or half as much damage on a successful one. Until the start of its next turn, the delirious chorus and its spawn gain a +2 bonus to AC. \n'b' About \n'b' This horrid mass of eyes, mouths, and formless flesh stares in all directions, its countless maws yammering ceaselessly as it forms into faces, vestigial limbs, and atrophic appendages that melt back into the protoplasm of the creature\xc3\xaf\xc2\xbf\xc2\xbds mass as quickly as they are created. Disgusting, loathsome, and hungry\xc3\xaf\xc2\xbf\xc2\xbdthese are the only words that properly describe this horrifying cousin of the gibbering mouther. A foul beast that lurks in underground caves, sewers, and nightmares, mouthers have no societal, ecological or religious significance other than their ability to drive those that listen to them mad. They do tend to aggregate in groups more often than their solitary kin, and the echoing interplay of each creature\xc3\xaf\xc2\xbf\xc2\xbds deranged babbling is what gives these creatures their name.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Gibbering Orb \n'b' Family: Gibbering Orb \n'b' Subpages Huge aberration , chaotic evil \n'b' Armor Class 26 (natural armor) Hit Points 420 (29d12 + 232) Speed 5 ft., fly 20 ft.\n'b' STATS STR: 30 (+10) DEX: 30 (+10) CON: 26 (+8) INT: 30 (+10) WIS: 23 (+6) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Intelligence +19, Wisdom +15, Charisma +14 Skills Arcana +19, Perception +15 Damage Resistances cold, fire, force, lightning, necrotic, poison, psychic, radiant, thunder; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned , prone Senses darkvision 60 ft., passive Perception 30 Languages all Challenge 30 (155,000 XP) \n'b' Special Traits \n'b' Hyper-Awareness . A gibbering orb can see in all directions at once and cannot be surprised. \n'b' Flyby . The gibbering orb doesn\xe2\x80\x99t provoke an opportunity attack when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Gibbering . The gibbering orb babbles incoherently while it can see any creature and isn\xe2\x80\x99t incapacitated. Each creature that starts its turn within 20 feet of the orb and can hear the gibbering must succeed on a DC 16 Wisdom saving throw. On a failure, the creature can\xe2\x80\x99t take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can\xe2\x80\x99t make such an attack. \n'b' Magic Resistance . The gibbering orb has advantage on saving throws against spells and other magical effects. \n'b' Esoteric Theft . When a creature dies by being swallowed whole (or when a creature killed by the gibbering orb in some other fashion is eaten by it), the gibbering orb absorbs the creature\xe2\x80\x99s known spells, prepared spells, and innate magic abilities. The orb can use one of the absorbed abilities per turn as a bonus action. Each originates from an eye that is not producing an eye ray that round. Stolen spells and innate magic abilities are lost after 24 hours. \n'b' Actions \n'b' Multiattack . The gibbering orb makes six bite attacks. \n'b' Bites . Melee Weapon Attack : +19 to hit, reach 10 ft., one target. Hit : 37 (6d8 + 10) piercing damage. The target is grappled (escape DC 25) if the gibbering orb isn\xe2\x80\x99t already grappling a creature, and the target is restrained until the grapple ends. \n'b' Swallow . The gibbering orb makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained , it has total cover against attacks and other effects outside the gibbering orb, and it takes 21 (6d6) acid damage at the start of each of the gibbering orb\xe2\x80\x99s turns. The gibbering orb can have only one target swallowed at a time. If the gibbering orb dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone . \n'b' Eye Rays . The orb casts three of the following spells as eye rays at random (reroll duplicates), choosing one to three targets it can see within 150 ft. of it. The spells have a save DC 22 and +14 to hit. \n'b' d20 \n'b' Eye Ray \n'b' 1 \n'b' acid arrow \n'b' 2 \n'b' blindness/deafness \n'b' 3 \n'b' chill touch \n'b' 4 \n'b' prismatic spray \n'b' 5 \n'b' forcecage \n'b' 6 \n'b' dispel magic \n'b' 7 \n'b' irresistible dance \n'b' 8 \n'b' feeblemind \n'b' 9 \n'b' hypnotic pattern \n'b' 10 \n'b' inflict wounds \n'b' 11 \n'b' bestow curse \n'b' 12 \n'b' magic missile \n'b' 13 \n'b' ray of enfeeblement \n'b' 14 \n'b' ray of frost \n'b' 15 \n'b' finger of death \n'b' 16 \n'b' disintegrate \n'b' 17 \n'b' slow \n'b' 18 \n'b' scorching ray \n'b' 19 \n'b' lightning bolt \n'b' 20 \n'b' power word stun \n'b' About \n'b' These great masses of floating amorphous flesh appear to be covered in bloodshot, weeping eyes and disgustingly vile mouths. The gibbering orb is a pulsing mass of sickly greyish-green flesh, roughly 20 ft. in diameter. \n'b' The orb distends and undulates as it flies, seeming to spasm through the air rather than fly. The creature does not seem to have a top or bottom, nor does it have any form of appendages for handling objects. \n'b' These great harbingers of insanity and chaos are fortunately very rare indeed. Locked away by whatever powers preserve order and sanity, the gibbering orbs occasionally make their way to the civilized world to satiate its ravenous hunger for sentient beings. While the gibbering orb looks like a mass of chaotic, insanely impossible flesh, it is a clever and very intelligent adversary. If any being is so foolish as to attack a gibbering orb, it hurls itself at its foes with complete abandon, somehow making tactical decisions despite its completely random approach to destruction. \n'b' Gibbering orbs speak all languages and frequently speak in several tongues at once to disorient their opponents. Gibbering orbs are incapable of speaking in a non-dominant role, their egos are too vast. \n'b' Gibbering orbs are 20 feet or more in diameter, weighing at least 8,000 pounds. Their coloration varies from a sickly, mottled gray to luminescent green or deep magenta at random intervals. The orbs flesh spasms and twitches constantly, and the entire surface is covered with eyes, mouths, and other incomprehensible appendages. The orb has no obvious top or bottom; as it hovers, the entire mass continuously rotates so no one side is ever in direct contact with opponents for longer than a few seconds. \n'b' Gibbering orbs are planar travelers; fortunately, they grow bored of one place quickly. The only time gibbering orbs maintain a residence for long in any one place is if they are guarding some location for their own amusement, or if they are stranded or bound to a location. Woe to those who stumble upon an orb that cannot leave of its own free will! \n'b' Gibbering orbs in combat are forces of nature. They attack with seeming abandon. Although they are incredibly intelligent, their ego does not allow them to comprehend the concept that other beings are as powerful as they are. Gibbering orbs consume their foes fully, drawing them into their various mouths; thus, any treasure found with a gibbering orb is on the inside of the creature. \n'b' Gibbering orbs are never found together. It is unknown how they reproduce, and such an event would most likely take place in a very secluded lair.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Gibbering Orb, Lesser \n'b' Large aberration , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 136 (16d10 + 48) Speed 5 ft., fly 30 ft.\n'b' STATS STR: 16 (+3) DEX: 17 (+3) CON: 17 (+3) INT: 20 (+5) WIS: 14 (+2) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +12 Condition Immunities prone Senses darkvision 60 ft., passive Perception 12 Languages all Challenge 14 (11,500 XP) \n'b' Special Traits \n'b' Hyper-Awareness . A lesser gibbering orb can see in all directions at once and cannot be surprised. \n'b' Flyby . The lesser gibbering orb doesn\xe2\x80\x99t provoke an opportunity attack when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Gibbering . The gibbering orb babbles incoherently while it can see any creature and isn\xe2\x80\x99t incapacitated. Each creature that starts its turn within 20 feet of the orb that can hear the gibbering must succeed on a DC 16 Wisdom saving throw. On a failure, the creature can\xe2\x80\x99t take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can\xe2\x80\x99t make such an attack. \n'b' Esoteric Theft . When a creature dies by being swallowed whole (or when a creature killed by the lesser gibbering orb in some other fashion is eaten by it), the lesser gibbering orb absorbs the creature\xe2\x80\x99s known spells, prepared spells, and innate magic abilities. The orb can use one of the absorbed abilities per turn as a bonus action. Each originates from an eye that is not producing an eye ray that round. Stolen spells and innate magic abilities are lost after 24 hours. \n'b' Actions \n'b'\n'b' Multiattack . The lesser gibbering orb makes three bite attacks. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 21 (4d8 + 3) piercing damage. The target is grappled (escape DC 13) if the lesser gibbering orb isn\xe2\x80\x99t already grappling a creature, and the target is restrained until the grapple ends. \n'b' Swallow . The lesser gibbering orb makes one bite attack against a Medium 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 gibbering orb, and it takes 10 (3d6) acid damage at the start of each of the lesser gibbering orb\xe2\x80\x99s turns. The gibbering orb can have only one target swallowed at a time. If the gibbering orb takes 30 damage or more on a single turn from the swallowed creature, the gibbering orb must succeed on a DC 13 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the orb. If the lesser gibbering orb dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone . \n'b' Eye Rays . The orb casts three of the following spells as eye rays at random (reroll duplicates), choosing one to three targets it can see within 150 ft. of it. The spells have a save DC of 18 and a +10 to hit. \n'b'\n'b' d20 \n'b' Eye Ray \n'b' 1 \n'b' acid arrow \n'b' 2 \n'b' blindness/deafness \n'b' 3 \n'b' chill touch \n'b' 4 \n'b' color spray \n'b' 5 \n'b' enthrall \n'b' 6 \n'b' dispel magic \n'b' 7 \n'b' flaming sphere \n'b' 8 \n'b' grease \n'b' 9 \n'b' hypnotic pattern \n'b' 10 \n'b' inflict wounds \n'b' 11 \n'b' bestow curse \n'b' 12 \n'b' magic missile \n'b' 13 \n'b' ray of enfeeblement \n'b' 14 \n'b' ray of frost \n'b' 15 \n'b' shatter \n'b' 16 \n'b' sleep \n'b' 17 \n'b' slow \n'b' 18 \n'b' scorching ray \n'b' 19 \n'b' lightning bolt \n'b' 20 \n'b' hideous laughter \n'b' About \n'b' These hideous masses of floating flesh appear to be covered with staring eyes and hungry mouths. The lesser gibbering orb is a pulsing mass of sickly greyish-green flesh, roughly 8 feet in diameter. The orb seems to fly in starts and fits, but this is a ruse, for the creature is nimble for its bulk. It may be a distant cousin to the eye of the deep or similarly orbed entities. \n'b' The lesser gibbering orb is either a smaller or younger version of the gibbering orb, or so similar it makes no difference for naming purposes. \n'b' These odd beasts are not quite the force of nature their larger brethren are, but they are every bit as chaotic and hungry as the larger version. These creatures are very distinct, and no two lesser gibbering orbs encountered are the same, if the encounter is survived at all! \n'b' The gibbering orb has the ability to bite its foes by extending a pseudopod with one of its mouths protruding from the end. The orb can extend two of these at any one foe, or a total of six in any given round. At the same time, the legions of eyes have the ability to cast a host of spells at a rapid rate. \n'b' Like their larger kin, lesser gibbering orbs speak any language, and constantly babble and gurgle unintelligible gibberish to confuse and disorient their foes.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Clockwork Excavator \n'b' Family: Clockwork \n'b' Huge construct (clockwork), unaligned \n'b' Armor Class 16 (natural armor) Hit Points 115 (11d12+44) Speed 20 ft., burrow 10 ft.\n'b' STATS STR: 26 (+8) DEX: 8 (\xe2\x80\x931) CON: 18 (+4) INT: 1 (\xe2\x80\x935) WIS: 12 (+1) CHA: 1 (\xe2\x80\x935) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid, fire; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison, psychic Damage Vulnerabilities lightning Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 11 Languages understands the languages of its creator but cannot speak Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Metal Sense . When a clockwork excavator is wound, the operator can place 1 pound of one type of gem, metal ore, or mineral in the clockwork excavator\xe2\x80\x99s headpiece, keying it to search for the desired material within 120 feet. If the clockwork excavator does not immediately sense the presence of its target, it begins searching in a clockwise spiral from its activation point outward until it needs to be wound again (barring any other instructions from its operator). Placing an artificial or mixed material, such as steel, bronze, or alloyed coins, in the clockwork excavator\xe2\x80\x99s head keys it to one of the material\xe2\x80\x99s base elements (at random). The clockwork excavator has a cumulative 5% chance of going berserk every hour of operation. A berserk clockwork excavator goes on a rampage, attacking the nearest living creature or object, then moving on to spread more destruction until it needs to be wound again. \n'b' Winding . A clockwork excavator can function for one week every time it is wound. A creature of at least Large size can use an action to wind the clockwork excavator, restoring it to one week of operating time; a creature of Medium size can wind it at half this speed, and Small or smaller creatures are generally unable to wind it. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The clockwork excavator makes one drill and two slam attacks. \n'b' Drill . Melee Weapon Attack : +12 to hit, 15 ft. reach, one target. Hit : 13 (1d10 + 8) piercing damage. Additionally, a creature damaged by this attack is automatically grappled by the clockwork excavator (escape DC 16). A grappled creature automatically takes damage from the drill attack at the start of each of the clockwork excavator\xe2\x80\x99s turn. As long as a creature is grappled in this way, the clockwork excavator cannot use its drill attack to attack . \n'b' Slam . Melee Weapon Attack : +12 to hit, 15 ft. reach, one target. Hit : 13 (2d10 + 8) bludgeoning damage. \n'b' Explosive Charge (3/day) . A clockwork excavator creates an alchemical explosive that it launches to a space within 45 feet. Any creatures within a 10-foot radius of the explosive must succeed a DC 16 Dexterity saving throw or take 7 (2d6) bludgeoning damage and 7 (2d6) fire damage. \n'b'\n'b' ABOUT \n'b' The product of greed and invention, clockwork excavators are designed to strip-mine an area in pursuit of mineral wealth. Found in areas where such desires override any concern for the natural environment, clockwork excavators are durable, tough, and purpose-driven. Set atop spoked wheels, this huge contraption has two hinged arms that appear to be designed to shovel rocks into its open maw. Gleaming drills set around the construct\xe2\x80\x99s base look like they could easily break apart stone, and a gleaming scope of dark-hued glass projects from the end of a jointed arm. \n'b' Ore Seekers . The original inventors of clockwork excavators worked hand in hand with experienced miners to determine the most beneficial abilities for such a contraption. Able to work day and night in complete darkness with no fear of poisonous gas pockets in mine shafts, these constructs can find a vein of diamonds, gold, or iron, place the raw ore into its storage compartment, and haul it back to its operators with no risk to life or limb. As clockworks, these constructs can take more complex commands than a lesser construct might be able to and can easily distinguish friend from foe. \n'b' Erratic . However, unscrupulous owners might opt to store iron in the clockwork excavator\xe2\x80\x99s headpiece and set it loose in a populated area, turning this industrial clockwork into an impromptu weapon as it attempts to feed steel armor and weapons into storage\xe2\x80\x94with their owners still attached. The clockwork excavator is only as good as the instructions it is given, and disregarding safety in favor of acquiring more wealth is always a temptation. \n'b' Such attempts come with their own risks, of course, as a complex metal placed in the clockwork can cause it to go berserk, rampaging without control through narrow, inescapable mining tunnels. \n'b' Versatile Tools . The nature of the clockwork excavator is such that the creator can easily swap out the tools at the end of the excavator\xe2\x80\x99s arms. Picks, saws, and shovels are all common replacements, and pulley systems to lift heavy loads from the bottom of a quarry are not unheard of. \n'b' Many clockwork inventors specializing in these excavators hope to eventually include within their creations a means to process the raw ore. As of yet, that goal has not been achieved, as the complexities of including a hot smelter among all the delicate gears has proven difficult, and the failures have been explosive and fiery.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Gigantura \n'b' Gargantuan monstrosity , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 248 (16d20 + 80) Speed 0 ft., swim 60 ft.\n'b' STATS STR: 22 (+6) DEX: 16 (+3) CON: 20 (+5) INT: 6 (\xe2\x80\x932) WIS: 16 (+3) CHA: 4 (\xe2\x80\x933) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +10, Wis +8, Cha +2 Skills Perception +8, Stealth +8 Damage Resistances cold Condition Immunities stunned Senses darkvision 120 ft., passive Perception 18 Languages understands Aquan and Deep Speech, but can\xe2\x80\x99t speak Challenge 13 (10,000 XP) Proficiency Bonus +5 \n'b' SPECIAL TRAITS \n'b'\n'b' Telescoping Eyes . The gigantura has advantage on Wisdom ( Perception ) checks that rely on sight, and magical darkness doesn\xe2\x80\x99t impede the gigantura\xe2\x80\x99s darkvision . In addition, it has disadvantage on ability checks and saving throws against being blinded . \n'b' Water Breathing . The gigantura can breathe only underwater. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The gigantura uses Horrific Gaze. It then makes one Bite attack and two Tail Slap attacks. \n'b' Bite . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 25 (3d12 + 6) piercing damage. If the target is a Huge or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the gigantura. A swallowed creature is blinded and restrained , it has total cover against attacks and other effects outside the gigantura, and it takes 21 (6d6) acid damage at the start of each of the gigantura\xe2\x80\x99s turns. The gigantura can have up to two Huge, four Large, six Medium, or eight Small creatures swallowed at one time. If the gigantura takes 30 damage or more on a single turn from a creature inside it, the gigantura must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the gigantura. If the gigantura dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone . \n'b' Tail Slap . Melee Weapon Attack : +11 to hit, reach 15 ft., one target. Hit : 17 (2d10 + 6) bludgeoning damage. \n'b' Horrific Gaze . The gigantura\xe2\x80\x99s telescoping eyes swirl disconcertingly in the direction of one creature it can see within 60 feet of it. If the target can see the gigantura, the target must succeed on a DC 18 Constitution saving throw or be stunned until the end of its next turn. A target that successfully saves is immune to this gigantura\xe2\x80\x99s Horrific Gaze for the next 24 hours. \n'b'\n'b' ABOUT \n'b' An enormous fish with huge, telescoping eyes and jaws filled with dozens of razor-sharp teeth swims rapidly upwards from the depths toward its unsuspecting prey. \n'b' Living deep in the world\xe2\x80\x99s oceans at between 1,500 feet and 6,000 feet below the surface, gigantura are nightmarish underwater predators that few landlubbers have seen\xe2\x80\x94and fewer still have lived to tell the tale. The gigantura\xe2\x80\x99s physical appearance is said to be so horrific that it can stun its prey with one glance. \n'b' Indiscriminate Predators . Although they live in the darkest, deepest ocean trenches, gigantura come to shallower water to feed, observing their prey with their tubular eyes from far below before striking. Gigantura favor large undersea creatures, such as sharks, giant octopuses, and whales, as their primary food source, but they will happily eat merfolk , muraenids, sahuagin , and even aboleth if given the chance. Because of the way their astonishing jaw apparatus works, a gigantura can swallow some of the largest denizens of the oceans, folding its prey inside its expandable stomach.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Gillmonkey \n'b' Small monstrosity , chaotic evil \n'b' Armor Class 14 Hit Points 11 (2d6 + 4) Speed 30 ft., swim 40 ft.\n'b' STATS STR: 14 (+2) DEX: 18 (+4) CON: 14 (+2) INT: 12 (+1) WIS: 8 (-1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +1, Stealth +6 Senses blindsense 60 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The gill monkey can breathe in air or water \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The gillmonkey makes one Bite attack and either two Claw attacks or one melee Spear attack. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) slashing damage. \n'b' Spear . Melee Weapon Attack : +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack . \n'b'\n'b' ABOUT \n'b' Gillmonkeys are small semi-primates that dwell in shallow coastal waters, reefs, and sometimes even up salty estuaries. Their bodies are pinkish brown with light scales over their heads, shoulders, and torsos. Long tentacles grow from their heads, but these are used to bring food into their mouth. While individually not dangerous, gillmonkeys prefer to gather in the dozens. As their numbers grow, their aggressiveness increases to homicidal levels.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giraffe \n'b' Huge animal , unaligned \n'b' Armor Class : 15 Hit Points 25 (3d12) Speed : 50 ft.\n'b' STATS STR: 15 (+2) DEX: 10 (0) CON: 15 (+2) INT: 2 (-4) WIS: 10 (0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses : passive Perception 10 Languages : \xe2\x80\x93 Challenge : 1/4 (50 XP) \n'b' Actions \n'b'\n'b' Kick . Melee Weapon Attack : +5 to hit, reach 5 ft., 1 target. Hit : 9 (2d6+2) bludgeoning damage \n'b'\n'b' About \n'b' A ruminant animal, the giraffe lives in the open savanna. The tallest of natural animals, giraffes eat primarily acacia and mimosa leaves from the treetops at heights which other animals cannot easily reach. Their long legs allow them to outrun most of their predators, and their strong kicks have been known to kill lions.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giver of Eyes \n'b' Gargantuan plant (extraterrene), chaotic evil \n'b' Armor Class 20 (natural armor) Hit Points 390 (20d20 + 180) Speed 30 ft.\n'b' STATS STR: 26 (+8) DEX: 11 (+0) CON: 28 (+9) INT: 19 (+4) WIS: 22 (+6) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +15, Con +16, Wis +13, Cha +12, tactical advantage on saves against spells and magical effects. Skills Arcana +11, Insight +13, Intimidation +12, Perception +20 Condition Immunities acid, electricity Damage Resistances nonmagical weapons Senses true sight 120 ft., passive Perception 30 Languages telepathy 300 ft. \n'b' Challenge 24 (62,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Epic Resilience (3/Day) . If a giver of eyes fails a save, it can choose to succeed instead. \n'b' Magic Attacks A giver of eyes\xe2\x80\x99s natural weapons are treated as magical. \n'b' Immortality A giver of eyes is ageless and can exist indefinitely. The only way to permanently destroy a giver of eyes is to expose it to a light effect of 8th level or higher while it is at 0 hp or less in its spore form. \n'b' Spell-Like Abilities A giver of eyes can cast the following spells as innate abilities. Its casting ability is Charisma (DC 20, +12 to hit).\n'b'\n'b'\n'b' Constant : mind blank \n'b' At Will : clairvoyance (see from any creature infected with plague of eyes), telekinesis \n'b' 3/day : banishment , maze , reverse gravity \n'b' 1/day : gate , prismatic sphere \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . A giver of eyes makes three tentacle, flung spore, or constrict attacks, in any combination. \n'b' Tentacle . Melee Weapon Attack : +15 to hit, reach 20 ft., one target. Hit : 4d8+8 bludgeoning damage, and the target is grappled (escape DC 23). A grappled creature is restrained . A giver of eyes has numerous tentacles and can grapple many creatures at the same time. \n'b' Constriction . Melee Weapon Attack : automatic hit, one grappled target. Hit : 4d8+8 bludgeoning damage, and if the target is a living creature, it must make a Con save (DC 15) or contract plague of eyes. \n'b' Flung Spore . Ranged Weapon Attack : +7 to hit, range 60 ft./120 ft., one target Hit : 2d8 acid damage, and if the target is a living creature, it must make a Con save (DC 15) or contract plague of eyes. \n'b' Spore Form As an action (or automatically when reduced to 0 hp ) a giver of eyes discorporates into a gargantuan cloud of orange spores. In this form it cannot attack , cannot be grappled or restrained , and has a fly speed of 60 ft. It is vulnerable to radiant damage and spells or effects that create light , taking 1d6 radiant damage per spell level from exposure. A giver of eyes can survive in space and travel at great speeds in this form, but it cannot resume its normal form until it lands on a planet (falling as a foul orange rain) and grows a new body from local resources, a process that requires 2d20 months. \n'b'\n'b' REACTIONS \n'b' A giver of eyes can use 3 special reactions each round from the options below. Special reactions are used at the end of another creature\xe2\x80\x99s turn, and only one special reaction can be used at a time. A giver of eyes regains expended special reactions at the end of its turn. \n'b'\n'b' Tentacle Lash A giver of eyes makes one tentacle attack . \n'b' Plague Command A giver of eyes targets one creature infected by plague of eyes within 120 feet. That creature must make a Wis save (DC 20) or be dominated by a giver of eyes for 1 hour, as per dominate monster . A giver of eyes need not concentrate to maintain this effect on an infected creature. \n'b' Quick Cast (costs 2 Actions) . A giver of eyes uses a spell-like ability. \n'b'\n'b' ABOUT \n'b' Treelike in shape, this horrible creature stands fifty feet tall. It moves slowly on thick, powerful tentacles sprouting from the base of its trunk like rubbery roots, while its upper portion consists of hundreds of thin, whipping tendrils around a deformed braincase. Dark, globular eyes hang like evil fruit from its upper tendrils. \n'b' For untold eons beings known as givers of eyes have roamed the multiverse. While its terrestrial form is a gigantic, rubbery horror of lashing tentacles and gore-dark eyes, this is only one aspect of its existence. A giver of eyes is actually a disease, a cloud of spores that drifts from world to world, and its massive physical form is a body it builds for itself when it infects a new world. Countless thousands of years ago, it rooted itself in a remote valley and began to poison and infect everything around it. \n'b' A giver of eyes\xe2\x80\x99 most peculiar and horrible power is the ability to infect terrestrial life with its own eyelike spores. \n'b' These dark globules are the size of apples, and are filled with acidic fluid. On contact with flesh, the globules meld themselves into their host, rapidly infecting him or her. These eye-spores establish a horrible rapport between a giver of eyes and its victims, allowing the star-spore to control their actions and see through their eyes-or more properly, its eyes, which are now growing in its victims\xe2\x80\x99 bodies and sprouting like crimson boils in their skin. \n'b' In combat, a giver of eyes simply crushes and batters all but the most powerful foes with its overwhelming size and strength. It flings eye-spores from its hundreds of writhing tendrils at any uninfected creature within range, or simply implants spores in any target momentarily grabbed and immobilized by its large tentacles. A giver of eyes also commands powerful abilities of telekinesis and spatial manipulation. While a giver of eyes is a formidable opponent for mere humans, it is actually somewhat cowardly. \n'b' In the face of a serious challenge, it would most likely discorporate into a spore cloud and flee into the depths of space, seeking a more suitable world for conquest. \n'b' Plague of Eyes \n'b' Living creatures that come into contact with a giver of eyes\xe2\x80\x99s spores may contract a unique disease called plague of eyes. Large, dark boils form all over the victim\xe2\x80\x99s body, and over the course of a few hours become ruby-red alien eyeballs embedded in the flesh. \n'b' The victim suffers disadvantage on Wisdom saves until the disease is cured. Each day, the target must make a new Con save (DC 15) or advance one stage on the following progression. Plague of eyes can only be cured by a heal spell or similarly powerful restorative magic. \n'b'\n'b' Stage 1 (initial infection) : The victim begins each encounter incapacitated . At the beginning of each of its turns, it can attempt a Con save (DC 15) to end the effect. \n'b' Stage 2: As above . The victim gains darkvision and tactical advantage on Wisdom / Perception checks involving sight. The victim becomes mindlessly ferocious, gaining tactical advantage on melee attacks , but attack rolls against the victim also have tactical advantage. \n'b' Stage 3: As stage 1 and 2 . In addition, the victim cannot be charmed (except by a giver of eyes) or frightened , and has tactical disadvantage on all Intelligence , Wisdom , and Charisma checks. \n'b' Stage 4: Humanoid victims become plague nomads (see below). Nonhumanoids are permanently affected by Stage 3.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Glacial Corrupter \n'b' Medium undead , lawful evil \n'b' Armor Class 15 (natural armor) Hit Points 34 (4d8 + 16) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 13 (+1) CON: 18 (+4) INT: 6 (-2) WIS: 8 (-1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities cold, poison Condition Immunities exhaustion , poisoned , petrified Senses darkvision 60 ft., passive Perception 9 Languages understands all languages it knew in life but can\xe2\x80\x99t speak Challenge 1 (200 XP) \n'b' Actions \n'b' Longsword . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. \n'b' Longbow . Ranged Weapon Attack : +4 to hit, range 150/600 ft., one target. Hit : 6 (1d8 + 2) piercing damage. \n'b' Glacial Touch (Recharge 5-6) . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 9 (2d6 + 2) cold damage. The target must succeed on a DC 13 Constitution saving throw or take 2 (1d4) cold damage at the start of each of its turns, as a frozen shard lodges itself in the wound. Any creature can take an action to remove the shard with a successful DC 12 Wisdom ( Medicine ) check. The shard crumbles to snow if the target receives magical healing . A humanoid slain by this attack rises in 1 week as a glacial corrupter, unless the humanoid is restored to life or its body is destroyed. \n'b' About \n'b' This skeleton\xe2\x80\x99s bones are crystal and caked with layers of frost and ice. \n'b' Origin . Glacial corrupters are similar in nature to most skeletons, except their bones have been transformed into crystal by the dark magic that created them. Cold has permeated their forms to such an extent that they exude an unnatural cold that cannot be warmed. They come about in one of two ways: when a creature is killed by a glacial corrupter or when a creature is killed by a sapphire jelly. \n'b' Limited Intelligence . Glacial corrupters are much like basic skeletons in that they are not truly self-aware. They are undead who either follow the simple instructions of necromancers or other creatures that can control them, or they follow a basic drive to destroy any living creatures they encounter. They are often used as guardians who do not tire, or as part of an attacking force for a greater power. They have no memories of their previous lives. \n'b' Undead Nature . A glacial corrupter doesn\xe2\x80\x99t require air, food, drink, or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Achlys: God of Poisons, Sadness and Misery \n'b' Medium celestial (divinity), lawful evil \n'b' Armor Class 19 (natural armor, shield) Hit Points 287 (23d8 + 184) Speed 30 ft., fly 50 ft.\n'b' STATS STR: 7 (-2) DEX: 20 (+5) CON: 26 (+8) INT: 24 (+7) WIS: 13 (+1) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +12, Con +15, Int +14, Cha +11 Skills Deception +11, Insight +8, Intimidation +11, Nature +14, Perception +8, Stealth +12 Damage Resistances necrotic; bludgeoning, piercing, slashing Damage Immunities acid, poison Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 120 ft., truesight 60 ft., passive Perception 18 Languages Celestial, Common; telepathy 60 ft. Challenge 22 (41,000 XP) \n'b' Special Traits \n'b'\n'b' Legendary Resistance (3/day) . If Achlys fails a saving throw, she can choose to succeed instead. \n'b' Mist of Death . Achlys can move through other creatures and objects as if they were difficult terrain . She takes 16 (3d10) force damage if she ends her turn inside an object. A creature she passes through must succeed on a DC 23 Constitution saving throw or take 18 (4d8) poison damage. \n'b' Mother of Pestilences . Whenever Achlys deals poison damage, she can instead choose to deal necrotic damage. \n'b' Godly Weapons . Achlys\xe2\x80\x99 weapon attacks are magical. \n'b' Innate Spellcasting . Achlys\xe2\x80\x99 innate spellcasting ability is Intelligence (spell save DC 22, +14 to hit with spell attacks). She can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' 1/day each : cloudkill , mental prison, stinking cloud \n'b'\n'b' Actions \n'b'\n'b' Multiattack . Achlys makes three Vicious Claw attacks and uses her Medium Corruption. \n'b' Vicious Claw . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 14 (2d8 + 5) slashing damage and 13 (3d8) poison damage. \n'b' Medium Corruption . Achlys engulfs a creature she can see within 90 feet of herself in a thin layer of poisoned gas. The creature must succeed on a DC 23 Constitution saving throw or take 58 (13d8) poison damage (halved on a success) and be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns to end the effect \n'b'\n'b' Legendary Actions \n'b' Achlys 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. Achlys regains spent legendary actions at the start of her turn. \n'b'\n'b' Move . Achlys moves up to her speed. \n'b' Attack . Achlys makes a Vicious Claw attack. \n'b' Mark of Misery (Costs 2 Actions) . Achlys curses one creature she can see within 60 feet, the target has disadvantage on all saving throws and attack rolls for 1 minute. An affected creature can free itself from the curse by succeeding on a 19 Wisdom saving throw at the end of each ot its turns. \n'b' Spellcasting (Costs 3 Actions) . Achlys casts one of her innate spells. \n'b'\n'b' About \n'b' The personification of sadness and misery, Achlys is an emaciated, frail, and pale woman with chattering teeth, swollen knees, long nails, bloody cheeks, and shoulders covered with dust. She is also the god of deadly poisons.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Animated Object, Flying Sword \n'b' Family: Animated Objects \n'b' Small construct , unaligned \n'b' Armor Class 18 (natural armor) Hit Points 65 (10d6 + 30) Speed 0 ft., fly 50 ft. (hover)\n'b' STATS STR: 15 (+2) DEX: 17 (+3) CON: 16 (+3) 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, Con +5 Damage Immunities poison, psychic Condition Immunities blinded , charmed , deafened, frightened , paralyzed , petrified , poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 7 Languages \xe2\x80\x93 Challenge 4 (1,100 XP) \n'b' Special Traits \n'b'\n'b' Antimagic Susceptibility . The enchanted flying sword is incapacitated while in an area of antimagic, such as an antimagic field . If targeted by a dispel magic spell, the sword 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 enchanted flying sword remains motionless, it is indistinguishable from a normal sword of its kind. \n'b' Magic Weapons . The enchanted flying sword\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The enchanted flying sword makes three longsword attacks. \n'b' Longsword . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) slashing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Glacial Crawler \n'b' Huge aberration , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 207 (18d12 + 90) Speed 30 ft., burrow 30 ft., climb 20 ft., swim 60 ft.\n'b' STATS STR: 20 (+5) DEX: 16 (+3) CON: 21 (+5) INT: 3 (\xe2\x80\x934) WIS: 10 (+0) CHA: 5 (\xe2\x80\x933) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +9, Con +9 Skills Perception +8, Stealth +7 Condition Immunities blinded , prone Damage Immunities acid, cold, fire Senses blindsight 60 ft. (blind beyond this radius), tremorsense 60 ft., passive Perception 18 Languages \xe2\x80\x94 Challenge 11 (7,200 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Acidic Coating . A creature that touches the glacial crawler or hits it with a melee attack while within 5 feet of it takes 9 (2d8) acid damage. \n'b' Amphibious . The glacial crawler can breathe air and water. \n'b' Snow Camouflage . The glacial crawler has advantage on Dexterity ( Stealth ) checks made to hide in snowy terrain. \n'b' Tunneler . The glacial crawler can burrow through ice, snow, and permafrost, and leaves a 5-foot-diameter tunnel in its wake. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The glacial crawler makes two Bite attacks and one Tail Spike attack , or it makes three Superheated Acid Spit attacks. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 10 ft., one creature. Hit : 16 (2d10 + 5) piercing damage plus 9 (2d8) acid damage. \n'b' Tail Spike . Melee Weapon Attack : +9 to hit, reach 10 ft., one creature. Hit : 19 (4d6 + 5) piercing damage. The target is grappled (escape DC 17) if it is a Large or smaller creature and the crawler doesn\xe2\x80\x99t have another creature grappled . \n'b' Superheated Acid Spit . Ranged Weapon Attack : +7 to hit, range 60 ft., one creature. Hit : 12 (2d8 + 3) acid damage plus 9 (2d8) fire damage. \n'b' Acidic Spray (Recharge 5\xe2\x80\x936) . The glacial crawler spews superheated digestive juices in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw. On a failure, a creature takes 18 (4d8) acid and 18 (4d8) fire damage and is coated in heated acid. On a success, a creature takes half the damage and isn\xe2\x80\x99t coated in acid. A creature coated in heated acid takes 4 (1d8) acid damage and 4 (1d8) fire damage at the start of each of its turns. A creature, including the coated target, can take its action to wash or scrub off the acid, ending the effect. \n'b'\n'b' ABOUT \n'b' This pale, slithering, wormlike creature drags itself through the snow with four clawed limbs. Its eyeless head displays rows of dagger teeth. \n'b' This predator has a thin, segmented body that tapers to a spiked tail. Four pointed limbs extend from its body, and its head is an eyeless, wedge-shaped mass of flesh with a maw full of dagger?like teeth. \n'b' Prehistoric Predation . Peoples of cold regions whisper fireside-tales of a monster that has plagued the lands since their progenitors first settled there. It is a nightmare with many names, all bearing the same mien: \xe2\x80\x9c whale-worm ,\xe2\x80\x9d \xe2\x80\x9c follower-under-the-ice ,\xe2\x80\x9d or, \xe2\x80\x9c walrus-worm \xe2\x80\x9d. Most call it the glacial crawler. \n'b' Burrowing Carnivore . Glacial crawlers are hunters of the icepacks and frigid, deep-water coastlines. In the ocean, they seek whatever prey they can, preferring large, warm-blooded creatures, such as polar bears, narwhals, and walruses. When aquatic prey becomes scarce, they venture inland, tunneling through glacial-flows and icefields to hunt. The crawler\xe2\x80\x99s body exudes a superheated, acidic mucus that helps it dig through the ice. Whether in icy water or on land, it prefers to hide with only its tail visible, pouncing when its prey takes a bite of the wiggling tail. \n'b' From the Depths . The glacial crawler is a creature of the deep ocean. Spawned in the lightless depths, it makes its way to more abundant food near the surface. When sightings of a glacial crawler cease for a time, the creature has returned to the deeps to spawn more of its kind.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Glacier Behemoth \n'b' Huge beast , unaligned \n'b' Armor Class 18 (natural armor) Hit Points 172 (15d12 + 75) Speed 20 ft., burrow 20 ft.\n'b' STATS STR: 24 (+7) DEX: 3 (-4) CON: 21 (+5) INT: 4 (-3) WIS: 14 (+2) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +9, Wis +6 Skills Athletics +11, Perception +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold Condition Immunities grappled , prone , restrained Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 16 Languages \xe2\x80\x93 Challenge 12 (8,400 XP) \n'b' Special Traits \n'b' Ground Disruptor . When the glacier behemoth moves, it can choose to make the area it moves through difficult terrain . When it uses Inexorable Charge, it automatically makes the ground difficult terrain . \n'b' Unstoppable . Difficult terrain composed of ice, rocks, sand, or natural vegetation, living or dead, doesn\xe2\x80\x99t cost the glacier behemoth extra movement. Its speed can\xe2\x80\x99t be reduced by any effect. \n'b' Actions \n'b' Multiattack . The glacier behemoth makes two bite attacks. \n'b' Bite . Melee Weapon Attack : +11 to hit, reach 5 ft., one creature. Hit : 33 (4d12 + 7) piercing damage. \n'b' Inexorable Charge . If the glacier behemoth moves at least 10 feet, it can then use this action to continue moving in a 40-foot line that is 15 feet wide. Each creature in this line must make a DC 17 Dexterity saving throw. On a failure, a creature takes 35 (10d6) bludgeoning damage and is knocked prone . On a success, a creature takes half the damage and isn\xe2\x80\x99t knocked prone . The glacier behemoth\xe2\x80\x99s movement along this line doesn\xe2\x80\x99t provoke opportunity attacks. \n'b' About \n'b' A depression in the ground trails in the wake of this six-legged creature. Aged ice, appearing more like granite, covers the creature\xe2\x80\x99s body. \n'b' Slow but Steady . Glacier behemoths earn their name from their resemblance to glaciers, including their slow, relentless pace. Their squat frames help conceal their six legs, reinforcing the notion that they are calved glaciers. \n'b' Short of chasms blocking its way or the intervention of other glacier behemoths, nothing can stop a glacier behemoth when it moves. Its tough hide combined with its primal intellect render it fearless as it lumbers after its foes. \n'b' Bulettekin . Glacier behemoths are arctic relatives to bulettes, but their existence predates their temperate land-inhabiting kin. They are just as aggressive as their smaller cousins, but they don\xe2\x80\x99t have the speed or agility bulettes possess. They are also not as particular about the type of food they eat, owing to the lack of choice in the barren lands they inhabit. \n'b' Path of Destruction . Weighing at least 15 tons, a glacier behemoth can\xe2\x80\x99t help but crush everything in its wake. It leaves deep furrows in the ground as wide as its body. A sure sign of a wandering glacier behemoth is a crisscrossing set of ditches. \n'b' Despite its lack of stealth, a glacier behemoth can still take a settlement by surprise thanks to its ability to dig through the earth. The behemoth burrows into a building through the floor and attacks anything it finds. After this initial assault, it devastates the rest of the settlement, picking off those foolish enough to stay and fight.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Glacier Titan \n'b' Gargantuan giant , neutral \n'b' Armor Class 17 (natural armor) Hit Points 283 (21d12 + 147) Speed 40 ft.\n'b' STATS STR: 30 (+10) DEX: 8 (-1) CON: 24 (+7) INT: 6 (-2) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities Cold Condition Immunities exhaustion , poisoned Senses darkvision 120 ft., tremorsense 120 ft., passive Perception 10 Languages Common, Giant Challenge 15 (13,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Immutable Form . The glacier titan is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The glacier titan has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The glacier titan\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The glacier titan can use its Frightful Presence. It then makes three attacks: two with its icy slam and one with its ice breath. \n'b' Icy Slam . Melee Weapon Attack : +15 to hit, reach 15 ft., one target. Hit: 28 (4d8 + 10) bludgeoning damage. \n'b' Ice Breath . The glacier titan exhales a blast of freezing wind in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 42 (12d6) cold damage on a failed save, or half as much damage on a successful one. The area is lightly obscured for 1d6 rounds after the glacier titan uses this ability. \n'b' Frightful Presence . Each creature of the glacier titan\xe2\x80\x99s choice within 120 feet of it and aware of it must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The glacier titan 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 glacier titan regains spent legendary actions at the start of its turn. \n'b'\n'b' Icy Charge . The glacier titan moves up to its speed toward a creature it can see. On a hit, the glacier titan deals an additional 14 (4d6) cold damage. \n'b' Icy Slam (Costs 2 actions) . The glacier titan makes one icy slam attack. \n'b' Ice Shield (Costs 2 actions) . The glacier titan raises a shield of ice that gives it temporary hit points equal to half its maximum hit points (141). \n'b'\n'b' ABOUT \n'b' Icy Origin . Glacier titans were born from the icy heart of the coldest and most unforgiving mountain range in the world. A great and ancient demigod, enraged by the encroachment of mortals upon its realm, approached a mighty glacier from the mountaintops and imbued it with life and awesome power. From the heart of the glacier emerged the Glacier Titan, a towering colossus of ice and stone that sought only to freeze and crush all that stood before it. It used the titan to crush the new settlements. Over time, others have emerged, though the circumstances for each is unique. \n'b' Menace to Civilization . Glacier titans, while not evil, nevertheless are a menace to civilization. The purpose they were originally created for is remembered and still provides them with purpose, much like an instinct. Thankfully, they are extraordinarily rare, but when they near settlements in the mountains and tundras they call home, they pose an imminent threat to all inhabitants.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Clockwork Fiend \n'b' Family: Clockwork \n'b' Medium construct (clockwork), unaligned \n'b' Armor Class 18 (natural armor) Hit Points 195 (17d8+119) Speed 30 ft.\n'b' STATS STR: 26 (+8) DEX: 26 (+8) CON: 24 (+7) INT: 1 (\xe2\x80\x935) WIS: 11 (+0) CHA: 1 (\xe2\x80\x935) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, poison, psychic Damage Vulnerabilities lightning Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages of its creator but cannot speak Challenge 17 (18,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Explosive Rend . If a single creature is hit by both the clockwork fiend\xe2\x80\x99s claw attacks in a single turn, the claws ignite into an explosive blast of fire. All creatures adjacent to the clockwork fiend take 26 (4d12) fire damage. \n'b' Overdrive . If a clockwork fiend is reduced to 100 hit points or less, but more than 0 hit points , its internal systems significantly enhance its combat capabilities at the cost of time wound up. As a result, the clockwork fiend can only remain active for another 19 (2d4 + 10) rounds before shutting off. While in this state, the clockwork fiend gains 100 temporary hit points . Additionally, the clockwork fiend gains an aura of fire that deals 7 (2d6) damage to any creature starting its turn adjacent to it. Finally, the clockwork fiend makes all attacks with disadvantage, but on a successful hit, it rolls the damage dice twice and take the higher result. \n'b' Savage Bite . A clockwork fiend scores a critical hit on its bite attack on a roll of 18 to 20. If it does, it rolls the damage dice three times instead of twice. \n'b' Winding . A clockwork fiend can function for one week every time it is wound. A creature of at least Small size can use an action to wind the clockwork fiend, restoring it to one week of operating time; a creature of Tiny size can wind it at half this speed. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The clockwork fiend makes one bite, two claw, and two wing attacks. \n'b' Bite . Melee Weapon Attack : +14 to hit, 5 ft. reach, one target. Hit : 21 (2d12 + 8) piercing damage. \n'b' Claw . Melee Weapon Attack : +14 to hit, 5 ft. reach, one target. Hit : 13 (1d10 + 8) slashing damage. \n'b' Wing . Melee Weapon Attack : +14 to hit, 5 ft. reach, one target. Hit : 12 (1d8 + 8) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Resembling a metallic horned devil, this apparatus whirs with the sound of internal mechanisms. Clockwork fiends often guard religious sites, but their tactics focus on an overwhelmingly strong offensive.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Glaistig \n'b' Medium fey , chaotic neutral \n'b' Armor Class 19 (natural armor) Hit Points 319 (22d8+220) Speed 30 ft., burrow 30 ft., climb 30 ft.\n'b' STATS STR: 28 (+9) DEX: 30 (+10) CON: 30 (+10) INT: 27 (+8) WIS: 28 (+9) CHA: 30 (+10) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Cha +17, Con +17, Dex +17 Skills Deception +24, Perception +16, Performance +17, Persuasion +17, Stealth +17 Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , frightened , paralyzed , petrified , poisoned Senses tremorsense 120 ft., passive Perception 26 Languages Common, Elvish, Sylvan, Terran Challenge 21 (33,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Nature\xe2\x80\x99s Blast . Whenever the glaistig casts fireball , it can choose to make the explosion out of rocks dealing bludgeoning damage instead of fire damage. Alternatively, it can choose to make the explosion out of leaves dealing slashing damage instead of fire damage. The glaistig must use this ability when casting fireball . \n'b' Earth Glide . The glaistig can glide through nonmagical, unworked earth and stone. While doing so, the glaistig doesn\xe2\x80\x99t disturb the material it moves through. \n'b' Innate Spellcasting : The glaistig\xe2\x80\x99s spell casting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : create or destroy water , freedom of movement , pass without trace , purify food and drink \n'b' 3/day each : fireball , flesh to stone , move earth \n'b'\n'b' Legendary Resistance (3/Day) . If the glaistig fails a saving throw, it can choose to succeed instead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The glaistig makes three earth whip attacks or three leaf whip attacks. \n'b' Earth Whip . Melee Weapon Attack : +17 to hit, 10 ft. reach, one target. Hit : 23 (4d12 + 10) bludgeoning damage. \n'b' Leaf Whip . Melee Weapon Attack : +17 to hit, 10 ft. reach, one target. Hit : 23 (4d12 + 10) slashing damage. \n'b' Reveler\xe2\x80\x99s Rapture (3/Day) . The glaistig can affect all creatures within 30 feet with a supernatural urge to dance. An affected creature must succeed a DC 20 Wisdom saving throw or be forced to nothing on for 3 (1d4+1) turns but dance in place. The creature can attempt a new saving throw at the end of each round to end this effect. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The glaistig 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 glaistig regains spent Legendary Actions at the start of its turn. \n'b'\n'b' Detect . The glaistig makes a Wisdom ( Perception ) check. \n'b' Nature\xe2\x80\x99s Whip . The glaistig makes a leaf whip or stone whip attack . \n'b' Reveler\xe2\x80\x99s Suggestion (Costs 2 Actions) . The glaistig can target one creature it can see to be the target of an ability identical to its Reveler\xe2\x80\x99s Rapture ability. \n'b'\n'b' LAIR ACTIONS \n'b' On initiative count 20 (losing initiative ties), the glaistig takes a lair action to cause one of the following effects; The glaistig can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b' Vines begin to entangle one creature. The creature must succeed a DC 20 Strength saving throw or become restrained until the end of its next turn. \n'b' The glaistig can summon one earth elemental under its control. This earth elemental has half the Hit Points of a normal earth elemental . \n'b' The glaistig can cause a 10-foot radius area of unworked earth to grow full of obstrusive plants, making it difficult terrain . \n'b'\n'b' REGIONAL EFFECTS \n'b' The region containing the glaistig\xe2\x80\x99s lair is shaped by its power over nature, which creates one or more of the following effects: \n'b'\n'b' Plants within 5 miles of the glaistig\xe2\x80\x99s lair grow at ten times their normal speed and often in the form of wild animals. \n'b' Animals within 10 miles of the glaistig\xe2\x80\x99s lair are less likely to attack people unless provoked. \n'b' Intruders within 10 miles of the glaistig\xe2\x80\x99s lair are more likely to be confronted by fey creatures warning them of the danger the glaistig can cause. \n'b'\n'b' ABOUT \n'b' Hailed as either protectors or plagues, glaistigs are ancient fey, tied to the earth and wielding its powers. Although not evil, glaistigs are unpredictable and hot-tempered\xe2\x80\x94easily stirred to anger and possessing powerful magic to deal great harm to the objects of their scorn. A glaistig resembles a comely human woman with greenish skin and the lower legs of a goat, similar to a faun or satyr. Glaistigs usually cover their bestial lower body in flowing robes or gowns, typically woven from leaves frozen in the colors of summer or autumn and adorn themselves with simple but elegant jewelry. Their haunting eyes show no pupils, and every step they take seems as one move in an endless dance. They can be whimsical, but often move and act with great deliberation, especially when their anger is roused. \n'b' Eldest Watchers . Glaistigs are among the oldest and most powerful fey in existence. Legends say that they were once incorporeal spirits of the earth that strove to protect early humans living the simple lives of farmers in harsh worlds, and it was through that protection and proximity that these spirits coalesced into the forms they now hold. Regardless of their origins, many glaistigs still protect swaths of rural countryside, forests, and swamps, as well as the people who live therein. Their protection is often unobtrusive; they prefer to manifest their power and protection from the camouflage of foliage, making it seem like the wilderness itself is acting against interlopers. In times of great need, however, or when they become very angry, glaistigs confront dangers in the open. Inhabitants of places protected by a glaistig often leave food, drink, jewels, and crafts at a designated place of honor, or gather to sing songs or tell tales for the glaistig to hear from the shadows. \n'b' Attachment to Innocence . While glaistigs themselves have no compunction about bending the truth or flagrantly dissembling, they take extreme offense when others lie to them, and are quite adept at sniffing out falsehoods. When a glaistig deduces that someone has lied to her, even if the untruths were spoken in an attempt at flattery, her outrage is such that she is unwilling to even speak with that person again. \n'b' Among some of the most prevalent cautionary tales involving glaistigs is that they sometimes lure young children deep into their wilderness homes, kidnapping them and even replacing them with some form of fey impostor. In truth, these fey enjoy the innocence, honesty, and playfulness of children, and usually keep them only to chat and dance with for a short while before sending them home unharmed.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Glass Animal \n'b' Tiny, Small, Medium, or Large Construct , unaligned \n'b' Armor Class 12 Hit Points 2 + your Intelligence modifier + 5 times your artisan level \xc2\xa0(the automaton has a number of Hit Dice [d4, 6, 8, or 10] equal to your artisan level) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 14 (+2) CON: 10 (+0) INT: 1 (-5) WIS: 3 (-4) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +2 plus proficiency bonus, Dex +1 plus proficiency bonus Skills Athletics +2 plus proficiency bonus, Perception +0 plus proficiency bonus x 2 Damage Vulnerabilities fire, piercing Damage Immunities poison, psychic Damage Resistances bludgeoning Condition Immunities blinded , charmed , deafened , frightened , paralyzed , petrified , poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10 + (proficiency bonus x 2) Languages Understands the languages you speak Proficiency Bonus equals your bonus Challenge \xe2\x80\x93 \n'b' SPECIAL TRAITS \n'b'\n'b' Constructed Nature . The automaton doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Damage Transfer . While it is grappling a creature, the bread automaton takes only half the damage dealt to it, and the creature grappled by the bread automaton takes the other half. \n'b' Edible . The automaton can be eaten even by creatures who don\xe2\x80\x99t have a bite attack but have a mouth, inflicting 1 point of piercing damage to the item on a hit. Food that is eaten in this fashion is a meal that will nourish a creature as if it had eaten a third of a pound of food. \n'b' Repairable . The arithmometer can be repaired using cook\xe2\x80\x99s utensils. See Chapter 3: Equipment (Repairing an Innovation). \n'b' Rideable . Up to two creatures two sizes smaller than the automaton, or one creature on size smaller than the automaton, can ride the bread automaton without squeezing. To make a melee attack against a target within 5 feet of the automaton, they must use spears or weapons with reach. If the automaton dies, creatures in the fort are placed in unoccupied spaces within 5 feet of the automaton. \n'b' Variable Size . The bread automaton\xe2\x80\x99s Strength is reduced by 2 for each size smaller than Large. A Medium automaton has a 15 (+2) Strength , a Small automaton has a 13 (+1) Strength , and a Tiny automaton has a 11 (+0) Strength . \n'b' Vril Engine . When the bread automaton suffers a critical hit or dies, roll on the Vril Engine Malfunction table. \n'b'\n'b' ACTIONS \n'b' (Require Your Bonus Action) \n'b'\n'b' Smother . Melee Weapon Attack : your spell attack modifier to hit, reach 5 ft., a creature smaller than the automaton you can see. Hit : The creature is grappled (escape DC 11 + your proficiency bonus). Until this grapple ends, the target is restrained , blinded , and at risk of suffocating, and the bread automaton can\xe2\x80\x99t smother another target. In addition, at the start of each of the target\xe2\x80\x99s turns, the target takes 9 (2d8 + proficiency bonus) bludgeoning damage if Large, 7 (2d6 + proficiency bonus) bludgeoning damage if Medium, or 5 (2d4 + proficiency bonus) bludgeoning damage if Small or Tiny. \n'b'\n'b' ABOUT \n'b' You can see right through this transparent creature. \n'b' Glass cats are made of transparent glass. In the top of its head is a mass of delicate pink balls which look like jewels, and it has a heart made of a blood-red ruby. The eyes are two large emeralds, but aside from these colors all the rest of the animal is clear glass, and it has a beautiful spun-glass tail. \n'b' Glass dogs have a fine coat of spun glass, and about its neck is twisted a glass ribbon. Its eyes are specks of black glass and sparkle intelligently, like many of the glass eyes worn by men.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Glass Automaton \n'b' Small construct , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 2 + your Intelligence modifier + 5 times your artisan level (the automaton has a number of Hit Dice [d6] equal to your artisan level) Speed 40 ft., climb 30 ft. (cat only)\n'b' STATS STR: 10 (+0) DEX: 15 (+2) CON: 13 (+1) INT: 12 (+1) WIS: 13 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +2 plus proficiency bonus, Wis +1 plus proficiency bonus Skills Acrobatics +2 plus proficiency bonus, Insight +1 plus proficiency bonus x 2 (cat only), Perception +1 plus proficiency bonus x 2 Damage Immunities poison, radiant Condition Immunities exhaustion , paralyzed , petrified , poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 11 + (proficiency bonus x 2) Languages Understands the languages you speak Proficiency Bonus equals your bonus Challenge \xe2\x80\x93 \n'b' SPECIAL TRAITS \n'b'\n'b' Constructed Nature . The automaton doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Keen Hearing and Smell (Dog Only) . The glass dog has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Orgone Engine . When the glass automaton suffers a critical hit or dies, roll on the Orgone Engine Malfunction table. \n'b' Repairable . The glass automaton can be repaired using glassblower\xe2\x80\x99s tools. See Chapter 3: Equipment (Repairing an Innovation). \n'b' Transparent . Even when a glass automaton is in plain sight, it takes a DC 10 + proficiency bonus Wisdom ( Perception ) check to spot a glass automaton that has neither moved nor attacked. A creature that tries to enter the glass automaton\xe2\x80\x99s space while unaware of it is surprised by the glass automaton. \n'b'\n'b' ACTIONS \n'b' (Require Your Bonus Action) \n'b'\n'b' Claws (Cat Only) . Melee Weapon Attack : your spell attack modifier to hit, reach 5 ft., one target. Hit : 2 (1d4 + proficiency bonus) slashing damage. \n'b' Bite (Dog Only) . Melee Weapon Attack : your spell attack modifier to hit, reach 5 ft., one target. Hit : 6 (1d6 + proficiency bonus) piercing damage. If the target is a creature, it must succeed on a DC 10 + proficiency bonus Strength saving throw or be knocked prone . \n'b' Bark (Dog Only) . When glass dog detects a creature, it barks, audible within 300 feet of it. The glass dog continues to bark until it can no longer sense the creature and for 1d4 of the glass dog\xe2\x80\x99s turns afterward. \n'b' Scathing Insight (Cat Only) . The glass cat targets one creature it can see within 30 feet of it. The target must contest its Charisma ( Deception ) check against the glass cat\xe2\x80\x99s Wisdom ( Insight ) check. If the glass cat wins, it deduces one embarrassing fact or secret about the target. \n'b'\n'b' ABOUT \n'b' This grinning, wide-eyed automaton wildly gesticulates as it talks. \n'b' Vril hosts are often used by gnomes to act as entertainers, major domos, or perform other activities as necessary. They are much stronger and sturdier than they appear, and thus are useful for cleaning up and otherwise managing chores a smaller being can\xe2\x80\x99t. \n'b' But mostly they\xe2\x80\x99re used to entertain by telling jokes, using biting satire, or otherwise showing off their surprising proficiency in the Common tongue. If pressed, they can also do significant damage with the right weapon, and highly prized clockwork hosts are armed with vril rods capable of disintegrating attackers.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Glass Colossus \n'b' Gargantuan construct , unaligned \n'b' Armor Class 18 (natural armor) Hit Points 210 (12d20 + 84) Speed 40 ft.\n'b' STATS STR: 28 (+9) DEX: 13 (+1) CON: 25 (+7) INT: 3 (-4) WIS: 13 (+1) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, psychic, radiant; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities blinded , charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses truesight 120 ft., passive Perception 11 Languages Understands Celestial but can\xe2\x80\x99t speak Challenge 16 (15,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Immutable Form . The colossus is immune to any spell or effect that would alter its form. \n'b' Light Absorption . Whenever the colossus is subjected to radiant damage, it takes no damage and instead regains a number of hit points equal to the radiant damage dealt. \n'b' Magic Resistance . The colossus has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The colossus\xe2\x80\x99s weapon attacks are magical. \n'b' Portal Crystal . The crystal\xe2\x80\x99s base is 10 feet wide and 10 feet long, and it is 40 feet tall. To activate the crystal, the colossus needs to place it in an unoccupied space and work 1 minute on the crystal without any interruptions. Once it\xe2\x80\x99s activated, it connects to all other active crystal portals. Only angels can use these portals to travel between the portal network and an angel can bring one willing creature with them. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The colossus makes two melee attacks . \n'b' Slam . Melee Weapon Attack : +14 to hit, reach 10 ft., one target. Hit : 31 (5d8 + 9) bludgeoning damage. \n'b' Radiant Flash (Recharge 6) . The colossus focuses light using its body and releases it in a blinding flash. Each creature within 30 feet must make a DC 20 Constitution saving throw. A creature is blinded and takes 45 (10d8) radiant damage on a failed save, or isn\xe2\x80\x99t blinded and takes half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' These heavenly constructs infused with angelic essence named glass colossi are among the most resilient angels. When heaven is in the throes of a massive battle, a glass colossus is almost always the first on the battlefield and their enormous figures are almost always horrifying to opponents. \n'b' Crystal Carrier . Every glass colossus carries a crystal that is almost as large as they are. Their main duty is to protect the crystal and place it somewhere according to the instructions of their superiors. The crystal acts as a portal for the armies of heaven to join the fight. \n'b' Divine Construct . A glass colossus doesn\xe2\x80\x99t require air, food, drink, or sleep. It can\xe2\x80\x99t take short or long rests. \n'b' Obedience . A glass colossus obeys angels\xe2\x80\x99 commands to the best of its ability. If it is left without commands or can\xe2\x80\x99t fulfill them, it guards its position and waits for further instruction. A glass colossus can\xe2\x80\x99t think or act on its own or for itself. Though it understands its commands perfectly, it has no grasp of language beyond that understanding, and can\xe2\x80\x99t be reasoned with or tricked with words.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Glass Wyrm \n'b' Large dragon , neutral \n'b' Armor Class 17 (natural armor) Hit Points 105 (10d10 + 50) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 23 (+6) DEX: 10 (+0) CON: 21 (+5) INT: 14 (+2) WIS: 11 (+0) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +4, Constitution +9, Wisdom +4, Charisma +8 Skills Arcana +6, Insight +4, Perception +8, Persuasion +8, Stealth +4 Damage Vulnerabilities thunder Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities paralyzed , poisoned , unconscious Senses darkvision 60 ft., passive Perception 18 Languages Draconic, Undercommon Challenge 11 (7,200 XP) \n'b' Special Traits \n'b' Legendary Resistance (3/day) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Spell Reflection . Any time the glass wyrm is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the dragon is unaffected. On a 6, the dragon is unaffected, and the effect is reflected back at the caster as though it originated from the dragon, turning the caster into the target. \n'b' Actions \n'b' Multiattack . The glass wyrm uses its blinding reflection ability, and makes one bite attack and two claw attacks. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 15 (2d8 + 6) piercing damage. \n'b' Claw . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 17 (2d10 + 6) slashing damage. \n'b' Blinding Reflection . The glass wyrm reflects available light in a burst of radiance out to a 30-foot radius. Creatures that can see the glass wyrm in the area must succeed on a DC 17 Dexterity saving throw or be blinded for 1 minute. A blinded creature can attempt a DC 17 Constitution saving throw at the end of each of its turns, ending the blinded condition on a success. The glass wyrm can\xe2\x80\x99t use this ability if it does not begin its turn within the dim light or bright light radius of a light source. \n'b' Glass Shards (Recharge 5-6) . The glass wyrm breaths a 40-foot cone of glass razor-like glass shards. Creatures in the area must succeed on a DC 17 Dexterity saving throw, taking 54 (12d8) piercing damage on a failed saving throw, or half as much damage on a successful one. \n'b' About \n'b' This creature appears to be formed of crystal or glass. Its scales are semi-transparent and appear razor-sharp. Its head is angular with two blade-like horns swept back across its crown. A glass fin-like crest starts near the base of its skull, runs down the center of its back and tapers off as it reaches the monster\xe2\x80\x99s tail. Its large wings are translucent and the sound of grating glass can be heard as the beast moves. \n'b' Glass wyrms are relatives of other dragons and are believed to have their origin on another plane of existence. They make their home beneath the surface world and enjoy the relative solitude of the underground world. \n'b' Their lairs normally consist of a maze of twisting and winding corridors meant to confuse and befuddle trespassers. Their lairs are littered with scores and scores of gemstones and broken glass (thought to come from the glass wyrm\xe2\x80\x99s scales). \n'b' Glass wyrms sustain themselves on a diet of gemstones and natural minerals, and rarely eat meat (though their draconic heritage does occasionally rise to the surface thereby instilling the taste for such things in them). \n'b' In battle a glass wyrm relies on their breath weapon and natural attacks, switching between them as the battle warrants. Powerful foes are always targeted first and subjected to the monster\xe2\x80\x99s breath weapon. \n'b' Some glass wyrms keep torches or other light sources scattered about their labyrinthine lairs so they can use their reflective hide to blind trespassers and enter combat quickly before their opponents can react.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Glaucus Slug, Giant \n'b' Small beast , unaligned \n'b' Armor Class 12 Hit Points 49 (9d6 + 18) Speed 0 ft., swim 30 ft.\n'b' STATS STR: 14 (+2) DEX: 15 (+2) CON: 15 (+2) INT: 1 (-5) WIS: 12 (+1) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances poison Condition Immunities charmed , frightened Senses darkvision 30 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Reactive . The slug can take one reaction on every turn in combat \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The slug attacks twice with its cerata. \n'b' Cerata . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Tongue . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) piercing damage. If the target is a venomous creature, the slug extracts venom and stores it in its cerata. For 1 hour, the slug\xe2\x80\x99s cerata attack deals an extra 3 (1d6) poison damage on a hit. \n'b'\n'b' REACTIONS \n'b'\n'b' Reactive Sting . When a creature touches the slug or hits it with an unarmed melee attack while within 5 feet of it, the slug makes a cerata attack against that creature. \n'b'\n'b' ABOUT \n'b' Sailors\xe2\x80\x99 tales are full of fantastical creatures and monstrous beasts. While some who spend all their days on land might think these stories are exaggeration or imagination, those who have sailed the seas know there is more truth to them than not. From giant squid to jellyfish, strange creatures inhabit the depths of the world\xe2\x80\x99s oceans. Every ship that sails the sea is bound to encounter such a creature sooner or later. One of the lesser-known of these ocean dwellers is the giant glaucus slug, a monstrously oversized version of the common blue glaucus sea slug. \n'b' Like their miniature kin, these shell-less mollusks float upside down on the water\xe2\x80\x99s surface using their long, slender appendages called cerata to create surface tension. They do not locomote on their own but instead rely on winds and ocean currents to drift across the sea. A glaucus slug\xe2\x80\x99s blue and silver coloration acts as camouflage, blending into the deep blue of ocean water from above and the white reflected sunlight from the ocean\xe2\x80\x99s surface from below. While the silhouette of a glaucus slug resembles the outstretched wings of a dragon, these aquatic animals bear no relation to true dragons, despite their colorful alternative name, blue dragon slugs. By themselves, glaucus slugs are not especially dangerous. However, swimmers and sailors should still be wary when a glaucus slug appears. They both serve as a warning that venomous jellyfish may be nearby and can be deadly to encounter themselves when full of fresh jellyfish venom. The paralytic venom can leave the unfortunate victim vulnerable in the water to other animals\xe2\x80\x99 attacks. \n'b' Glaucus slugs are one of the few animals capable of eating highly toxic jellyfishes. \n'b' Perhaps even more terrifyingly, the glaucus can store-and even concentrate- consumed venom to use against future prey.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Globster \n'b'\n'b' Large ooze , unaligned \n'b' Armor Class 15 Hit Points 95 (10d10+40) Speed 20 ft., 40 ft. swim\n'b' STATS STR: 20 (+5) DEX: 1 (-5) CON: 18 (+4) INT: 1 (-5) WIS: 1 (-5) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +9 Damage Resistances thunder, bludgeoning Damage Immunities acid, piercing Condition Immunities blinded , charmed , deafened , exhaustion , frightened , prone Senses blindsight 60 ft., passive Perception 6 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) \n'b' Special Traits \n'b'\n'b' Create Spawn (1/Day) . The globster takes 3 (1d6) damage and creates a new globster which attacks the nearest non-globster creature. This ability can only be used if the globster is well-fed (eating at least 4 Medium creatures or 1 Large since it last spawned, or the equivalent). \n'b' Stench . Any living creature within 30 feet of a globster at the beginning of its turn must make a DC 13 Constitution saving throw or be poisoned until the beginning of its next turn. If the globster is killed, this stench persists on its corpse for 1d10 days. \n'b'\n'b' Actions \n'b'\n'b' Pseudopod . Melee Weapon Attack : +8 to hit, 5 ft. reach, 1 target. Hit : 12 (2d6 + 5) bludgeoning damage. Any creature struck by this attack must make a DC 15 Constitution saving throw or be poisoned for 1d4 rounds. \n'b' Nauseating grasp . When a globster successfully grapples a Medium or smaller creature, the target takes damage and may be poisoned as if the globster had hit with its pseudopod attack , and it can move at full speed while carrying the grappled creature. \n'b'\n'b' About \n'b' A globster is a living collection of half-digested parts from large sea creatures such as whales and squid. Passersby usually discover it by smell long before they see it. Many unfortunate folk who happen upon a globster mistake it for the carcass of a beached sea animal, getting too close before discovering the seemingly dead creature is very much alive. For a time, sages believed globsters were undead-that they were simply undulating wads of rotting flesh animated with a drive to feed. However, globsters are actually living creatures. \n'b' Globsters usually wash up on a beach or float to the shore to feed on terrestrial stock for a few hours before returning to the safety of water. Some say the tides and phases of the moon are to blame for the times globsters come to land to feed. Globsters reproduce by mixing parts of their own foul bodies with the poorly digested remains of their meals.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Animated Object, Footstool \n'b' Family: Animated Objects \n'b' Small construct , neutral \n'b' Armor Class 15 (natural armor) Hit Points 17 (5d6) Speed 30 ft.\n'b' STATS STR: 8 (-1) DEX: 15 (+2) CON: 11 (+0) INT: 3 (-4) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Damage Immunities poison, psychic Damage Immunities blinded , charmed , deafened , frightened , paralyzed , petrified , poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 13 Languages Understands Common but can\xe2\x80\x99t speak Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Antimagic Susceptibility . The footstool is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the footstool 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 footstool doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' False Appearance . While the footstool remains motionless, it is indistinguishable from a normal footstool. \n'b' Familiar . With the GM\xe2\x80\x99s permission, a caster of 3rd level or higher can use the find familiar spell to summon this creature. \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage. \n'b' Trip Up . The footstool moves up to its speed to a creature it can see and kicks it. The target must succeed on a DC 12 Dexterity saving throw or take 9 (3d4 + 2) bludgeoning damage and be forced prone . \n'b'\n'b' ABOUT \n'b' This animated footstool wags a tassel like a dog. \n'b' First created in Kimbaloo, this foot stool is modeled after Trippsy, the King\xe2\x80\x99s favorite. Footstools have a dog-like intelligence and follow their masters everywhere. They are more useful than dogs however, as they never chase cats, nor get into fights, nor bark. \n'b' Have A Seat . These animated footstools are created by wizards as companions to kings that are too short or too fat to sit themselves comfortably. Animated footstools accompany them everywhere, such that some kings are so accustomed to having a stool beneath them they don\xe2\x80\x99t even look backwards as they sit down. This makes the little footstools a source of great consternation in courts where one slip in a king\xe2\x80\x99s court can mean banishment or even execution. \n'b' Good Dog . Most animated footstools act as dogs. There are very few dogs in Oz, so perhaps this is not surprising. \n'b' The footstools are also excellent canine substitutes for kingdoms where a dog would be untenable.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Gloom Crawler \n'b' Huge monstrosity , neutral \n'b' Armor Class 17 Hit Points 136 (13d12 + 52) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 20 (+5) DEX: 24 (+7) CON: 18 (+4) INT: 4 (-3) WIS: 12 (+1) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +9, Stealth +11 Senses darkvision 60 ft., passive Perception 19 Languages \xe2\x80\x93 Challenge 10 (5,900 XP) \n'b' Special Traits \n'b' Hyper-Awareness . The gloom crawler has advantage on Wisdom ( Perception ) checks and on saving throws against being blinded . \n'b' Actions \n'b' Multiattack . The gloom crawler makes three tentacles attacks and one bite attack . \n'b' Bite . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 16 (2d8 + 7) piercing damage. \n'b' Tentacles . Melee Weapon Attack : +11 to hit, reach 15 ft., one target. Hit : 23 (3d10 + 7) bludgeoning damage, and the target is grappled (escape DC 19). At the beginning of the gloom crawler\xe2\x80\x99s turns, it can choose to pull a grappled creature 15 feet to its mouth or constrict its tentacles to deal 10 (1d10 + 5) bludgeoning damage to the grappled target. The gloom crawler can grapple up to three different targets. \n'b' About \n'b' This giant, squid-like beast has thirty to forty tentacles, each about 30 feet long. At the end of each tentacle stares a small, round, lidless eye with a stark blue pupil. The creature\xe2\x80\x99s glossy flesh is inky-black with a slightly paler underside centered upon a vicious looking, monstrously-sized, hooked beak. \n'b' The gloom crawler is a solitary creature resembling a giant squid with blackened skin and a large mass of writhing squid-like tentacles. It makes its lair in underground caves, dungeons, and other such subterranean complexes far away from the daylight of the surface world and spends most of its time dormant, waking every so often to eat. \n'b' The gloom crawler moves along its underground world using the suction cups on its tentacles to pull itself along. The average gloom crawler has anywhere from thirty to forty tentacles, each averaging 15 to 30 feet long. In addition, each tentacle has a small eye near the tip that allows it to see in any direction at any time if it wishes. When prey is encountered the gloom crawler brings as many tentacles to bear on a foe as it can, using its smaller tentacles to move around during combat. \n'b' Gloom crawlers are omnivorous creatures sustaining themselves on a diet of subterranean plants, mosses, rodents, and other subterranean fauna. \n'b' They do not, however, turn down the chance for a larger meal, such as that offered by a foolhardy adventurer that stumbles into a gloom crawler lair. \n'b' When an opponent first approaches a gloom crawler, it lashes out with its tentacles attempting to grab a foe. If successful, it hangs on and constricts that opponent while fighting off other foes with its other tentacles. A held foe is also pulled in close so the gloom crawler can bite with its beak. A gloom crawler can bring up to five tentacles to bear on a single 5-foot space.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Gloom Owl \n'b' Medium fey , chaotic evil \n'b' Armor Class 13 Hit Points 32 (5d8 + 10) Speed 20 ft., fly 80 ft.\n'b' STATS STR: 15 (+2) DEX: 16 (+3) CON: 15 (+2) INT: 15 (+2) WIS: 16 (+3) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +5 Senses darkvision 60 ft., passive Perception 15 Languages Sylvan Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Reckless . At the start of its turn, the gloom owl can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. \n'b' Sunlight Sensitivity . While in sunlight, the gloom owl has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The gloom owl makes one bite attack and one talons attack . \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) piercing damage. \n'b' Talons . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) slashing damage. \n'b' Hoot of Horror (1/day) . The gloom owl lets out a deep hoot in a 30-foot cone. Any creature in the area must succeed on a DC 12 Constitution save or take 4 (1d8) psychic damage. \n'b'\n'b' ABOUT \n'b' The sound of large wings flapping cuts through the night air. Other creatures in the forest are alerted that a gloom owl is on the move. Small beasts scatter, looking for cover from the dangerous predator. \n'b' Aggressive Fey . Gloom owls are extremely aggressive and act in a hostile fashion to every creature except grim squirrels (page 103). The tiny fey warriors help the owls hunt for food and have been loyal to them for many years. \n'b' Air Cavalry . These creatures are allies of the evil squirrels and work together to create a formidable air force. The sight of dive-bombing owls with squirrel riders can scare much bigger creatures. Two or three of the squirrels usually ride each owl. \n'b' Tree House . Gloom Owls make their homes in large cavities of huge trees. Some of these homes are also filled with the remains of their victims and hidden treasures.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Clockwork Guardian \n'b' Family: Clockwork \n'b' Medium construct (clockwork), unaligned \n'b' Armor Class 17 (natural armor) Hit Points 148 (11d8+99) Speed 20 ft.\n'b' STATS STR: 20 (+5) DEX: 14 (+2) CON: 28 (+9) INT: 1 (\xe2\x80\x935) WIS: 11 (+0) CHA: 1 (\xe2\x80\x935) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, psychic Damage Vulnerabilities lightning Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 20 Languages understands the languages of its creator but cannot speak Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Integrated Shield . The clockwork guardian has an integrated shield welded into its hands, making it impossible to disarm or destroy. \n'b' Winding . A clockwork guardian can function for one week every time it is wound. A creature of at least Small size can use an action to wind the clockwork guardian, restoring it to one week of operating time; a creature of Tiny size can wind it at half this speed. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The clockwork guardian makes two shield bash attacks. \n'b' Shield Bash . Melee Weapon Attack : +8 to hit, 5 ft. reach, one target. Hit : 16 (2d10 + 5) bludgeoning damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Barrier . The clockwork guardian chooses three squares adjacent to it to represent which side of the body its shield is on. These squares remain the same until the clockwork guardian uses a bonus action to change which side the shield is facing. If a creature makes a melee weapon attack against the clockwork guardian from one of those squares, the attack has disadvantage. Similarly, if a creature makes a ranged weapon attack against the clockwork guardian that passes through one of those squares, the attack has disadvantage. \n'b'\n'b' ABOUT \n'b' Clockwork guardians are dedicated to the art of defense. They work best when they operate in small groups, under orders to defend specific locations from intruders. Their standard operating procedure is to force foes out of their respective holdings by use of overwhelming force. A clockwork guardian is 7 feet tall and weighs 750 pounds.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Gloomflower \n'b' A tiny flower with shining black petals sways lightly on its thorny stem. \n'b' Tiny plant , unaligned \n'b' Armor Class 12 (natural armor) Hit Points 44 (8d4 + 24) Speed 10 ft.\n'b' STATS STR: 10 (+0) DEX: 6 (-2) CON: 16 (+3) INT: 1 (-5) WIS: 6 (-2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities blinded , deafened , frightened Senses blindsight 120 ft. passive Perception 8 Languages understands all languages known by creatures within 120 feet, but can\xe2\x80\x99t speak, telepathy 120 ft. Challenge 3 (700 XP) \n'b' Special Traits \n'b' Blur . Creatures have disadvantage on attack rolls against the gloomflower. An attacker is immune to this effect if it doesn\xe2\x80\x99t rely on sight, as with blindsight , or can see through illusions, as with truesight . \n'b' Psychic Scream . Whenever the gloomflower takes damage, each creature within 10 feet of the gloomflower must succeed on a DC 14 Wisdom saving throw or take 7 (2d6) psychic damage. \n'b' Actions \n'b' Multiattack . The gloomflower makes two psychic strike attacks. \n'b' Psychic Strike . Ranged Spell Attack : +6 to hit, range 120 ft., one target. Hit : 10 (3d6) psychic damage. \n'b' Corrupting Visions (Recharge 5-6) . Each creature of the gloomflower\xe2\x80\x99s choice that is within 60 feet of the gloomflower and aware of it must make a DC 14 Wisdom saving throw. On a failure, a creature is bombarded with visions of its fears and anxieties for 1 minute. While bombarded, it takes 7 (2d6) psychic damage at the start of each of its turns and must spend its action to make one melee attack against a creature within 5 feet of it, other than the gloomflower or itself. If the creature can\xe2\x80\x99t make a melee attack , it takes the Dodge action. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a success, a creature is incapacitated by hallucinations until the end of its next turn but isn\xe2\x80\x99t bombarded with visions of its fears and anxieties. A creature that is reduced to 0 hp by this psychic damage falls unconscious and is stable. When that creature regains consciousness, it suffers permanent hallucinations and has disadvantage on ability checks until cured by a remove curse spell or similar magic. \n'b' About \n'b' Corpse Blooms . Gloomflowers are tiny blooms that thrive in the umbral light of the Shadow Realm. When a wanderer dies or goes mad within the darkness, a single gloomflower blooms in the shadow of its corpse. Some shadow fey say that the tortured mind of that creature now inhabits the ebon petals of the gloomflower, the air around the flower humming with its silent screams. \n'b' Alternate Traits and Actions \n'b' Source ExpCod (Open Design) \n'b' The following changes allow GMs to alter a gloomflower without modifying its challenge rating. \n'b' Focused Scream . Whenever the gloomflower takes damage, if the creature dealing the damage is within range of the gloomflower\xe2\x80\x99s blindsight , the creature must succeed on a DC 14 Wisdom saving throw or take 10 (3d6) psychic damage. The gloomflower loses its Psychic Scream trait. \n'b' Howling Darkness (Recharges after a Short or Long Rest) . The gloomflower creates a 15-foot-radius sphere of magical darkness at a point it can sense within 60 feet. This darkness works like the darkness spell, except creatures inside it have disadvantage on saving throws against any of the gloomflower\xe2\x80\x99s actions or traits. The gloomflower loses its Blur trait. \n'b' Soul Splice . The gloomflower places the soul belonging to its corpse into a creature it can sense within 90 feet, creating an effect like the magic jar spell. The gloomflower can use this power at will, but it can only splice its soul onto one other creature at a time. The target resists the attack with a successful 20 DC 14 Charisma saving throw. While the soul is inside the target, the target is unconscious and takes 7 (2d6) psychic damage at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a success, the creature remains unconscious until the start of its next turn and is immune to the same gloomflower\xe2\x80\x99s Soul Splice for 24 hours. If the target is reduced to 0 hp by Soul Splice\xe2\x80\x99s psychic damage, it must make death saving throws until it dies, stabilizes, or regains hit points , as usual. If the creature stabilizes or regains hit points , the soul returns to the corpse tied to the gloomflower, the creature is immune to the same gloomflower\xe2\x80\x99s Soul Splice for 24 hours, and the gloomflower cannot use this action again until it finishes a long rest . The gloomflower loses its Corrupting Visions action.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Gloomwing \n'b' Large monstrosity , neutral \n'b' Armor Class 12 Hit Points 75 (10d10+20) Speed 10 ft., fly 40 ft.\n'b' STATS STR: 14 (+2) DEX: 15 (+2) CON: 14 (+2) INT: 2 (-5) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +4 Senses darkvision 60 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Implant . As an action, a gloomwing can lay eggs inside a Small or larger helpless or dead creature. A creature implanted with gloomwing eggs must make a DC 12 Constitution save each morning; on a failure, the creature takes 10 (3d6) necrotic damage and its maximum Hit Points is decreased by the same amount. A creature whose maximum Hit Points are reduced to 0 or below dies. Within 24 hours of a creature\xe2\x80\x99s death from this damage, 1d4 young tenebrous worms emerge from the corpse, devouring it completely in the process. The eggs can be destroyed via any effect that cures disease. \n'b' Pheromones (Recharge After a Short or Long Rest) . As a bonus action, the gloomwing can activate its pheromones. At the beginning of its next turn, it emits a strange, musky scent in a 30-foot radius. All creatures within this area (except for other gloomwings or tenebrous worms) must make a DC 12 Constitution saving throw at the beginning of each of the gloomwing\xe2\x80\x99s turns to avoid becoming weakened by the pheromones. A creature that fails it saving throw has disadvantage on Strength checks, Strength saving throws, and attack rolls based on Strength for 1 hour. Creatures that are immune to being poisoned are unaffected. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The gloomwing uses Hypnotic Wings. Then it attacks with a bite and claws. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) piercing damage. \n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) slashing damage. \n'b' Hypnotic Wings . The eerie shifting of patterns on a gloomwing\xe2\x80\x99s wings is hypnotic. Any creature within 30 feet that does not avert its gaze from the gloomwing must make a DC 12 Wisdom save or become confused for 1 round. Gloomwings and tenebrous worms are immune to this effect. An affected target can\xe2\x80\x99t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn. \n'b'\n'b' d10 \n'b' Behavior \n'b'\n'b' 1 \n'b' The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn\xe2\x80\x99t take an action this turn. \n'b'\n'b' 2-6 \n'b' The creature doesn\xe2\x80\x99t move or take actions this turn. \n'b'\n'b' 7-8 \n'b' The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. \n'b'\n'b' 9-10 \n'b' The creature can act and move normally. \n'b'\n'b' Gloomwings are strange, moth-like natives of the Plane of Shadow. Despite their appearance, they are not vermin and possess a crude but serviceable intelligence. \n'b' Some gloomwings are conjured via magic to serve as guardians or even mounts, and occasionally a gloomwing will slip through a tear in the fabric of the planes and make the journey to the Material Plane on its own. \n'b' A gloomwing loose on the Material Plane is active for 2 to 3 hours at dawn and again for 2 to 3 hours at dusk, preferring to spend the remaining hours of the day hiding in abandoned buildings, caves, or deep canyons or foliage where the shadows are thickest. During its periods of activity, it flies through the sky on the hunt for creatures to attack and implant its eggs in\xe2\x80\x94the gloomwing does not need to eat, leaving this urge to propagate its species as its primary drive. \n'b' Lethal Larvae . For all the dangers a gloomwing presents, it is the creature\xe2\x80\x99s young that pose the gravest threat. These creatures are known as tenebrous worms, and despite being the larval form of the adult gloomwing, are much more dangerous creatures. \n'b' The fact that a gloomwing can lay several eggs a day if presented with enough living hosts makes them dangerous not for what they can inflict themselves, but for what they can spawn.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Gloomwraith \n'b' Medium undead (greater revnant), neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 135 (18d8+54) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 16 (+3) INT: 16 (+3) WIS: 18 (+4) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Intelligence +7, Wisdom +8, Charisma +8 Skills Deception +8, Intimidate +8, Insight +8, Perception +8, Persuasion +8; any relevant skills it possessed in life Damage Immunities poison Damage Resistances necrotic; bludgeoning, piercing, and slashing from non-magical weapons Condition Immunities charmed , exhausted, frightened , poisoned Senses darkvision 120 ft., passive Perception 18 Languages Elvish and any languages it knew in life Challenge 12 (8,400 XP) \n'b' Special Traits \n'b' Embodiment of Despair . Any non-undead creature that moves to or begins its turn within 60 feet of the gloomwraith must succeed on a DC 17 Wisdom check or become frightened . A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature has disadvantage on these saving throws if it has more than one Mark of Woe. Once a target has made a successful save against this effect or the fear has been removed through magical means, it is immune to this power for the next 24 hours. The gloomwraith can activate or deactivate this aura on its turn without spending an action of any sort. \n'b' Lingering Spirit . When a gloomwraith reaches 0 hit points , its physical body is destroyed but the shadowy spirit remains. Its speed drops to zero, it regains 20 hit points , and it gains immunity to slashing, piercing, bludgeoning, fire, cold, and lightning damage. It cannot make slam attacks, but can continue to use Crushing Despair. It loses one hit point every minute until it is destroyed. \n'b' Woe-haunted Aura . Any creature that starts its turn within 30 feet of the gloomwraith must attempt a DC 12 Woe saving throw or suffer 1 point of spiritual damage. Any creature that dies within 2,000 feet of a gloomwraith adds +2 to its roll on The Dead Rise table (page 260). A creature killed by the gloomwraith itself adds +4 to its roll, instead of the usual +3 for being slain by one of the Dead. The gloomwraith can activate or deactivate this aura on its turn without spending an action of any sort. \n'b' Actions \n'b' Multiattack . The gloomwraith makes two slam attacks and uses Crushing Despair. \n'b' Slam . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 12 (2d8+3) bludgeoning damage. Special : If the target is frightened , this gloomwraith has advantage on the attack and regains 10 hit points if the attack hits. \n'b' Crushing Despair . The gloomwraith forces one living creature within 60 feet to attempt a DC 17 Wisdom save. On a failed save, the target takes 31 (5d10+4) psychic damage and 1d4 spiritual damage and is frightened ; it takes half as much damage and is not frightened on a successful one. A creature with more than one Mark of Woe has disadvantage on this saving throw. \n'b' About \n'b' When certain immensely powerful undead (e.g., the Prince of Tears) place their mark on a mortal, that undead forms a connection to that creature and can then feed on their suffering. The longer the mortal resists, the stronger the bond becomes. Eventually the victim hears whispers offering a release from pain. This offer is a death sentence, and those who accept it become gloomwraiths-vessels for a fragment of that Malevolent\xe2\x80\x99s power. \n'b' Cloaked in Cold Flesh . The corpse that houses a gloomwraith is preserved by the spirit within. Its skin is pallid and cold, but a casual observer could mistake it for a living creature. An active DC 15 Wisdom ( Medicine or Perception ) check discovers its true nature. \n'b' When the gloomwraith exercises its full power, this pretense of life falls away. Wisps of shadow extend from the gloomwraith\xe2\x80\x99s skin, forming the outline of a misty elven figure. This shadowy aura is semi-tangible and shields the gloomwraith from physical attacks. \n'b' Puppet of the Prince . A gloomwraith is the hand of the Prince of Tears (or some other Malevolent). If the Malevolent has no immediate agenda, the gloomwraith defaults to going on a murderous rampage. But if there is work that can be done to further the Malevolent\xe2\x80\x99s plans, a gloomwraith can act as a subtle agent. It might lead a cult, or sow fear and despair as a demagogue or doomsayer. The gloomwraith retains the memories of its former life and can pose as the mortal it once was, but it possesses an uncanny talent for manipulating peoples\xe2\x80\x99 fears. Such a puppet might conceal its appearance with a mask and heavy clothing; such steps prevent a physical examination from revealing its true nature. \n'b' Undead Nature . A gloomwraith doesn\xe2\x80\x99t require air, food, drink, or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Gluttongeist \n'b' Large undead , neutral evil \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 85 (10d8 + 40) \n'b' Speed 0 ft., fly 40 ft.\n'b' STATS STR: 18 (+4) DEX: 13 (+1) CON: 18 (+4) INT: 5 (-3) WIS: 12 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Survival +4 \n'b' Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities necrotic, poison \n'b' Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained \n'b' Senses darkvision 60 ft., passive Perception 14 \n'b' Languages Understands all languages it knew in life but can only speak via Limited Telepathy (see below) \n'b' Challenge 6 (2,300 XP) \n'b' Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Devourer\xe2\x80\x99s Starvation. The gluttongeist always knows the distance to and direction of the nearest creature or whatever else it might perceive as food. On each of its turns, it uses all its movement as necessary to move toward the nearest perceived food source. \n'b' Ethereal Sight . The gluttongeist can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. \n'b' Incorporeal Slime . The gluttongeist can move through other creatures and objects as if they were difficult terrain . If it moves through a creature or object, it covers it in an ectoplasmic slime, and if it is a creature, it must roll a DC 15 constitution saving throw. On a failed saving throw, the creature is frightened until the end of its next turn, it cannot regain hit points , and its speed is reduced by 10 feet. On a success, the creature\xe2\x80\x99s speed is reduced by 10 feet but it suffers no other effects. If the gluttongeist ends this move inside an object, it takes 5 (1d10) force damage and is shunted to the nearest unoccupied space. \n'b' Limited Telepathy . The gluttongeist can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn\xe2\x80\x99t allow the receiving creature to telepathically respond. \n'b' Rampage . When the gluttongeist reduces a creature to 0 hit points with a melee attack on its turn, the gluttongeist can take a bonus action to move up to half its speed and make a Bite attack . \n'b' Undying Hunger . The gluttongeist does not regain Hit Dice normally. Instead, each night at sunset, it loses one Hit Die. If it reaches 6 or fewer Hit Dice, its painful hunger gives it disadvantage on Constitution and Wisdom saving throws. When the gluttongeist is reduced to 0 Hit Dice, it is permanently destroyed. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 17 (2d12 + 4) necrotic damage, and the gluttongeist magically regains hit points equal to the damage dealt. The target is also swallowed if it fulfills one of the following conditions:\n'b'\n'b' Target is a Small or smaller object not being worn or carried \n'b' Target is a Small or smaller creature \n'b' Target is a Medium creature and the attack reduces it to less than half its hit point maximum \n'b'\n'b' A swallowed creature is blinded and restrained , has total cover against attacks and other effects outside the gluttongeist\xe2\x80\x99s gullet, and takes 7 (2d6) necrotic damage at the start of each of the gluttongeist\xe2\x80\x99s turns. \n'b' The gluttongeist\xe2\x80\x99s gullet can only hold one creature at a time. If the gluttongeist dies or takes 10 damage or more on a single turn from a creature inside it, any swallowed creatures or objects fall out of of the gluttongeist\xe2\x80\x99s ghostly form, landing prone in the nearest unoccupied space and ending all effects of being swallowed. \n'b' However, such a creature is covered in ectoplasmic slime, reducing its speed by 20 feet until it is cleaned off. Cleaning the slime off by hand takes 1 minute. \n'b' Whenever the gluttongeist swallows a creature or swallows at least 5 cubic feet of other organic matier, it regains 1d4 Hit Dice if the creature or organic matier is still swallowed 1 minute later. \n'b'\n'b' REACTIONS \n'b'\n'b' Eager Appetite . When a creature within 5 feet of the gluttongeist hits it with an attack roll or forces it to make a saving throw, the gluttongeist can make a Bite attack against that creature. \n'b'\n'b' ABOUT \n'b' A gluttongeist is a ravenous, all-consuming spirit whose endless hunger drives it to devour every living thing it encounters. Created from greed and glutiony, it is not uncommon for the spirits of giants and ogres to become these dreadful specters after living lives of exceptional greed and glutiony. In instances where Humanoids become a gluttongeist, little to nothing remains of the original form of the deceased Humanoid. \n'b' Gluttongeists possess limited telepathic abilities, however the messages they send to others tend to be unintelligible ramblings of hunger. Unfortunately, telepathic communication remains the only way of learning the identity of the glutionous specter and learning where it came from.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Gnarljak \n'b' Small construct , unaligned \n'b' Armor Class 16 (natural armor) \n'b' Hit Points 88 (16d6 + 32) \n'b' Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 21 (+5) CON: 15 (+2) INT: 2 (-4) WIS: 14 (+2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +4 \n'b' Skills Perception +5, Stealth +8 \n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities poison, psychic \n'b' Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned \n'b' Senses blindsight 60 ft. (blind beyond this radius), passive Perception 15 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 6 (2,300 XP) \n'b' Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Construct Nature . The gnarljak doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' False Appearance . While the gnarljak remains motionless, it is indistinguishable from a normal bear trap. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The gnarljak makes one Gnawing Bite attack and two Chain Tail attacks, or it makes three Chain Tail attacks. \n'b' Gnawing Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) piercing damage, and the gnarljak attaches to the target. While attached, the gnarljak can\xe2\x80\x99t make Gnawing Bite attacks, and at the start of each of the gnarljak\xe2\x80\x99s turns, the target takes 14 (2d8 + 5) piercing damage. The attached gnarljak moves with the target whenever the target moves, requiring none of the gnarljak\xe2\x80\x99s movement. It can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can use its action to detach the gnarljak by succeeding on a DC 16 Strength check. \n'b' Chain Tail . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 12 (2d6 + 5) bludgeoning damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Secure Tail . When within 10 feet of the ground, structure, wall, or other solid surface, the gnarljak can secure its tail spike on a point in the surface within 10 feet of it. While secured, the gnarljak can\xe2\x80\x99t be forced prone , it can\xe2\x80\x99t move more than 10 feet from that point, and its Chain Tail attack\xe2\x80\x99s reach is reduced to 5 feet. If the gnarljak is attached to a creature while its tail is secured, the creature is restrained until the gnarljak is no longer attached to it. \n'b'\n'b' ABOUT \n'b' A bear trap springs to clacking life, ready to tear flesh. \n'b' Hopping Motion . All steel and springs, a gnarljak is easily mistaken for a simple bear trap when lying dormant. But once it starts hopping in pursuit of a target, it reveals its animated nature and its only motivation: destruction of living things. \n'b' Endless Snapping . Gnarljaks are mindless. They do not grow tired. They exist only to pull creatures to the ground and chew through them, then turn around and chew through them again. \n'b' Defensive Traps . Some try to use gnarljaks to guard treasures or booby-trap approaches to important locations, but their indiscriminate biting makes them quite dangerous to their owners as well. Certain monsters, such as redcaps and shadow fey, use gnarljaks with some regularity, and gnomes are very fond of making them part of a standard tunnel defense.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Gnarlwood \n'b' Huge plant , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 132 (11d12 + 55) Speed 30 ft.\n'b' STATS STR: 22 (+6) DEX: 9 (-1) CON: 20 (+5) INT: 13 (+1) WIS: 13 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +5 Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing Senses darkvision 60 ft., passive Perception 14 Languages Common Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The gnarlwood can cast the following, using Wisdom as its spellcasting ability (spell save DC 12, spell attack bonus +4). The gnarlwood doesn\xe2\x80\x99t need material components to use these abilities: At will: ray of sickness\n'b'\n'b'\n'b' 3/day each : animate dead , blight , inflict wounds \n'b' 1/day each : circle of power, dispel evil and good \n'b' 1/week : circle of death \n'b'\n'b' Protected from Good . Good-aligned creatures have disadvantage when attacking a gnarlwood, and it can\xe2\x80\x99t be charmed , frightened , or possessed by a good-aligned creature. \n'b' Unhallowed Aura . When an undead creature within 30 feet of a gnarlwood makes an attack roll or a saving throw, it can add 1d4 to the result. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . A gnarlwood makes four Clawed Branch attacks. \n'b' Clawed Branch . Melee Weapon Attack : +9 to hit, reach 5 ft., one creature. Hit : 15 (2d8 + 6) slashing damage. If a single target is hit by two of the gnarlwood\xe2\x80\x99s Clawed Branch attacks in a single turn, that target automatically takes an additional 15 (2d8 + 6) slashing damage and is grappled . \n'b'\n'b' ABOUT \n'b' Rare things, gnarlwoods are created when a treant seed is planted in cursed ground. This should be an impossibly rare occurrence, save that certain evil cults intentionally create gnarlwoods as guardians of hidden forest temples. Their normally benign forms and thoughts twisted by the soil from which they spring, gnarlwoods love nothing better than to hurt and slay. They gain no sustenance from their victims and commit their atrocities purely out of a rage-filled bloodlust.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Gnoll Pack Warrior \n'b' Family: Gnoll \n'b' Medium humanoid (gnoll), chaotic neutral \n'b' Armor Class 15 (hide, shield) Hit Points 39 (6d8+12) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 12 (+1) CON: 14 (+2) INT: 6 (-2) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 10 Languages Common, Gnoll Challenge 1 (200 XP) \n'b' Special Traits \n'b' Rampage . When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack . \n'b' Sure-Footed . The warrior has advantage on Strength and Dexterity saving throws made against effects that would knock it prone . \n'b' Actions \n'b' Multiattack . The warrior makes three melee attacks or two ranged attacks . \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4+3) piercing damage. \n'b' Spear (3) . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 6 (1d6+3) piercing damage, or 7 (1d8+3) piercing damage if wielded in two hands. \n'b' About \n'b' Pack warriors make up the bulk of a gnoll tribe\xe2\x80\x99s fighting force, and while individually they are vicious and lethal, when attacking en masse they are a relentless horde. \n'b' In combat they are fearless, favoring numbers and ferocity as their primary (if somewhat rudimentary) tactic. A good war chieftain can go a long way in organizing this pack mob mentality into victory on the battlefield.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Gnoll Slaver \n'b' Family: Gnoll \n'b' With a fistful of chains and shackles and a fat money pouch, the cackling of a successful gnoll slaver is hard to mistake for anything else. They are common in slaveholding societies, though treated with respect only among their own kind. \n'b' Medium humanoid (gnoll), chaotic evil \n'b' Armor Class 15 (chain shirt) Hit Points 71 (11d8 + 22) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 15 (+2) CON: 14 (+2) INT: 12 (+1) WIS: 11 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +6, Intimidation +5, Perception +2, Stealth +6 Senses darkvision 60 ft., passive Perception 12 Languages Common, Gnoll Challenge 3 (700 XP) \n'b' Special Traits \n'b' Rampage . When the gnoll reduces a creature to 0 hp with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack . \n'b' Actions \n'b' Multiattack . The gnoll makes three attacks: one with its bite and two with its whip or three with its longbow. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage. \n'b' Whip . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 6 (1d4 + 4) slashing damage. \n'b' Longbow . Ranged Weapon Attack : +4 to hit, range 150/600 ft., one target. Hit : 6 (1d8 + 2) piercing damage. \n'b' Menace Captives (Recharge 5-6) . The gnoll selects up to three creatures it has taken captive within 30 feet. Each creature must succeed on a DC 15 Wisdom saving throw or have disadvantage for 1 minute on any attack rolls or skill checks to take actions other than those the gnoll has ordered it to take. \n'b' About \n'b' Occupying a strange role in a human land, gnoll slavers perform duties at which their bestial appearance and nature work to their advantage. They serve as brutal enforcers among the slave population, as captains of raiding bands, and as slave catchers, leading patrols along the land\xe2\x80\x99s borders in search of escapees. \n'b' Brands, Scars, and Marks . Gnoll slavers have a fondness for gnawing their victims or threatening the creatures with punishments that scar and mark the victim. Branding slaves is a popular pastime among gnolls. \n'b' Slain on Sight . Races near gnoll slavers tend to show no mercy towards the evil raiders; a captured slaver can expect a speedy execution and often is slain out of hand by a former slave. This merely drives gnoll slavers to some degree of caution; they prefer to operate in groups with other gnolls, and they are often the first to flee if things turn against them.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Animated Object, Giant Foo Dog Statue \n'b' Family: Animated Objects \n'b' Huge construct , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 92 (8d12 + 40) Speed 60 ft.\n'b' STATS STR: 20 (+5) DEX: 16 (+3) CON: 21 (+5) INT: 1 (-5) WIS: 5 (-3) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception -1 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks 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 5 (1,800 XP) \n'b' Special Traits \n'b' Animated Object Theme . The giant foo dog statue\xe2\x80\x99s themes are animalistic and fortified. \n'b' Antimagic Susceptibility . The giant foo dog statue is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the statue must succeed on a Constitution saving throw against the caster\xe2\x80\x99s spell save DC or fall unconscious for 1 minute. \n'b' Blunting Form . Any nonmagical piercing or slashing weapon made of metal that hits the giant foo dog statue begins to dull. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls . If its penalty drops to -5, the weapon is too dull to deal damage and can\xe2\x80\x99t be used to deal damage again until the creature spends 10 minutes sharpening the weapon. \n'b' Constructed Nature . An animated object doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' False Appearance . While the giant foo dog statue remains motionless, it is indistinguishable from a normal statue of a foo dog. \n'b' Actions \n'b' Multiattack . The giant foo dog statue makes one Bite attack and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (1d12 + 5) piercing damage. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d6 + 5) slashing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Gnoll Tribal Shaman \n'b' Family: Gnoll \n'b' Medium humanoid (gnoll), chaotic neutral \n'b' Armor Class 13 (hide) Hit Points 22 (5d8) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 12 (+1) CON: 11 (+0) INT: 8 (-1) WIS: 14 (+2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 12 Languages Common, Gnoll Challenge 1 (200 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The shaman\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 13; +5 to hit with spell attacks). The shaman can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : druidcraft, poison spray, shillelagh \n'b' 3/day each : healing word , invisibility , pass without trace \n'b' 1/day each : daylight , haste \n'b'\n'b' Rampage . When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack . \n'b' Actions \n'b' Multiattack . The shaman makes three melee attacks . \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4+2) piercing damage. \n'b' Two-Bladed Sword . Melee Weapon Attack : +4 to hit, reach 5 ft. Hit : 6 (1d8+2) slashing damage. \n'b' Beast Shape (1/Day) . The shaman can magically assume the shape of a young lion (use the statistics of a panther), crocodile, or giant goat for up to 2 hours. In beast shape, the shaman gains the physical attributes and statistics ( Strength , Dexterity , Constitution , hit points , Hit Dice, proficiencies, AC, traits, etc.) of its chosen form, while retaining normal mental attributes (alignment, Intelligence , Wisdom , Charisma ). It can revert to its normal form by using a bonus action. The shaman automatically reverts if it falls unconscious, drops to 0 hit points , or dies. When it reverts, the shaman returns to the number of hit points it had before it transformed. However, if it reverted as a result of dropping to 0 hit points , any excess damage carries over to its normal form. \n'b' About \n'b' Gnoll shamans draw on the primal spirit of the land for their magic. In addition to being a tribe\xe2\x80\x99s healer, they are often consulted for divination and are responsible for carrying on certain oral traditions among their people.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Alux of the Third Sun \n'b' Medium fey (alux), any alignment \n'b' Armor Class 13 Hit Points 19 (3d8+6) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 14 (+2) INT: 12 (+1) WIS: 13 (+1) CHA: 11 (0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +5, Nature +3 Perception +3, Survival +3, Stealth +5 Damage Vulnerabilities obsidian Damage Resistances necrotic Senses darkvision 60 ft; passive Perception 13 Languages Primordial Notoan Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . The alux has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Stealthy Traveler . The alux can move stealthily while traveling at a normal pace. \n'b' Chom Bonded . If the alux has its soul placed within its chom, and the chom is killed while the alux is on the Material Plane, then the alux also dies. The bonded chom carries the alux\xe2\x80\x99s soul only if the alux is currently carrying a departed mortal\xe2\x80\x99s soul to the land of the dead. \n'b' Summon Bonded Chom . Third sun aluxs are guides and transporters of souls. Each third sun alux is bonded to a specific chom that it can summon as a bonus action. This chom holds the creature\xe2\x80\x99s soul, giving its body room to carry a departed mortal soul to the land of the dead. An alux can summon his bonded chom from any distance on the same plane of existence. If it appears next to an enemy, the chom can make an immediate attack . The chom acts at the start of the alux\xe2\x80\x99s initiative . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The alux makes two Claw attacks. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) slashing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Gnoll, Havoc Runner \n'b' Family: Gnoll \n'b' Medium humanoid ( gnoll ), chaotic evil \n'b' Armor Class 15 (chain shirt) Hit Points 58 (9d8 + 18) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 14 (+2) INT: 8 (-1) WIS: 12 (+1) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +5, Perception +5 Senses darkvision 60 ft., passive Perception 15 Languages Gnoll Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Harrying Attacks . If the gnoll attacks more than one creature in the same turn, the first target has disadvantage on attack rolls until the end of its next turn. \n'b' Pack Tactics . The gnoll has advantage on attack rolls against a creature if at least one of the gnoll\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 gnoll makes one Bite attack and two Battleaxe attacks. \n'b' Battleaxe . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Lightning Lope . The gnoll takes the Dash or Disengage action. \n'b'\n'b' ABOUT \n'b' A sprinting gnoll laughs as it runs, axe held high and flashing in the sun. With the bristly mane and spotted fur characteristic of all gnolls, havoc runners blend into their tribe. Only the canny glint in the eyes hints at the deadly difference before the havoc runner explodes into violence. \n'b' Blinding Raids . Havoc runners are scouring storms across the trade routes that crisscross the tribe\xe2\x80\x99s territory. Like all gnolls, they are deadly in battle. Havoc runners incorporate another quality that makes them the envy of many raiders: they can tell at a glance which pieces of loot from a laden camel or wagon are the most valuable, without spending time rummaging, weighing, or evaluating. Their ability to strike into a caravan, seize the best items, and withdraw quickly is unparalleled.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Gnoll, Gutter Fighter \n'b' Medium humanoid (gnoll), chaotic evil \n'b' Armor Class 17 (improvised armor, shield) Hit Points 22 (4d8 + 4) Speed 35 ft.\n'b' STATS STR: 14 (+2) DEX: 12 (+1) CON: 12 (+1) INT: 7 (-2) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +3 Senses darkvision 60 ft., passive Perception 14 Languages Common, Gnoll Challenge 1 (200 XP) \n'b' Special Traits \n'b' Contagious . If a non- gnoll creature comes into physical contact with the gutter gnoll fighter , the creature must succeed on a DC 10 Constitution saving throw or contract gnoll\xe2\x80\x99s kiss. The DC increases to 15 if this contact was the gutter gnoll fighter\xe2\x80\x99s bite or claw attack . \n'b' Gutter Slyness . The gutter gnoll fighter has advantage on Dexterity ( Stealth ) checks while in sewers and alleyways that are in darkness or dim light. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) piercing damage. \n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) slashing damage. \n'b' Longsword . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) slashing damage. \n'b' About \n'b' Fighters are the last line of defense for the clan\xe2\x80\x99s lair, and while they are loath to die in its defense, they will fight fiercely to protect their home. If you see one gutter gnoll, there are two. If you see two, pack your bags and find a new town.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Gnoll, Gutter Lightfoot \n'b' Medium humanoid (gnoll), chaotic evil \n'b' Armor Class 13 (leather armor) Hit Points 9 (2d8) Speed 35 ft.\n'b' STATS STR: 12 (+1) DEX: 14 (+2) CON: 10 (+0) INT: 10 (+0) WIS: 14 (+2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +4, Survival +4 Senses darkvision 60 ft., passive Perception 14 Languages Common, Gnoll Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Contagious . If a non- gnoll creature comes into physical contact with the gutter gnoll lightfoot, the creature must succeed on a DC 10 Constitution saving throw or contract gnoll\xe2\x80\x99s kiss (see sidebar). The DC increases to 15 if this contact was the gutter gnoll lightfoot\xe2\x80\x99s bite or claw attack . \n'b' Gutter Slyness . The gutter gnoll lightfoot has advantage on Dexterity ( Stealth ) checks while in sewers and alleyways that are in darkness or dim light. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) piercing damage. \n'b' Claw . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) slashing damage. \n'b' Dagger . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 4 (1d4 + 2) piercing damage. \n'b' Blowgun . Ranged Weapon Attack : +4 to hit, range 20/100 ft., one target. Hit : 1 piercing damage, and the target must make a DC 14 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one. For every 5 darts a target is struck by, they suffer one level of exhaustion . \n'b' About \n'b' Slight and stealthy, lightfoots attack from hiding using darts coated with cultivated poison, or even just smeared with filth from their fur, which has much the same effect.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Gnoll, Gutter Pack Leader \n'b' Medium humanoid (gnoll), chaotic evil \n'b' Armor Class 11 (leather armor) Hit Points 39 (6d8 + 12) Speed 35 ft.\n'b' STATS STR: 12 (+1) DEX: 11 (+0) CON: 12 (+1) INT: 14 (+2) WIS: 12 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +3, Perception +3, Stealth +2, Survival +3 Senses darkvision 60 ft., passive Perception 13 Languages Common, Gnoll Challenge 2 (450 XP) \n'b' Special Traits \n'b' Contagious . If a non- gnoll creature comes into physical contact with the gutter gnoll pack leader, the creature must succeed on a DC 10 Constitution saving throw or contract gnoll\xe2\x80\x99s kiss. The DC increases to 15 if this contact was the gutter gnoll pack leader\xe2\x80\x99s bite or claw attack . \n'b' Gutter Slyness . The gutter gnoll pack leader has advantage on Dexterity ( Stealth ) checks while in sewers and alleyways that are in darkness or dim light. \n'b' Frenzied Fighting . When the gutter gnoll pack leader makes a successful attack , all friendly gnolls within 5 ft. of the target who can see the pack leader can choose to make an attack against the same target as a reaction with disadvantage. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) piercing damage. \n'b' Claw . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) slashing damage. \n'b' Dagger . Melee or Ranged Weapon Attack : +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 2 (1d4) piercing damage. \n'b' Thurible . As a bonus action, the gutter gnoll pack leader can shake its thurible to create a noxious cloud of smoke in a 15 ft. radius sphere centered on it. The smoke spreads around corners and its area is lightly obscured . It lasts for up to 10 minutes or until a wind of light or greater speed (at least 5 miles per hour) disperses it. Any non-gutter gnoll that enters the smoke for the first time or starts its turn there must make a DC 15 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much on a successful one. The gutter gnoll pack leader can spend additional bonus actions to increase the size of the sphere to a maximum of a 25 ft. radius. \n'b' About \n'b' Using a combination of social cunning and physical dominance, pack leaders have the tough job of keeping their cowardly, and often unreliable, clan in line. Many gutter gnolls have ambitions of becoming pack leaders themselves, so those at the top must watch their backs.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Gnoll, Gutter Shaman \n'b' Medium humanoid (gnoll), chaotic evil \n'b' Armor Class 10 Hit Points 21 (6d8 ? 6) Speed 35 ft.\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 8 (-1) INT: 14 (+2) WIS: 17 (+3) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +4, Perception +5, Stealth +4, Survival +5 Senses darkvision 60 ft., passive Perception 15 Languages Common, Gnoll Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Contagious . If a non- gnoll creature comes into physical contact with the gutter gnoll shaman, the creature must succeed on a DC 10 Constitution saving throw or contract gnoll\xe2\x80\x99s kiss. The DC increases to 15 if this contact was the gutter gnoll shaman\xe2\x80\x99s bite or claw attack . \n'b' Gutter Slyness . The gutter gnoll shaman has advantage on Dexterity ( Stealth ) checks while in sewers and alleyways that are in darkness or dim light. \n'b' Spellcasting . The gutter gnoll shaman is a 7th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following druid spells prepared: \n'b' Cantrips (at will) : dancing lights , light , mage hand \n'b' 1st level (4 slots) : bane , inflict wounds \n'b' 2nd level (3 slots) : silence , spiritual weapon \n'b' 3rd level (3 slots) : dispel magic , spirit guardians \n'b' 4th level (1 slot) : greater invisibility \n'b' Actions \n'b' Bite . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 2 (1d4) piercing damage. \n'b' Claw . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 3 (1d6) slashing damage. \n'b' Quarterstaff . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 3 (1d6) or 4 (1d8) bludgeoning damage if wielded with two hands. \n'b' Corrosive Vial . Ranged Weapon Attack : +4 to hit, reach 30/60 ft., one target. Hit : upon striking the target, the vial will break and release a corrosive liquid that reduces the effectiveness of armor and shields by ?1 AC until it can be repaired. This effect is cumulative the more times the target is struck with vials up to -5. If the target is not wearing armor, or their armor effectiveness has been reduced by -5, the target takes 4 (1d8) acid damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Gnoll, Gutter Tracker \n'b' Medium humanoid (gnoll), chaotic evil \n'b' Armor Class 14 (leather armor) Hit Points 13 (3d8) Speed 35 ft.\n'b' STATS STR: 13 (+1) DEX: 16 (+3) CON: 10 (+0) INT: 9 (-1) WIS: 14 (+2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6, Stealth +5, Survival +4 Senses darkvision 60 ft., passive Perception 16 Languages Common, Gnoll Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Contagious . If a non- gnoll creature comes into physical contact with the gutter gnoll tracker, the creature must succeed on a DC 10 Constitution saving throw or contract gnoll\xe2\x80\x99s kiss. The DC increases to 15 if this contact was the gutter gnoll tracker\xe2\x80\x99s bite or claw attack . \n'b' Gutter Slyness . The gutter gnoll tracker has advantage on Dexterity ( Stealth ) checks while in sewers and alleyways that are in darkness or dim light. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) piercing damage. \n'b' Claw . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) slashing damage. \n'b' Shortbow . Ranged Weapon Attack : +5 to hit, range 80/320 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' About \n'b' Trackers are the most likely to be encountered above ground, scouting out potential food sources or vulnerable travelers on an ill-advised evening stroll.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Gnoll, Mangy Rock \n'b' Medium humanoid (gnoll), chaotic evil \n'b' Armor Class 13 Hit Points 45 (7d8 + 14) Speed 35 ft.\n'b' STATS STR: 16 (+3) DEX: 12 (+1) CON: 14 (+2) INT: 5 (-3) WIS: 10 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +5, Intimidation +4, Survival +2 Senses darkvision 60 ft., passive Perception 10 Languages Gnoll Challenge 2 (450 XP) \n'b' Special Traits \n'b' Enraged Retaliation . If the mangy rock gnoll has 22 or fewer hit points , it can use its claw attack one additional time when it takes the multiattack action. If it has 10 or fewer hit points , it can use its claw attack two additional times when it takes the multiattack action. These additional attacks are made with disadvantage. \n'b' Tough . The mangy rock gnoll adds its Constitution modifier to its armor class. \n'b' Actions \n'b' Multiattack . The mangy rock gnoll makes one bite and one claw attack , or two claw attacks. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 18 Constitution saving throw or contract frenzy (see sidebar). \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage. \n'b' About \n'b' Whether through influences deep underground, or by natural means, it is not uncommon for rock gnolls to become stricken by disease. These mangy individuals become even more beast-like and wild; some find a life amongst the hyenas of their former clan, others wander off to die a lonely (and likely violent) death, but some form large, disorganised packs of their own.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Gnoll, Plains Archer \n'b' Medium humanoid (gnoll), chaotic evil \n'b' Armor Class 14 (padded armor) Hit Points 13 (3d8) Speed 40 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 10 (+0) INT: 9 (-1) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +3, Nature +2, Perception +2, Survival +2 Senses darkvision 60 ft., passive Perception 12 Languages Gnoll Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Sprinter . The plains gnoll archer can use a bonus action to move up to half its speed. \n'b' Precise Aim . If the plains gnoll archer does not move during its turn, it adds 1d8 to its attack roll with its shortbow. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one creature. Hit : 3 (1d4 + 1) piercing damage. \n'b' Claw . Melee Weapon Attack : +3 to hit, reach 5 ft., one creature. Hit : 5 (1d8 + 1) slashing damage. \n'b' Dagger . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit : 5 (1d4 + 3) piercing damage. \n'b' Shortbow . Ranged Weapon Attack : +5 to hit, range 80/320 ft., one creature. Hit : 6 (1d6 + 3) piercing damage. \n'b' About \n'b' The role of archer is an insult in gnoll culture, considered too cowardly or weak to face the enemy directly. Bows are reserved for young males, or as punishment for transgressions against the clan.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Gnoll, Plains Clanmother \n'b' Medium humanoid (gnoll), chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 82 (11d8 + 33) Speed 50 ft.\n'b' STATS STR: 20 (+5) DEX: 14 (+2) CON: 16 (+3) INT: 12 (+1) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +8, Intimidation +3 Senses darkvision 60 ft., passive Perception 12 Languages Gnoll Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Sprinter . The plains gnoll clanmother can use a bonus action to move up to half its speed. \n'b' Tough . The plains gnoll clanmother adds its Constitution modifier to its armor class. \n'b' Pack Leader . All gnolls within 120 ft. of the plains gnoll clanmother that can see and hear it deal an additional 1d4 damage with their bite and claw attacks. \n'b' Actions \n'b' Multiattack . The plains gnoll clanmother makes three attacks: two with its claws and one with its bite. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) piercing damage. \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 10 (1d10 +5) slashing damage. \n'b' About \n'b' A clanmother is, without exception, a terrifying enemy to face. \n'b' Often forgoing weapons and armor entirely, she will fly at her enemy in a bestial rage, relying on her brute strength and the psychological impact of her offensive to win the day, knowing that showing weakness could mean the end of her reign. \n'b' Gnolls are ruled not by laws or formal rules, but by a rigid system of taboos. While these vary slightly from clan to clan, there are commonalities, and these help keep a modicum of order in gnoll society as a whole.'}