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Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Animated Object, Huge \n'b' Family: Animated Objects \n'b' Huge construct , unaligned \n'b' Armor Class 13 Hit Points 92 (8d12 + 40) Speed 40 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'\n'b' Skills Perception -1 Damage Immunities poison, psychic Condition Immunities blinded , charmed , deafened , exhaustion , frightened , paralyzed , petrified , poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 9 Languages \xe2\x80\x93 Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Antimagic Susceptibility . The animated object is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the animated object must succeed on a Constitution saving throw against the caster\xe2\x80\x99s spell save DC or fall unconscious for one minute. \n'b' Constructed Nature . An animated object doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' False Appearance . While the animated object remains motionless, it is indistinguishable from a normal object of its type. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The animated object makes two Slam attacks. \n'b' Slam . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (1d12 + 5) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Various mundane and magical items take on a life of their own after long exposure to latent magical energies or through purposeful experimentation by powerful sorcerers. Rules for creating animated objects are listed below. Though not a comprehensive list of every possible object that could become animate, it should provide enough information to create unique objects to throw at your unsuspecting players.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Clockwork Gunslinger \n'b' Family: Clockwork \n'b' Medium construct (clockwork), unaligned \n'b' Armor Class 15 (natural armor) Hit Points 90 (12d8+36) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 18 (+4) CON: 16 (+3) INT: 1 (\xe2\x80\x935) WIS: 16 (+3) 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 Skills Perception +6 Senses darkvision 60 ft., passive Perception 16 Languages understands the languages of its creator but cannot speak Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Captive Time . The clockwork gunslinger has a magic hourglass built into its chest. When the clockwork gunslinger scores a critical hit, the hourglass explodes and all creatures within 30 feet of it must succeed a DC 14 Wisdom saving throw or be affected as per the slow spell for 3 rounds. Once the clockwork gunslinger uses this ability, it is unable to do so again until a new hourglass is constructed and placed within its chest. \n'b' Integrated Weapons . The clockwork gunslinger has an integrated pistol welded into one hand and an integrated dagger in the other, making them impossible to disarm or destroy. It automatically loads projectiles into the pistol from a cache inside of its body. \n'b' Winding . A clockwork gunslinger 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 gunslinger, 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 gunslinger makes 6 pistol attacks. \n'b' Integrated Dagger . Melee Weapon Attack : +7 to hit, 5 ft. reach, one target. Hit : 6 (1d4 + 4) piercing damage. \n'b' Integrated Pistol . Ranged Weapon Attack : +7 to hit, range 150/600 ft., one target. Hit : 7 (1d6 + 4) piercing damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Hourglass (3/day) . The clockwork gunslinger spins the hourglass in its chest to gain the effects of haste for 1 round. \n'b'\n'b' ABOUT \n'b' Clockwork gunslingers are efficient sharpshooters, eliminating foes before they can draw close enough to prove a threat. Their primary design is to serve as guards, either for a specific location, for a particular person, or patrolling bustling streets of a city, but their creators often use them for assistance on missions that involve extracting high-value targets from dangerous locations. The constructs\xe2\x80\x99 standard operating procedure is to evaluate a situation and engage in combat only if their own safety or that of whatever they are guarding is threatened. \n'b' Inside a clockwork gunslinger\xe2\x80\x99s hardened chassis, a large cache of bullets and powder is automatically fed into its pistol. \n'b' Custom clockwork gunslingers sometimes have specialty ammunition in place of bullets as well as other decorations, though this change carries with it a corresponding upcharge. A clockwork gunslinger stands 6 feet tall and weighs 400 pounds.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gnoll, Plains Runner \n'b' Medium humanoid (gnoll), chaotic evil \n'b' Armor Class 13 (padded armor) Hit Points 13 (3d8) Speed 40 ft.\n'b' STATS STR: 13 (+1) DEX: 14 (+2) CON: 10 (+0) INT: 8 (-1) WIS: 10 (+0) CHA: 7 (-2) \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 1/4 (50 XP) \n'b' Special Traits \n'b' Sprinter . The plains gnoll runner can use a bonus action to move up to half its speed. \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 : +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit : 4 (1d4 + 2) piercing damage. \n'b' Bola . Ranged Weapon Attack : +4 to hit, reach 60/120 ft., one creature. Hit : the target must succeed on a DC 14 Dexterity saving throw or fall prone . \n'b' About \n'b' Runners are master trackers. As the fastest in the clan, these young gnolls keep the pressure on their quarry, constantly harrying them until the rest of the hunting party can sweep in. This is the most prestigious position a male gnoll can hope to achieve, as their generally lighter frames suit them to fast running, and a lifetime of expecting a beating from superiors has made them observant.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gnoll, Plains Shaman \n'b' Medium humanoid (gnoll, shapechanger), chaotic evil \n'b' Armor Class 10 Hit Points 22 (5d8) Speed 35 ft.\n'b' STATS STR: 8 (-1) DEX: 10 (+0) CON: 10 (+0) INT: 14 (+2) WIS: 16 (+3) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +4, Nature +4, Perception +5, Survival +5 Senses darkvision 60 ft., passive Perception 15 Languages Gnoll Challenge 3 (700 XP) \n'b' Special Traits \n'b' Sprinter . The plains gnoll shaman can use a bonus action to move up to half its speed. \n'b' Hyena Form . The plains gnoll shaman can use its action to change into a spotted hyena . Its statistics, other than Intelligence and Wisdom , change to those of a spotted hyena . While in hyena form, if the shaman\xe2\x80\x99s hit points are reduced to 0 it will change back into gnoll form with the same hit points it had before it transformed. Any additional damage from the attack is carried over to its gnoll form. It can also use its action to shift back into its gnoll form if it chooses. \n'b' Spellcasting . The plains gnoll shaman is a 5th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has the following druid spells prepared: \n'b' Cantrips (at will) : mage hand , prestidigitation , shillelagh \n'b' 1st level (4 slots) : cure wounds , inflict wounds \n'b' 2nd level (3 slots) : hold person , lesser restoration \n'b' 3rd level (2 slots) : bestow curse , conjure animals \n'b' Actions \n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 1 (1d4 \xe2\x80\x93 1) piercing damage. \n'b' Claw . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 1 (1d4 \xe2\x80\x93 1) slashing damage. \n'b' Quarterstaff . Melee Weapon Attack : +2 to hit (+4 to hit with shillelagh ), reach 5 ft., one target. Hit : 3 (1d6) or 4 (1d8) bludgeoning damage with shillelagh or if wielded with two hands. \n'b' About \n'b' Greatly respected by all in the clan, shamans will usually stay out of the day-to-day affairs. When the clan is threatened, however, a shaman will use all her savage power to defend it.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gnoll, Plains Spearman \n'b' Medium humanoid (gnoll), chaotic evil \n'b' Armor Class 13 (leather armor) Hit Points 33 (6d8 + 6) Speed 40 ft.\n'b' STATS STR: 14 (+2) DEX: 14 (+2) CON: 12 (+1) INT: 10 (+0) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +4, Nature +2, Survival +2 Senses darkvision 60 ft., passive Perception 10 Languages Gnoll Challenge 1 (200 XP) \n'b' Special Traits \n'b' Sprinter . The plains gnoll spearman can use a bonus action to move up to half its speed. \n'b' Actions \n'b' Multiattack . The plains gnoll spearman makes four attacks: two with its spear, one with its bite, and one with its claw. It can choose to replace its spear attacks with claw attacks. \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 : 6 (1d8 +2) slashing damage. \n'b' Spear . Melee or Ranged 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 2 hands to make a melee attack . \n'b' About \n'b' Though gnolls are generally disdainful of ranged combat, spearmen see the benefit of having weapons they can loose at an enemy as they charge in to finish the job up close.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gnoll, Plains Warrior \n'b' Medium humanoid (gnoll), chaotic evil \n'b' Armor Class 16 (half plate) Hit Points 52 (8d8 + 16) Speed 40 ft.\n'b' STATS STR: 16 (+3) DEX: 12 (+1) CON: 14 (+2) INT: 9 (-1) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +5, Nature +1, Survival +3 Senses darkvision 60 ft., passive Perception 11 Languages Gnoll Challenge 3 (700 XP) \n'b' Special Traits \n'b' Sprinter . The plains gnoll warrior can use a bonus action to move up to half its speed. \n'b' Bloodlust . If the plains gnoll warrior hits a creature which does not have all its hit points with a melee weapon attack , it may use its bonus action to make a bite attack against the same creature with disadvantage. \n'b' Actions \n'b' Multiattack . The plains gnoll warrior makes four attacks: two with its spiked triple flail, one with its bite, and one with its claw. It can choose to replace its flail attacks with claw attacks. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 5 (1d4 + 3) piercing damage. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 7 (1d8 + 3) slashing damage. \n'b' Triple Flail . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 10 (3d4 + 3) bludgeoning damage plus 7 (3d4) piercing damage. \n'b' About \n'b' Warriors are at the top of the social ladder, often the immediate family of the clan-mother by blood or bond. Relations amongst warriors are usually stable; each of them have fought enough to earn their position that they know where they stand in relation to the others. \n'b' Of all the beasts that walk this earth, there is none so foul as a gnoll , the grave-eater, the cowardly trickster, that which is hound and bitch both.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gnoll, Rock Alpha \n'b' Medium humanoid (gnoll), chaotic evil \n'b' Armor Class 18 (natural armor, shield) Hit Points 68 (8d8 + 32) Speed 35 ft.\n'b' STATS STR: 16 (+3) DEX: 12 (+1) CON: 18 (+4) INT: 10 (+0) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +5, Stealth + 3, Survival +4 Senses darkvision 60 ft., passive Perception 12 Languages Common, Gnoll Challenge 3 (700 XP) \n'b' Special Traits \n'b' Rocky Camouflage . The rock gnoll alpha has advantage on Dexterity ( Stealth ) checks in rocky terrain. \n'b' Tough . The rock gnoll alpha adds its Constitution modifier to its armor class. \n'b' Actions \n'b' Multiattack . The rock gnoll alpha makes two attacks with its heavy spear. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage. \n'b' Heavy Spear . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage, or 8 (1d10 + 3) if wielded with two hands. \n'b' About \n'b' Alphas are often given the honor of striking the killing blow to captured targets. Alphas carry a heavy burden, keeping the clan alive in tough environments and, in extremely lean times, are expected to give themselves up as meat for the clan (though it is unclear how many end up doing this willingly).'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gnoll, Rock Runt \n'b' Medium humanoid (gnoll), chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 13 (3d8) Speed 35 ft.\n'b' STATS STR: 12 (+1) DEX: 14 (+2) CON: 10 (+0) INT: 6 (-2) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +4, Survival +2 Senses darkvision 60 ft., passive Perception 10 Languages Gnoll Challenge 1/4 (50 XP) \n'b' Special Traits \n'b' Rocky Camouflage . The rock gnoll runt has advantage on Dexterity ( Stealth ) checks in rocky terrain. \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, range 20/60 ft., one target. Hit : 4 (1d4 + 2) piercing damage. \n'b' Net . Ranged Weapon Attack : +4 to hit, reach 5/15 ft., one Large or smaller creature. Hit : The target is restrained . A creature can use its action to make a DC 15 Strength check to get free. Dealing 10 damage to the net (AC 10) frees the target and destroys the net. \n'b' About \n'b' The smallest clan members, runts are tasked with setting traps and hit-and-run raids.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gnoll, Rock Shaman \n'b' Medium humanoid (gnoll), chaotic evil \n'b' Armor Class 10 Hit Points 49 (9d8 + 9) Speed 35 ft.\n'b' STATS STR: 11 (+0) DEX: 11 (+0) CON: 12 (+1) INT: 14 (+2) WIS: 16 (+3) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +5, Stealth +3, Survival +6 Senses darkvision 60 ft., passive Perception 13 Languages Common, Gnoll, Undercommon Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Rocky Camouflage . The rock gnoll shaman has advantage on Dexterity ( Stealth ) checks in rocky terrain. \n'b' Spellcasting . The rock gnoll shaman is a 9th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has the following druid spells prepared: \n'b' Cantrips (at will) : shillelagh , shocking grasp , thorn whip \n'b' 1st level (4 slots) : entangle , thunderwave \n'b' 2nd level (3 slots) : gust of wind , spike growth \n'b' 3rd level (3 slots) : conjure animals , dispel magic \n'b' 4th level (3 slot) : giant insect , grasping vine \n'b' 5th level (1 slot) : insect plague , mass cure wounds \n'b' Actions \n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 2 (1d4) piercing damage. \n'b' Claw . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d6) slashing damage. \n'b' Quarterstaff . Melee Weapon Attack : +3 to hit (+6 to hit with shillelagh ), reach 5 ft., one target. Hit : 3 (1d6) or 4 (1d8) bludgeoning damage with shillelagh or if wielded with two hands. \n'b' About \n'b' Wily and intelligent, shamans consume mushrooms and other narcotics in order to commune with the environment and aid the clan. Whether by supernatural means or otherwise, they are great trackers, peerless in their ability to read the environment.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gnoll, Rock Sneak \n'b' Medium humanoid (gnoll), chaotic evil \n'b' Armor Class 13 Hit Points 18 (4d8) Speed 35 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) 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 Perception +3, Stealth +5, Survival +3 Senses darkvision 60 ft., passive Perception 13 Languages Gnoll , Undercommon Challenge 1/4 (50 XP) \n'b' Special Traits \n'b' Rocky Camouflage . The rock gnoll sneak has advantage on Dexterity ( Stealth ) checks in rocky terrain. \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 : +5 to hit, range 20/60 ft., one target. Hit : 5 (1d4 + 3) piercing damage. \n'b' Throwing Club . Melee or Ranged Weapon Attack : +5 to hit, range 30/60 ft., one target. Hit : 5 (1d4 + 3) bludgeoning damage, and the target must succeed on a DC 13 Constitution saving throw or be knocked unconscious. The target can repeat the saving throw at the end of each of their turns to regain consciousness. \n'b' About \n'b' Sneaks use their throwing clubs to incapacitate their quarry. If coordinated from hiding, these attacks can cause disarray, allowing other clan members to make off with supplies, as well as disoriented or unconscious slaves.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gnome, Spriggan \n'b' Family: Gnome \n'b' Small fey , chaotic evil \n'b' Armor Class 15 (chain shirt) \n'b' Hit Points 36 (8d6 + 8) \n'b' Speed 20 ft.\n'b' STATS STR: 8 (-1) DEX: 16 (+3) CON: 13 (+1) INT: 11 (+0) WIS: 11 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Nature +2, Perception +2, Stealth +5, Survival +2 \n'b' Senses darkvision 60 ft., passive Perception 12 \n'b' Languages Sylvan \n'b' Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The spriggan\xe2\x80\x99s innate spellcasting ability is Constitution (spell save DC 11). The spriggan can innately cast the following spells, requiring no material components: \n'b'\n'b' At will : druidcraft \n'b' 1/day : shatter \n'b' Magic Resistance . The spriggan has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The spriggan makes two Shortsword attacks. \n'b' Shortsword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' Enlarge (1/day) . The spriggan\xe2\x80\x99s size triples in all dimensions, and its weight is multiplied by 10. This growth increases its size from Small to Large. The spriggan remains changed for one hour, or until it takes a bonus action to end the effect. The spriggan has advantage on Strength checks and Strength saving throws, and the spriggan\xe2\x80\x99s weapons grow to match its new size . While these weapons are enlarged, the spriggan\xe2\x80\x99s attacks deal an additional die of damage on a hit. \n'b'\n'b' ABOUT \n'b' Spriggans are ugly, stocky gnomes with a bulbous nose and reddish eyes. They have shaggy dark mustaches and ratty beards, both unkempt and caked with dirt and filth. Spriggans are among the ugliest and certainly the most foul tempered of all gnomes. At one moment a normal-sized gnome , a spriggan can grow to giant-sized in an instant, gaining immense strength and taking unsuspecting opponents by surprise .'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gnome, Deep (Svirfneblin) \n'b' Small humanoid (gnome), neutral good \n'b' Armor Class 15 (chain shirt) Hit Points 16 (3d6 + 6) Speed 20 ft.\n'b' STATS STR: 15 (+2) DEX: 14 (+2) CON: 14 (+2) INT: 12 (+1) WIS: 10 (+0) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Investigation +3, Perception +2, Stealth +4 Senses darkvision 120 ft., passive Perception 12 Languages Gnomish, Terran, Undercommon Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Stone Camouflage : The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. \n'b' Gnome Cunning : The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic. \n'b' Innate Spellcasting : The gnome\xe2\x80\x99s innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components: \n'b' At will : nondetection (self only) \n'b' 1/day each: blindness/deafness, blur, disguise self \n'b' Actions \n'b' War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.\xc2\xa0 \n'b' Poisoned Dart. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one creature. Hit: 4 (1d4 + 2) piercing 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' About \n'b' This bald gnome has rocky gray skin and a wiry physique. Its pale eyes are overly large and expressive.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Clockwork Hound \n'b' Family: Clockwork \n'b' Medium construct , unaligned \n'b' Armor Class 12 Hit Points 71 (11d8 + 22) Speed 50 ft.\n'b' STATS STR: 16 (+3) DEX: 15 (+2) CON: 14 (+2) INT: 1 (-5) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4, Con +4 Skills Athletics +7, Perception +4 Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 14 Languages understands Common but can\xe2\x80\x99t speak Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Construct Nature . The clockwork hound doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Diligent Tracker . The clockwork hound has advantage on Wisdom ( Perception ) and Wisdom ( Survival ) checks that rely on scent or that are made to find a creature. \n'b' Explosive Core . The mechanism that powers the hound explodes when the Construct is destroyed. Each creature within 5 feet of the hound when it is destroyed must make a DC 12 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. \n'b' Immutable Form . The clockwork hound is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The clockwork hound has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 14 (2d10 + 3) piercing damage. \n'b' Tripping Tongue . Melee Weapon Attack : +5 to hit, reach 15 ft., one target. Hit : 12 (2d8 + 3) slashing damage, and the target must succeed on a DC 13 Strength saving throw or be forced prone . \n'b'\n'b' ABOUT \n'b' This black, mechanical hunting dog keeps its nose to the ground sniffing and whuffling. Gleaming teeth fill its metal mouth. \n'b' Ticking Bloodhounds . Partners to clockwork huntsmen, these black hounds follow the trails of criminals, escaped slaves, and other unfortunates. Their infused spirits are those of hunting hounds, and their animating magic allows them to follow a scent with preternatural speed and accuracy. \n'b' Toy Variants . Some claim the infusion of animal spirits into clockwork hounds was one of the great arcane discoveries that made the creation of the gearforged possible; others say that it only made clockwork mages rich. Certainly, the earliest hounds were built for work and war, but recent varieties also include some that are deceptively big-eyed and painted as children\xe2\x80\x99s toys or to match a young aristocrat\xe2\x80\x99s favorite outfit. \n'b' Serve the Rulers . Despite this brief flirtation with fashion, most clockwork hounds continue to serve town watches, royal huntsmen, road wardens, moneylenders, and criminal gangs as loyal trackers and guards.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Animated Object, Jar \n'b' Family: Animated Objects \n'b' Tiny construct , unaligned \n'b' Armor Class 14 Hit Points 28 (8d4 + 8) Speed 20 ft., fly 30 ft. (hover)\n'b' STATS STR: 10 (+0) DEX: 18 (+4) CON: 13 (+1) 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 Dexterity +5 Skills Perception -1 Damage Immunities poison, psychic Condition Immunities blinded , charmed , deafened, exhaustion , frightened , paralyzed , petrified , poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 9 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' Special Traits \n'b'\n'b' Animated Object Theme . The jar\xe2\x80\x99s theme is paraphernalia. \n'b' Antimagic Susceptibility . The jar is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the jar 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 jar remains motionless, it is indistinguishable from a normal jar. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The jar makes two Slam attacks. \n'b' Slam . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d4 + 4) bludgeoning, piercing, or slashing damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gnomish Distiller \n'b' Medium humanoid (wyrd gnome), any chaotic \n'b' Armor Class 15 (studded leather) Hit Points 82 (15d8 + 15) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 16 (+3) INT: 17 (+3) WIS: 13 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +6, Int +6 Skills Arcana +6, Medicine +4, Nature +6 Senses darkvision 60 ft., passive Perception 11 Languages Common, Gnomish, Sylvan, Umbral Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Prescience . When the gnome finishes a long rest, roll a d20 and record the number rolled. Before their next long rest, they can replace one attack roll, saving throw, or ability check made by them or a creature that they can see, using this prescience roll. They must choose to do so before the roll. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The gnome uses Dispensing Apparatus and makes one weapon attack . \n'b' Shortsword . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' Acidic Crossbow . Ranged Weapon Attack : +6 to hit, range 30/120 ft., one target. Hit : 6 (1d6 + 3) piercing damage plus 11 (2d10) acid damage. \n'b' Dispensing Apparatus . A gnomish distiller carries a backpack-like apparatus designed to expel a variety of damaging mixtures. While wearing the apparatus, a distiller can create one of the following effects, the same effect cannot be used twice in a row:\n'b'\n'b'\n'b' The apparatus expels a 20-foot-radius sphere of poisonous gas centered on a point the distiller chooses within 30 feet. The sphere spreads around corners, and its area is heavily obscured. The gas lingers in the air for 1 minute. A creature that starts its turn in the cloud must succeed on a DC 15 Constitution saving throw or spend its action that turn retching and reeling. \n'b' The apparatus expels a shower of a caustic solution in a line 30 feet long and 5 feet wide in a direction of the distiller\xe2\x80\x99s choice. Each creature in that line must make a DC 15 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save or half as much damage on a successful one. \n'b' The apparatus expels slick grease in a 10-foot square centered on a point the distiller chooses within 30 feet. When the grease appears, each creature standing in its area must succeed on a DC 15 Dexterity saving throw or fall prone . A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone . \n'b'\n'b' Spellcasting . The gnome casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 12):\n'b'\n'b'\n'b' At will : guidance \n'b' 1/day : augury , identify \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Alchemical Capsule . The gnome breaks one of two capsules, contained in artificial teeth, and immediately gains the benefits of the stored potion. Either choose which two potions the gnome has or assume they have a potion of invisibility and a potion of growth . \n'b'\n'b' ABOUT \n'b' The maniacal-looking gnome before you has a large cask-shaped apparatus strapped to his back. He stares intently with jaundice-yellow eyes and a too-wide grin. \n'b' Half of the gnome\xe2\x80\x99s once-glorious red mustache has clearly been burned away, probably by acid. \n'b' Gnomish distillers unlock the destructive secrets within alchemical reagents and brew them into highly volatile solutions. \n'b' Strange Science . Gnomish distillers are driven by the pursuit of knowledge and believe that all reagents, magical or otherwise, including shadowstuff, can be distilled to a more potent version of their natural state. The quest to unlock the secret nature hidden within all things has frequently led to catastrophic destruction in the name of natural philosophy. \n'b' Wyrd Alchemy for Sale . Wyrd gnomes embrace the darker side of invention, and gnomish distillers epitomize this trait. Distillers weaponize the knowledge gained from alchemical pursuits by creating deadly solutions, sprays, poisons, and explosives to sell to the highest bidder.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gnoph-keh of Serex \n'b' Large monstrosity (extraterrene), chaotic evil \n'b' Armor Class 13 (natural armor) Hit Points 133 (14d10+56) Speed 40 ft., climb 40 ft.\n'b' STATS STR: 20 (+5) DEX: 13 (+1) CON: 18 (+4) INT: 11 (+0) WIS: 12 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Con +9, Wis +5 Skills Perception +5, Stealth +5 Condition Immunities cold, prone Senses tremorsense 60 ft., passive Perception 15 Languages Giant, mi-go Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Spell-Like Abilities A gnoph-keh can use the following spells as innate abilities. Its casting ability is Charisma (DC 14, +6 to hit).\n'b'\n'b'\n'b' 3/day : fog cloud , spike growth (icy surface only) \n'b' 1/day : control weather (duration 1 hour), ice storm \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The gnoph-keh makes four claw attacks and one gore attack . \n'b' Claw . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 1d8+5 slashing damage. \n'b' Gore . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 1d6+5 piercing damage and 2d10 cold damage. If the target is a living creature, it must make a Con save (DC 13) or be petrified into solid ice. On the first failed save, the creature is restrained . At the end of its next turn, it must repeat the save; on a success, the effect ends, but on a failure, it is petrified until freed by powerful magic. \n'b'\n'b' ABOUT \n'b' Long, rank white hair covers this thick-bodied creature.\xc2\xa0It has six apelike limbs with taloned hands, a bearlike muzzle with sharp teeth, and a sharp horn jutting from its forehead. \n'b' The gnoph-keh are a race of predatory creatures that dwell in the polar wastes. They are sometimes referred to as the \xe2\x80\x9cwhite apes\xe2\x80\x9d of the ice, but in fact they are not apes at all. Instead, they are descended from the monstrous spawn of a long-vanished Great Old One that haunted the icy regions of the earth countless ages ago. Gnoph-keh cannot tolerate warm temperatures, and often retreat to the uttermost poles to hibernate away warm centuries. They are therefore recent arrivals, appearing only in the last couple of hundred years with the encroaching glaciers. Primitive tribes of the tundra often fall under their sway, seeking to placate the hateful monsters with human sacrifice. \n'b' Gnoph-keh seem to move from glacier to glacier through some unknown magic involving ice portals or wind-walking. They have now colonized several glaciated regions.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gnyan \n'b' Large elemental , neutral good \n'b' Armor Class 14 \n'b' Hit Points 90 (12d10 + 24) \n'b' Speed 50 ft.\n'b' STATS STR: 17 (+3) DEX: 19 (+4) CON: 15 (+2) INT: 12 (+1) WIS: 16 (+3) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Con +4 \n'b' Skills Perception +5, Stealth +6, Survival +5 \n'b' Damage Vulnerabilities fire \n'b' Damage Immunities cold, poison \n'b' Condition Immunities exhaustion , frightened , poisoned , prone \n'b' Senses darkvision 60 ft., passive Perception 15 \n'b' Languages Common \n'b' Challenge 4 (1,100 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Aura of Hope . The gnyan is surrounded by an aura of uplifting courage. Each friendly creature within 30 feet of the gnyan has advantage on saving throws against being frightened . \n'b' Glorious Milk . A gnyan can spend 1 minute slowly drinking from a bowl of melted ice water. When it stops, the bowl is filled with a pale milk. A creature that drinks the milk regains 7 (2d6) hit points , and its exhaustion level is reduced by up to two levels. After a gnyan\xe2\x80\x99s milk has restored a total of 20 hit points or reduced a total of four exhaustion levels in creatures, the gnyan can\xe2\x80\x99t create milk in this way again until it finishes a long rest. \n'b' Pounce . If the gnyan moves at least 20 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be forced prone . If the target is prone , the gnyan can make one Bite attack against it as a bonus action. \n'b' Snow Camouflage . The gnyan has advantage on Dexterity ( Stealth ) checks made to hide in snowy terrain. \n'b' Snow Strider . The gnyan can move across icy surfaces without needing to make an ability check, and difficult terrain composed of ice or snow doesn\xe2\x80\x99t cost it extra movement. In addition, it leaves no tracks or other traces of its passage when moving through snowy terrain. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The gnyan makes one Bite attack and one Claw attack . \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage plus 3 (1d6) cold damage. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (2d4 + 4) slashing damage plus 3 (1d6) cold damage. \n'b' Avalanche\xe2\x80\x99s Roar (Recharge 6) . The gnyan looses a terrible blasting roar of ice and snow in a 30-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw. On a failure, a creature takes 21 (6d6) cold damage and is restrained until the end of its next turn as frost and snow coats its limbs. On a success, a creature takes half as much damage and isn\xe2\x80\x99t restrained . \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Snow Step . The gnyan teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. The origin and destination spaces must contain snow. \n'b'\n'b' ABOUT \n'b' Brilliant white with a translucent turquoise mane, this icy lion bursts from snow drifts, catching its prey unaware. It leaves no pawprints as it slinks over the snowbanks. The gnyan is an icy, lion-like elemental that roams mountain peaks and secluded valleys. \n'b' Snowy Benefactor . The gnyan detests those who would defile natural beauty and guards pilgrims to mountaintop shrines. The gnyan can create healing milk from snow, and it embodies fearless strength and the power of glaciers. Because bandits and would-be warlords often attempt to capture gnyans to force the elementals to create their healing milk, many gnyans warily follow and study travelers before approaching them. \n'b' Mountain Steward . Folk tales speak of gnyans rescuing those lost in blizzards or striking at loggers from seemingly mundane piles of snow. Some stories tell of gnyans who raised worthy young souls who later became renowned heroes. In these stories, the gnyan nourishes and tutors these otherwise abandoned children, teaching them how to care for the weak and strike down the immoral and cruel.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Goat-Headed Fomorian \n'b' Huge giant , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 160 (14d12 + 70) Speed 40 ft.\n'b' STATS STR: 20 (+5) DEX: 3 (+2) CON: 1 (+5) INT: 8 (-1) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +9, Perception +7, Stealth +3 Senses darkvision 120 ft.; passive Perception 17 Languages Giant, Undercommon Challenge 9 (5,000 XP) \n'b' Actions \n'b' Multiattack . The fomorian uses its bleat of despair and then makes two attacks with its greataxe. It may substitute one of its greataxe attacks for a babble action when it is available. \n'b' Greataxe . Melee Weapon Attack : +8 to hit, reach 15 ft., one target. Hit : 23 (3d12 + 5) bludgeoning damage. \n'b' Bleat of Despair . The goat-headed fomorian lets out a wail of despair that ripples out and affects every enemy that can hear it within 60 feet. Each enemy creature in that radius must make a DC 14 Charisma save or become frightened until the end of their next turn. If they fail their save by 5 or more, they must also spend their movement fleeing from the fomorian. On a successful save, a creature has advantage against all future bleats of despair from this fomorian. \n'b' Babble (Recharge 6) . The fomorian lets loose a string of incoherent babbles toward a creature that it can see within 60 feet, infecting that creature\xe2\x80\x99s mind with addled chaos. The target must succeed on a DC 14 Charisma saving throw or take 17 (4d8) psychic damage and must roll on the Short-Term Madness table and suffer the results.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Goat-Man \n'b' Medium monstrosity , chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 65 (10d8 + 20) Speed 40 ft.\n'b' STATS STR: 19 (+4) DEX: 14 (+2) CON: 14 (+2) INT: 10 (+0) WIS: 13 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4 Skills Acrobatics +4, Athletics +6, Stealth +6 Condition Immunities charmed , frightened Senses darkvision 60 ft., passive Perception 11 Languages understands Common, Giant, and Trollkin but can\xe2\x80\x99t speak Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Charge . If the goat-man moves at least 20 feet straight toward a target and then hits it with a Slam attack on the same turn, the target takes an extra 4 (1d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be forced prone . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The goat-man makes one Bite attack and two Slam attacks. If both Slam attacks hit the same target, the target must succeed on a DC 14 Constitution saving throw or be stunned until the end of its next turn. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage. \n'b' Slam . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' This hunched, man-like figure lurches with a strange, half-hopping gait. Tattered clothing hangs from its muscled shoulders, and its legs are those of a ram, ending in cloven hooves. \n'b' Trespassers on the Rites . The first of the goat-men was the victim of a powerful curse intended to punish him for spying on magical rites exclusive to the women of his tribe. Admiring the grotesque result, the Black Goat of the Woods With a Thousand Young adopted him as its servant, and ensured that all who committed the same taboo fell to the same curse, and thus into the Black Goat\xe2\x80\x99s service. \n'b' Bleating Speech . A goat-man\xe2\x80\x99s head is tusked, adorned with curling ram\xe2\x80\x99s horns, and its beard often drips with gore. Rows of transparent, needle-like, malformed teeth fill its mouth, making clear speech impossible for goat-men. \n'b' Serve Foul Cults . Cultists of Shub-Niggurath or the Black Goat in good standing are sometimes granted the services of a goat-man. The creatures guard ritual sites, visit settlements to capture or purchase suitable sacrifices, and perform certain unspeakable acts with cult members to call forth ritual magic.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Goat, Cave \n'b' Small beast , unaligned \n'b' Armor Class 11 \n'b' Hit Points 22 (4d6 + 8) \n'b' Speed 50 ft.\n'b' STATS STR: 14 (+2) DEX: 13 (+1) CON: 15 (+2) INT: 2 (\xe2\x80\x934) WIS: 10 (+0) CHA: 6 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +4 \n'b' Senses darkvision 60 ft., passive Perception 10 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Hearing . The cave goat has advantage on Wisdom ( Perception ) checks that rely on hearing. \n'b' Sturdy Climber . The cave goat has advantage on Strength ( Athletics ) checks to climb rocky surfaces. \n'b'\n'b' ACTIONS \n'b'\n'b' Ram . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Cave goats are the size of a spaniel and have dog-like paws rather than hooves. Despite being quadrupeds, they are accomplished climbers of the steep and uneven confines of the Underworld. \n'b' Cave goats are loyal, if a bit surly, and strong, making them a favorite companion of Underworld travelers.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Amnug \n'b' Family: Goblin \n'b' Small monstrosity , chaotic evil \n'b' Armor Class 12 Hit Points 9 (2d6+2) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 10 (+0) DEX: 15 (+2) CON: 12 (+1) INT: 6 (-2) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Senses darkvision 120 ft., tremorsense 200 ft., passive Perception 14 Languages Goblin Challenge 1/8 (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Hearing and Smell . The amnug has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Spider Climb . The amnug 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 : +4 to hit, reach 5 ft., one target. Hit : 2 (1d4) piercing damage. \n'b'\n'b' ABOUT \n'b' Amnug are smart goblin hounds. They are small, only standing 18 inches or so at the shoulder, and rarely grow over three feet long. They have six legs, two heads, and two long spiked tails. The heads are heavy, and each sports a mane of hair eerily reminiscent of a beard. With narrow eyes and a long protruding snout, they somewhat resemble a weasel. Their feet have no pads but look like those of a gnarled goblin hand. These clutching fingers allow them to climb and move through rough terrain with ease. Their tails spike after a few inches into two very long, (usually 4-5 feet) appendages that serve the creature\xe2\x80\x99s hunting design. \n'b' Tracking Tail . Their narrow, hairless tails are highly sensitive to motion of any kind. When hunting, the amnug settles its tails upon the ground, \xe2\x80\x9clistening\xe2\x80\x9d for motion in the earth. \n'b' Pack Predators . Amnug are pack creatures. They travel singly or in groups up to 8. The packs always consist of one dominant female and the rest submissive females or males. Amnug lay in wait, tails upon the ground, sensing movement on trails, paths, roads, or the like. When they detect motion, they speak to each other in broken Goblin, arranging for the pack to attack the prey from all sides. They stalk a prey until they can surround it and attack. Amnug drive their litters of pups from the pack as soon as they born, leaving them to fend for themselves. \n'b' Goblins bred the amnug specifically to hunt dwarves, to sniff them out so that the goblins could kill them. Good amnug found dwarves hidden in secret chambers by noticing a heartbeat through the stone. The dwarves never developed a good defense against the creature\xe2\x80\x99s ability to hunt them out.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Bootcha Goblin \n'b' Family: Goblin \n'b' Small humanoid (goblin), chaotic evil \n'b' Armor Class 14 (leather) Hit Points 52 (8d6+24) Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 17 (+3) CON: 16 (+3) INT: 13 (+1) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +5, Constitution +5 Skills Perception +6, Stealth +7, Survival +6 Senses darkvision 60 ft., passive Perception 16 Languages Common, Goblin, Orc Challenge 2 (450 XP) \n'b' Special Traits \n'b' Bootcha-Flank . When the goblin is on the opposite side of a creature from where a Bootcha orc is standing, both have advantage on melee attack rolls against that creature. \n'b' Nimble Escape . The goblin can take the Disengage or Hide action as a bonus action on each of its turns. \n'b' Opportunist (1/Turn) . When the goblin has advantage on its attack roll, on a successful hit it deals an extra 5 (2d4) damage. \n'b' Shoulder-Fighting . While fighting on a mount or on the shoulder of a Bootcha orc , the goblin can wield its spear using Dexterity instead of Strength (included below). \n'b' Actions \n'b' Multiattack . The goblin attacks twice. \n'b' Spear . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 7 (1d8+3) piercing damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Clockwork Hound \n'b' Family: Clockwork \n'b' Small construct (clockwork), unaligned \n'b' Armor Class 14 (natural armor) Hit Points 71 (11d8+22) Speed 50 ft.\n'b' STATS STR: 20 (+5) DEX: 18 (+4) CON: 14 (+2) INT: 1 (\xe2\x80\x935) WIS: 16 (+3) 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 13 Languages understands the languages of its creator but cannot speak Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Hearing and Smell . The clockwork hound has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Pack Tactics . The clockwork hound has advantage on an attack roll against a creature if at least one of the clockwork hound\xe2\x80\x99s allies is within 5 ft. of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Winding . A clockwork hound can function for one day every time it is wound. A creature can use an action to wind the clockwork hound, restoring it to one day of operating time. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The clockwork hound makes two bite attacks. \n'b' Bite . Melee Weapon Attack : +8 to hit, 5 ft. reach, one target. Hit : 14 (2d8 + 5) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone . \n'b'\n'b' ABOUT \n'b' Clockwork hounds are artificial approximations of canine companions that operate much like their living counterparts but never die of natural causes. They can work in packs or alone, in accordance with the instructions imparted by their operators. Whether their operators are alive or dead is of little consequence to these constructs, which proceed based on the last instructions provided. \n'b' Like clockwork soldiers, clockwork hounds have long activity cycles due to the lessened winding requirements of their lighter frames. \n'b' Canine Couriers . Their chest cavities are used to storage goods instead of for reinforcement. They are used primarily for delivery missions but work equally well as retrievers. They\xe2\x80\x99re occasionally used for sentry duty, or more rarely, defense, and are most often seen in the company of similarly tasked constructs such as clockwork soldiers and guardians. A clockwork hound stands 2-1/2 feet tall at its shoulders and weighs 300 pounds.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Corkscrew Goblin \n'b' Family: Goblin \n'b' Small humanoid (goblinoid), chaotic evil \n'b' Armor Class 17 (leather armor, shield) \n'b' Hit Points 36 (8d6 + 8) \n'b' Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 18 (+4) CON: 12 (+1) INT: 10 (+0) WIS: 6 (-2) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +6 \n'b' Senses darkvision 60 ft., passive Perception 8 \n'b' Languages Goblin \n'b' Challenge 2 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Nimble Engagement . The goblin can take the Dash or Disengage action as a bonus action on each of its turns. \n'b' Thrill of the Challenge . The goblin has advantage on attacks against creatures wearing heavy armor. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The goblin makes two Can Opener attacks. \n'b' Can Opener . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage, and if the target is wearing nonmagical armor, the goblin pries off a piece of it. The armor takes a cumulative -1 penalty to the AC it offers. If this penalty reduces a creature\xe2\x80\x99s AC to 10, the goblin has pried off enough pieces that the rest of the armor falls off the target. Armor dismantled in this way can be reequipped by taking the time normally required to don the armor. If the target has a shield, the goblin can choose to reduce the shield\xe2\x80\x99s AC instead. If the shield\xe2\x80\x99s AC bonus is reduced to 0, it falls to the ground and must be re-equipped as normal.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Animated Object, Large \n'b' Family: Animated Objects \n'b' Large construct , unaligned \n'b' Armor Class 13 Hit Points 76 (8d10 + 32) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 19 (+4) INT: 1 (-5) WIS: 5 (-3) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception -1 Damage Immunities poison, psychic Condition Immunities blinded , charmed , deafened , exhaustion , frightened , paralyzed , petrified , poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 9 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Antimagic Susceptibility . The animated object is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the animated object must succeed on a Constitution saving throw against the caster\xe2\x80\x99s spell save DC or fall unconscious for one minute. \n'b' Constructed Nature . An animated object doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' False Appearance . While the animated object remains motionless, it is indistinguishable from a normal object of its type. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The animated object makes two Slam attacks. \n'b' Slam . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (1d10 + 4) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Various mundane and magical items take on a life of their own after long exposure to latent magical energies or through purposeful experimentation by powerful sorcerers. Rules for creating animated objects are listed below. Though not a comprehensive list of every possible object that could become animate, it should provide enough information to create unique objects to throw at your unsuspecting players.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Eldritch Goblin, Greater \n'b' Family: Goblin \n'b' Small humanoid , neutral evil \n'b' Armor Class 15 (Leather armor and shield) Hit Points 70 (20d6) Speed 30 ft.\n'b' STATS STR: 8 (-1) DEX: 14 (+2) CON: 10 (+0) INT: 22 (+6) WIS: 18 (+4) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Animal Handling (worgs only)+6, History +8, Stealth +6, Religion +8, Perception +6, Insight +6 Saving Throws Dexterity +4, Intelligence +8 Senses darkvision 60 ft., passive Perception 16 Languages All Humanoid languages Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Eldritch Gifts . Each greater eldritch goblin has 3 Eldritch gifts. The GM can choose the abilities or roll them randomly. This list should not be considered exhaustive but is offered if the GM wishes to quickly generate an eldritch goblin.\n'b'\n'b'\n'b' Has protection from evil and good at all times without concentrating \n'b' Never needs to eat . The goblin is immune to ingested poison and has advantage on saves to avoid exhaustion . \n'b' Call Animals . Once per day, the goblin can cast Conjure Animals as an innate spell. The animals called should be appropriate for a Goblin . \n'b' Hardened Skin . The goblin gains +2 AC. This stacks with any armor. \n'b' Persuasive Words . The goblin can innately cast Suggestion (DC 13) three times per day. \n'b' Toughened . The goblin has advantage on all Constitution saves. \n'b' Bound Mount . The goblin has formed a mystic bond with a worg . The goblin can call the mount as a bonus action, causing the creature to instantly appear. The mount is obedient to its master. \n'b' Divine Strike . The goblin infuses any weapon it wields with power. The weapon does an extra 1d4 radiant damage and is considered magical. \n'b' Link to the Earth . Once per week, the goblin can innately cast Commune with Nature . \n'b' Mirror Trick . The goblin can cast Mirror Image 3/day as a bonus action. \n'b'\n'b' Deeper Secrets . The greater eldritch goblin has access to ancient and powerful lore. Each one has a greater ability. Below is a list of possible abilities, but the GM should feel free to invent others.\n'b'\n'b'\n'b' The goblin can cast shapechange on itself once per day. \n'b' The goblin can cast time stop once per day. \n'b' The goblin is immune to damage from piercing, slashing, and bludgeoning damage. \n'b' The goblin has legendary spell resistance . 3/day if it fails a saving throw, it can instead choose to make it. \n'b' The goblin can cast counterspell at third level once per round. \n'b' The goblin has an aura that aids allies and terrifies foes. All allies of the goblin with 60 feet gain 2d10 temporary hit points . All foes must make a Wisdom save (DC 15) or be frightened of the goblin . An ally can only gain temporary hit points like this once per 24 hours. Those who are frightened may repeat the save at the end of each of their turns. \n'b' The goblin has a permanent Haste spell on itself. \n'b' The goblin has regeneration, recovering 10 hit points at the beginning of its turn for as long as it is alive. \n'b'\n'b' The goblin has the spellcasting ability of a 9th level Cleric of the Trickey Domain (DC 15, +7 to hit)\n'b'\n'b'\n'b' Cantrips (At Will) : mending , sacred flame , spare the dying, thaumaturgy \n'b' 1st level (4 slots) : charm person, command , cure wounds , disguise self , shield of faith \n'b' 2nd level (3 slots) : blindness/deafness, hold person , mirror image , pass without trace, spiritual weapon \n'b' 3rd level (3 slots) : blink , dispel magic , meld into stone, protection from energy , sending \n'b' 4th level (3 slots) : banishment , divination , dimension door , guardian of faith, polymorph \n'b' 5th level (1 slot) : dominate person , legend lore , modify memory \n'b'\n'b' The goblin has the spellcasting ability of a 9th level Wizard (DC 17, +9 to hit)\n'b'\n'b'\n'b' Cantrips (At Will) : fire bolt, friends, minor illusion , ray of frost \n'b' 1st level (4 slots) : charm person, disguise self , magic missle, shield \n'b' 2nd level (3 slots) : alter self, detect thoughts , hold person , invisibility \n'b' 3rd level (3 slots) : counterspell, fireball , protection from energy \n'b' 4th level (3 slots) : banishment , dimension door , polymorph \n'b' 5th level (1 slot) : dominate person , scrying \n'b'\n'b' Silence . At will, the goblin can choose to become perfectly silent, even if it would otherwise make noise. The creature becomes invisible to tremorsense and gains advantage on Stealth checks. \n'b' Mounted Combat . The eldritch goblins are superior worg riders. If they roll less than 10 on any animal handling check for a worg mount, they instead roll a 10. If they are knocked from their mount, they automatically land on their feet and avoid damage. If the goblin moves at least 20 feet towards a target while riding its worg and hits with a spear attack , that attack does triple dice damage (quadruple on a critical hit). While mounted on a worg , the worg can make its bite attack if a target is available. The worg acts on its rider\xe2\x80\x99s initiative and in all other ways is considered a controlled mount. Finally, the goblin can mount or dismount from the worg without using movement. \n'b' Eldritch Spear . The goblins have designed a special spear with an incredibly light design. The materials are rare and the creation of these spears takes considerable time and energy, so only the Eldritch wield them. The weapon is a finesse weapon in their hands. \n'b' Unique Death . Each eldritch goblin has a unique form of attack that can slay it. The GM should choose one obscure form of attack . Only damage from that one attack can permanently slay the goblin . If that attack reduces the goblin to 0 hit points or hits the goblin while it is unconscious , the goblin is instantly killed. If the goblin is reduced to 0 hit points by any other form of attack , it is at 0 hit points and stable. The only other way to slay the goblin is to reduce its maximum hit points to 0. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The eldritch goblin makes three attacks with its spear or short bow. \n'b' Spear . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d6+2) piercing damage. \n'b' Shortbow . Ranged Weapon Attack : +5 to hit, range 80/320 ft., one target. Hit : 5 (1d6+2) piercing damage. \n'b'\n'b' ABOUT \n'b' Eldritch goblins are immortal. They take a variety of shapes and forms, though all are goblinesque in nature. Some are taller than normal goblins, others smaller, so much so that they are only a foot or so high. Their features are akin to an old knotted black-jack oak, twisted, and wrinkled like dried bark. This is representative of their age, the older the goblin the more knotted and thick his skin. Younger eldritch goblins, \xe2\x80\x93 those only several centuries old \xe2\x80\x93 still possess something of the smooth, stretched skin of their lesser kindred. of course, some of the elders are possessed of luminescent beauty, a reflection of their magical quality (see below). Eldritch goblins have a great love of things, and they are always carrying them around, often tied to their persons, articles that they have come across in their adventures, articles they found interesting such as a beaded glass jar, a box of peculiar workmanship, a bone, etc. They are also fond of jewelry and wear ear, finger, and toe rings, bracelets, armbands, and the like. In clothing, they are as varied as any species, some preferring colors bright and glaring, others armor, still others, drab cloaks or rags. \n'b' Gods amongst Goblins . Eldritch goblins belong to any of the greater goblin communities, though they stand apart from vast hordes and often travel alone. Some rule their lesser kin; others live amongst them as strangers, revered as god-like figures. But few of the eldritch goblins work in concert with each other as their purposes are different. Some few, however, develop friendships with their eldritch brethren and spend their lives in adventure. If encountering more than a dozen, it is very rare and usually an indication that something huge is happening in the goblin communities; war, or the like. \n'b' Long-Lived . They are fluent in all human, demi-human, and most other humanoid languages, having keen intelligence and long lives to learn them. They revel in the history of their being and judge one another by their deeds and accomplishments, battle honors not the least. They are not averse to traveling with any of the other races, carrying no particular hatred for other creatures, secure in their own lifeless superiority. \n'b' Cunning Leaders . Eldritch goblins utilize the same tactics as their lesser brethren, but they are even more vile and wicked in doing so. Unlike lesser goblins, eldritch goblins can match strategy with any dwarf, and they are not cowardly. They are more than willing to sacrifice any number of other goblins, orcs, or any other creatures in their service to gain a victory. Being immortal creatures, they have complete disdain for the lives of other beings.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Eldritch Goblin, Lesser \n'b' Family: Goblin \n'b' Small humanoid , neutral evil \n'b' Armor Class 15 (leather armor and shield) Hit Points 35 (10d6) Speed 30 ft.\n'b' STATS STR: 8 (-1) DEX: 14 (+2) CON: 10 (+0) INT: 20 (+5) WIS: 18 (+4) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Animal Handling (worgs only) +6, History +7, Stealth +6, Religion +7, Perception +6, Insight +6 Saving Throws Dexterity +4, Intelligence +7 Senses darkvision 60 ft., passive Perception 16 Languages All Humanoid languages Challenge 1 with one or two gifts, 2 with three gifts. \n'b' SPECIAL TRAITS \n'b'\n'b' Eldritch Gifts . Each eldritch goblin has 1-3 eldritch gifts. The GM can choose the abilities or roll them randomly. This list should not be considered exhaustive but is offered if the GM wishes to quickly generate an eldritch goblin.\n'b'\n'b'\n'b' Has protection from evil and good at all times without concentrating \n'b' Never needs to eat . The goblin is immune to ingested poison and has advantage on saves to avoid exhaustion . \n'b' Call Animals . Once per day, the goblin can cast Conjure Animals as an innate spell. The animals called should be appropriate for a Goblin . \n'b' Hardened Skin . The goblin gains +2 AC. This stacks with any armor. \n'b' Persuasive Words . The goblin can innately cast suggestion (DC 13) three times per day. \n'b' Toughened . The goblin has advantage on all Constitution saves. \n'b' Bound Mount . The goblin has formed a mystic bond with a worg . The goblin can call the mount as a bonus action, causing the creature to instantly appear. The mount is obedient to its master. \n'b' Divine Strike . The goblin infuses any weapon it wields with power. The weapon does an extra 1d4 radiant damage and is considered magical. \n'b' Link to the Earth . Once per week, the goblin can innately cast Commune with Nature . \n'b' Mirror Trick . The goblin can cast mirror image 3/day as a bonus action. \n'b'\n'b' Silence . At will, the goblin can choose to become perfectly silent, even if it would otherwise make noise. The creature becomes invisible to tremorsense and gains advantage on Stealth checks. \n'b' Mounted Combat . The eldritch goblins are superior worg riders. If they roll less than 10 on any animal handling check for a worg mount, they instead roll a 10. If they are knocked from their mount, they automatically land on their feet and avoid damage. If the goblin moves at least 20 feet towards a target while riding its worg and hits with a spear attack , that attack does triple dice damage (quadruple on a critical hit). While mounted on a worg , the worg can make its bite attack if a target is available. The worg acts on its rider\xe2\x80\x99s initiative and in all other ways is considered a controlled mount. Finally, the goblin can mount or dismount from the worg without using movement. \n'b' Eldritch Spear . The goblins have designed a special spear with an incredibly light design. The materials are rare and the creation of these spears takes considerable time and energy, so only the Eldritch wield them. The weapon is a finesse weapon in their hands. \n'b' Unique Death . Each eldritch goblin has a unique form of attack that can slay it. The GM should choose one energy type. Only damage from that energy type can permanently slay the goblin . If the goblin is reduced to 0 hit points by any other form of attack , it is at 0 hit points and stable. The only other way to slay the goblin is to reduce its maximum hit points to 0. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The eldritch goblin makes two attacks with its spear or short bow. \n'b' Spear . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6+2) piercing damage. \n'b' Shortbow . Ranged Weapon Attack : +4 to hit, range 80/320 ft., one target. Hit : 5 (1d6+2) piercing damage. \n'b'\n'b' ABOUT \n'b' Eldritch goblins are immortal. They take a variety of shapes and forms, though all are goblinesque in nature. Some are taller than normal goblins, others smaller, so much so that they are only a foot or so high. Their features are akin to an old knotted black-jack oak, twisted, and wrinkled like dried bark. This is representative of their age, the older the goblin the more knotted and thick his skin. Younger eldritch goblins, \xe2\x80\x93 those only several centuries old \xe2\x80\x93 still possess something of the smooth, stretched skin of their lesser kindred. of course, some of the elders are possessed of luminescent beauty, a reflection of their magical quality (see below). Eldritch goblins have a great love of things, and they are always carrying them around, often tied to their persons, articles that they have come across in their adventures, articles they found interesting such as a beaded glass jar, a box of peculiar workmanship, a bone, etc. They are also fond of jewelry and wear ear, finger, and toe rings, bracelets, armbands, and the like. In clothing, they are as varied as any species, some preferring colors bright and glaring, others armor, still others, drab cloaks or rags. \n'b' Gods amongst Goblins . Eldritch goblins belong to any of the greater goblin communities, though they stand apart from vast hordes and often travel alone. Some rule their lesser kin; others live amongst them as strangers, revered as god-like figures. But few of the eldritch goblins work in concert with each other as their purposes are different. Some few, however, develop friendships with their eldritch brethren and spend their lives in adventure. If encountering more than a dozen, it is very rare and usually an indication that something huge is happening in the goblin communities; war, or the like. \n'b' Long-Lived . They are fluent in all human, demi-human, and most other humanoid languages, having keen intelligence and long lives to learn them. They revel in the history of their being and judge one another by their deeds and accomplishments, battle honors not the least. They are not averse to traveling with any of the other races, carrying no particular hatred for other creatures, secure in their own lifeless superiority. \n'b' Cunning Leaders . Eldritch goblins utilize the same tactics as their lesser brethren, but they are even more vile and wicked in doing so. Unlike lesser goblins, eldritch goblins can match strategy with any dwarf, and they are not cowardly. They are more than willing to sacrifice any number of other goblins, orcs, or any other creatures in their service to gain a victory. Being immortal creatures, they have complete disdain for the lives of other beings.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Goblin Berserker \n'b' Family: Goblin \n'b' Small humanoid (goblin), neutral evil \n'b' Armor Class 15 (studded leather) Hit Points 51 (6d6 + 30) Speed 40 ft.\n'b' STATS STR: 20 (+5) DEX: 14 (+2) CON: 20 (+5) INT: 8 (-1) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +7, Perception +5, Stealth +6 Senses darkvision 60 ft., passive Perception 15 Languages Goblin Challenge 2 (450 XP) \n'b' Special Traits \n'b' Nimble Escape . The goblin can take the Disengage or Hide action as a bonus action on each of its turns. \n'b' Reckless . At the start of its turn, the goblin can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. \n'b' Sneak Attack (1/turn) . The goblin deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the goblin that isn\xe2\x80\x99t incapacitated and the goblin doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b' Actions \n'b' Multiattack . The goblin makes two attacks with its war pick. \n'b' War Pick . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) piercing damage. \n'b' Javelin . Melee or Ranged Weapon Attack : +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit : 8 (1d6 + 5) piercing damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Goblin Elite Guard \n'b' Family: Goblin \n'b' Small humanoid (goblin), neutral evil \n'b' Armor Class 18 (scale mail, shield) Hit Points 130 (20d6 + 60) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 20 (+5) CON: 16 (+3) INT: 10 (+0) WIS: 11 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +8 Senses darkvision 60 ft., passive Perception 13 Languages Goblin Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Nimble Escape . The goblin can take the Disengage or Hide action as a bonus action on each of its turns. \n'b' Second Wind (Recharges after a Short or Long Rest) . As a bonus action, the goblin can regain 15 hit points . \n'b' Actions \n'b' Multiattack . The goblin makes two shortsword attacks. \n'b' Shortsword . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 8 (1d6 + 5) piercing damage. \n'b' Shield Bash . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone . \n'b' Heavy Crossbow . Ranged Weapon Attack : +8 to hit, range 100/400 ft., one target. Hit : 10 (1d10 + 5) piercing damage. \n'b' Reactions \n'b' Parry . The goblin adds 3 to its AC against one melee attack that would hit it. To do so, the goblin must see the attack and be wielding a weapon.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Goblin Enforcer \n'b' Family: Goblin \n'b' Small humanoid (goblin), neutral evil \n'b' Armor Class 16 (chain mail) Hit Points 112 (15d6 + 60) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 16 (+3) CON: 18 (+4) INT: 10 (+0) WIS: 12 (+1) CHA: 6 (-2) \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 Goblin Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Brute . A melee weapon deals one extra die roll of its damage when the goblin hits with it (included in the attack ). \n'b' Nimble Escape . The goblin can take the Disengage or Hide action as a bonus action on each of its turns. \n'b' Reckless . At the start of its turn, the goblin can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. \n'b' Actions \n'b' Multiattack . The goblin makes two greataxe attacks. \n'b' Greataxe . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 18 (2d12 + 5) slashing damage. \n'b' Javelin . Melee or Ranged Weapon Attack : +8 to hit, range 30/120 ft., one target. Hit : 8 (1d6 + 5) piercing damage. \n'b' Reactions \n'b' Parry . The goblin adds 3 to its AC against one melee attack that would hit it. To do so, the goblin must see the attack and be wielding a weapon.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Goblin Guard \n'b' Family: Goblin \n'b' Small humanoid (goblin), neutral evil \n'b' Armor Class 16 (chain mail) Hit Points 33 (6d6 + 12) Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 20 (+5) CON: 14 (+2) INT: 8 (-1) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +7 Senses darkvision 60 ft., passive Perception 11 Languages Goblin Challenge 2 (450 XP) \n'b' Special Traits \n'b' Nimble Escape . The goblin can take the Disengage or Hide action as a bonus action on each of its turns. \n'b' Actions \n'b' Multiattack . The goblin guard makes two shortsword attacks. \n'b' Shortsword . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d6 + 5) piercing damage. \n'b' Javelin . Melee or Ranged Weapon Attack : +7 to hit, range 30/120 ft., one target. Hit : 8 (1d6 + 5) piercing damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Goblin Hotman \n'b' Family: Goblin \n'b' Small humanoid (goblinoid), chaotic evil \n'b' Armor Class 14 \n'b' Hit Points 44 (8d6 + 16) \n'b' Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 18 (+4) CON: 15 (+2) INT: 5 (-3) WIS: 8 (-1) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +6 \n'b' Damage Resistances fire \n'b' Senses darkvision 60 ft., passive Perception 9 \n'b' Languages Goblin \n'b' Challenge 2 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Get Lit . As a bonus action, the goblin can set itself on fire. While on fire, it takes 7 (2d6) fire damage at the start of each of its turns, and its attacks gain special benefits detailed in their descriptions. The goblin only carries enough supplies to ignite itself once; after that it must acquire more before it can use this ability again. \n'b' Hey, Fight\xe2\x80\x99s Over . If the goblin is on fire, it can extinguish itself as a bonus action. \n'b' Nimble Engagement . The goblin can take the Dash or Disengage action as a bonus action on each of its turns. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The goblin makes one Bite attack and one Leap attack . \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage. If the goblin is on fire, this attack deals an extra 7 (2d6) fire damage, and the smoke and fumes force the target to succeed on a DC 14 Constitution saving throw or be blinded until the end of the target\xe2\x80\x99s next turn. \n'b' Leap . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : The goblin grabs on to the target, entering its space and moving with the target whenever it moves. While grabbing a target, the goblin has advantage on attack rolls against that target. If the goblin is on fire, the target takes 7 (2d6) damage at the start of each of its turns while the goblin is grabbing it. An attached goblin can be removed by the grabbed character or an ally within 5 feet using by using an action to attempt a DC 16 Strength ( Athletics ) check, removing the goblin on a success. Any forced movement that moves the goblin away from the target (or vice versa) ends the grab immediately.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Goblin King \n'b' Family: Goblin \n'b' Medium humanoid (goblinoid), neutral evil \n'b' Armor Class 17 (+2 mithral chain shirt) Hit Points 58 (9d8 + 18) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 18 (+4) CON: 14 (+2) INT: 12 (+1) WIS: 18 (+4) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +7, Stealth +7 Senses darkvision 60 ft., passive Perception 17 Languages Goblin, Common, Sylvan Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Goblin Orb . The goblin king carries three crystal orbs. He can use each one to cast minor illusion . After an orb is used it vanishes. \n'b' Innate Spellcasting . The goblin king\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 15). The goblin king can innately cast the following spells, requiring no components.\n'b'\n'b' At will : dancing lights , prestidigitation \n'b' 2/day : bane , crown of madness, detect thoughts \n'b' 1/day : sleep \n'b'\n'b' Spider Climb . The goblin king can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Actions \n'b' Multiattack . The goblin king makes three attacks with his scimitar. \n'b' Scimitar . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) slashing damage and the target must make a successful DC 15 Constitution saving throw or take 17 (5d6) poison damage. \n'b' Leadership (Recharges after a Short or Long Rest) . For 1 minute, the goblin king can utter a special command or warning whenever a nonhostile creature that he can see within 30 feet of him makes an attack roll or saving throw. The creature can add d4 to its roll provided it can hear and understand the goblin king. A creature can benefit from only one Leadership die at a time. This effect ends if the goblin king is incapacitated. \n'b' Reactions \n'b' Redirect Attack . When a creature the goblin king can see targets him with an attack , the goblin king chooses another goblin within 5 feet of him. The two goblins swap places, and the chosen goblin becomes the target instead. \n'b' About \n'b' Leading all of the goblins is a rather eccentric character. He is by far the most powerful goblin, but is ultimately in the service of the Queen of Darkness.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Carnivorous Plant \n'b' Medium plant , unaligned \n'b' Armor Class 10 \n'b' Hit Points 24 (4d6 +12) \n'b' Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 10 (+0) CON: 16 (+3) INT: 7 (-2) WIS: 10 (+0) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities fire \n'b' Damage Resistances poison \n'b' Damage Immunities poison \n'b' Condition Immunities blinded , charmed , deafened , poisoned , prone \n'b' Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10 \n'b' Languages \xe2\x80\x93 \n'b' Challenge 1 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Constrict . Creatures grappled by the plant take 2 (1d4) bludgeoning damage at the start of their turn. \n'b' False Appearance . While the plant remains motionless, they are indistinguishable from normal plants. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +2 to hit, reach 5 feet, one target. Hit : 5 (2d4 +1) piercing damage. \n'b' Vine Whip . Melee Weapon Attack : +2 to hit, reach 15 ft., one target. Hit : 4 (1d6 +1) bludgeoning damage plus 7 (2d6) poison damage. Additionally, the target is grappled (escape DC 12). Until this grapple ends, the creature is restrained , and the vines can\xe2\x80\x99t constrict another target. \n'b'\n'b' REACTIONS \n'b'\n'b' Devour . While the plant has a creature grappled , it can use its reaction to make a bite attack against the creature so long as it is within 5 feet of the carnivorous plant. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The carnivorous plant can take 2 legendary actions , choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The carnivorous plant regains spent legendary actions at the start of their turn. \n'b'\n'b' Daunting Figure . The carnivorous plant releases a terrifying shriek. Any creature within 30 feet of the plant that can see and hear it must make a DC 12 Wisdom saving throw or be frightened of the plant until the end of their next turn. \n'b' Drag . The carnivorous plant can drag a creature that it has grappled up to 10 feet toward itself.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Clockwork Huntsman \n'b' Family: Clockwork \n'b' Medium construct , unaligned \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 99 (18d8 + 18) \n'b' Speed 40 ft.\n'b' STATS STR: 17 (+3) DEX: 14 (+2) CON: 12 (+1) INT: 4 (-3) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +5, Dex +4 \n'b' Skills Perception +4, Survival +4 \n'b' Damage Immunities poison, psychic \n'b' Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned \n'b' Senses darkvision 60 ft., passive Perception 14 \n'b' Languages understands Common but can\xe2\x80\x99t speak \n'b' Challenge 3 (700 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Construct Nature . The clockwork huntsman doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Explosive Core . The mechanism that powers the huntsman explodes when the construct is destroyed, projecting superheated steam and shrapnel. Each creature within 5 feet of the huntsman when it is destroyed must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. \n'b' Immutable Form . The clockwork huntsman is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The clockwork huntsman has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The clockwork huntsman makes one Slam attack and two Longsword attacks. It can replace its Slam attack with a Net Cannon attack . \n'b' Longsword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage. \n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage. \n'b' Net Cannon (4/Day) . Ranged Weapon Attack : +4 to hit, range 10/20 ft., one target. Hit : If the target is a Large or smaller creature, it is restrained . A mechanism within the clockwork huntsman\xe2\x80\x99s chest can fire a net with a 20-foot trailing cable anchored within its chest. A creature, including the restrained creature, can take its action to free the restrained creature by succeeding on a DC 10 Strength check. Alternatively, dealing 5 slashing damage to the net (AC 10) frees the creature. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Reel . The clockwork huntsman pulls a creature restrained by its net up to 15 feet straight toward it. \n'b'\n'b' ABOUT \n'b' The mechanical soldier is clad in flat-black armor, and beneath its breastplate, gears tick and whir. \n'b' Slave Hunters . These metal huntsmen were once the province of corrupt aristocrats, running down escaped slaves and tracking prey in hunting expeditions. Their masters may vary, but the clockwork huntsmen still perform when called upon. In some places, they operate only on the command of the secret police, hunting down persons of interest wanted for questioning. Huntsmen may operate alone, but usually they seek their quarry in a group of two or three. Because they are unsleeping and tireless, few can hide from them long without magical assistance. \n'b' Despised Machines . Clockwork huntsmen stand nearly six feet tall and weigh 400 pounds. They are painted matte black with mithral trim and occasionally outfitted with armor or a black steel blade for added intimidation. Common folk detest them; all but their keepers and commanders shun them. \n'b' Obedient to Orders . Bound with specific instructions, clockwork huntsmen patrol, stand sentry, or remain unmoving as ordered, always paying attention, alert to their surroundings. Clockwork huntsmen are unrelenting and single-minded in their missions, focusing on particular targets\xe2\x80\x94priests, spellcasters, or heavily armored intruders, as directed. Oblivious to injury, clockwork huntsmen attack until destroyed or ordered to stand down.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Goblin Leader \n'b' Family: Goblin \n'b' Small humanoid (goblin), neutral evil \n'b' Armor Class 17 (studded leather) Hit Points 60 (11d6 + 22) Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 20 (+5) CON: 14 (+2) INT: 12 (+1) WIS: 8 (-1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Sleight of Hand +9, Stealth +9 Senses darkvision 60 ft., passive Perception 13 Languages Common, Goblin Challenge 3 (700 XP) \n'b' Special Traits \n'b' Nimble Escape . The goblin can take the Disengage or Hide action as a bonus action on each of its turns. \n'b' Sneak Attack (1/turn) . The goblin deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the goblin that isn\xe2\x80\x99t incapacitated and the goblin doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b' Actions \n'b' Multiattack . The goblin makes two attacks with its dagger. \n'b' +1 Dagger . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d4 + 5) piercing damage, and the target must succeed on a DC 14 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. \n'b' Light Crossbow . Ranged Weapon Attack : +7 to hit, range 80/320 ft., one target. Hit : 9 (1d8 + 5) piercing damage, and the target must succeed on a DC 14 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. \n'b' Reactions \n'b' Redirect Attack . When a creature the goblin can see targets it with an attack, the goblin chooses another goblin with fewer hit dice within 5 feet of it. The two goblins swap places, and the chosen goblin becomes the target instead.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Goblin Lieutenant \n'b' Family: Goblin \n'b' Small humanoid (goblin), neutral evil \n'b' Armor Class 14 (studded leather) Hit Points 45 (10d6 + 10) Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 15 (+2) CON: 12 (+1) INT: 13 (+1) WIS: 11 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Sleight of Hand +4, Stealth +6 Senses darkvision 60 ft., passive Perception 14 Languages Common, Goblin Challenge 2 (450 XP) \n'b' Special Traits \n'b' Nimble Escape . The goblin can take the Disengage or Hide action as a bonus action on each of its turns. \n'b' Sneak Attack (1/turn) . The goblin deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the goblin that isn\xe2\x80\x99t incapacitated and the goblin doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b' Actions \n'b' Multiattack . The goblin makes two attacks with its handaxe and one attack with its dagger. \n'b' Handaxe . Melee or Ranged Weapon Attack : +3 to hit, reach 5 ft. or range 20/60 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' Short Bow . Ranged Weapon Attack : +4 to hit, range 80/320 ft., one target. Hit : 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 14 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. \n'b' Reactions \n'b' Redirect Attack . When a creature the goblin can see targets it with an attack, the goblin chooses another goblin with fewer hit dice within 5 feet of it. The two goblins swap places, and the chosen goblin becomes the target instead.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Animated Object, Medium \n'b' Family: Animated Objects \n'b' Medium construct , unaligned \n'b' Armor Class 12 \n'b' Hit Points 60 (8d8 + 24) \n'b' Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 17 (+3) INT: 1 (\xe2\x80\x935) WIS: 5 (\xe2\x80\x933) CHA: 1 (\xe2\x80\x935) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception \xe2\x80\x931 \n'b' Damage Immunities poison, psychic \n'b' Condition Immunities blinded , charmed , deafened , exhaustion , frightened , paralyzed , petrified , poisoned \n'b' Senses blindsight 60 ft. (blind beyond this radius), passive Perception 9 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Antimagic Susceptibility . The animated object is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the animated object must succeed on a Constitution saving throw against the caster\xe2\x80\x99s spell save DC or fall unconscious for one minute. \n'b' Constructed Nature . An animated object doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' False Appearance . While the animated object remains motionless, it is indistinguishable from a normal object of its type. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The animated object makes two Slam attacks. \n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Various mundane and magical items take on a life of their own after long exposure to latent magical energies or through purposeful experimentation by powerful sorcerers. Rules for creating animated objects are listed below. Though not a comprehensive list of every possible object that could become animate, it should provide enough information to create unique objects to throw at your unsuspecting players.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Goblin Miner \n'b' Family: Goblin \n'b' Small humanoid (goblin), neutral evil \n'b' Armor Class 15 (leather) Hit Points 27 (5d6 + 10) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 19 (+4) CON: 14 (+2) INT: 8 (-1) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +8 Senses darkvision 60 ft., passive Perception 15 Languages Common, Goblin Challenge 1 (200 XP) \n'b' Special Traits \n'b' Nimble Escape . The goblin can take the Disengage or Hide action as a bonus action on each of its turns. \n'b' Sneak Attack (1/turn) . The goblin deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the goblin that isn\xe2\x80\x99t incapacitated and the goblin doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b' Actions \n'b' Multiattack . The goblin makes two attacks with its mace. \n'b' Mace . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage. \n'b' Light Crossbow . Ranged Weapon Attack : +6 to hit, range 80/320 ft., one target. Hit : 8 (1d8 + 4) piercing damage, and the target must succeed on a DC 14 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Goblin Minion \n'b' Family: Goblin \n'b' Small humanoid (goblinoid), neutral evil \n'b' Armor Class 15 (leather armor, shield) \n'b' Hit Points 1 (minion) \n'b' Speed 30 ft.\n'b' STATS STR: 8 (-1) DEX: 14 (+2) CON: 10 (+0) INT: 10 (+0) WIS: 8 (-1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +6 \n'b' Senses darkvision 60 ft., passive Perception 9 \n'b' Languages Common, Goblin \n'b' Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Minion . The goblin has 1 hit point, deals a fixed amount of damage when it hits with an attack , and whenever it would take half damage from an attack or spell, it instead takes no damage. All goblin minions act on initiative count 20 during each round. \n'b'\n'b' ACTIONS \n'b'\n'b' Scimitar . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 slashing damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Goblin Overseer \n'b' Family: Goblin \n'b' Small humanoid (goblin), neutral evil \n'b' Armor Class 15 ( ring of protection ) Hit Points 66 (12d6 + 24) Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 18 (+4) CON: 15 (+2) INT: 20 (+5) WIS: 16 (+3) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Intelligence +9, Wisdom +7 Skills Arcana +9, Investigation +9, Perception +7, Stealth +8 Senses darkvision 60 ft., passive Perception 17 Languages Common, Draconic, Giant, Goblin, Orc, Undercommon Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Nimble Escape . The Overseer can take the Disengage or Hide action as a bonus action on each of his turns. \n'b' Spellcasting . The Overseer is a 6th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). He can cast the following spells:\n'b'\n'b' Cantrips (at will) : chill touch , mage hand , message , poison spray, ray of frost \n'b' 1st level (4 slots) : detect magic , false life , mage armor , magic missile , shield \n'b' 2nd level (3 slots) : blur , darkness , invisibility , mirror image , ray of enfeeblement \n'b' 3rd level (3 slots) : animate dead , bestow curse , dispel magic , haste , lightning bolt , slow \n'b' 4th level (3 slots) : black tentacles , dimension door , wall of fire \n'b' 5th level (2 slots) : cone of cold , dominate person \n'b'\n'b' Ring of Protection . The Overseer has a +1 bonus to AC and saving throws while wearing the ring of protection . \n'b' Actions \n'b' +2 Dagger . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 8 (1d4 + 6) piercing damage. \n'b' Curse of the Grave (1/day) . The Overseer chooses one target within 60 feet of it that it can see to make a Wisdom saving throw. On a failed saving throw, the target is cursed by the goblin for 1 minute. The cursed target has vulnerability to necrotic damage. The curse can be ended early with spells such as remove curse .'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Goblin Priest of Orcus \n'b' Family: Goblin \n'b' Small humanoid (goblin), chaotic evil \n'b' Armor Class 18 (chain mail, shield) Hit Points 66 (12d6 + 24) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 13 (+1) CON: 15 (+2) INT: 10 (+0) WIS: 20 (+5) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +5, Wisdom +8 Skills Arcana +3, Investigation +3, Perception +8, Religion +3, Stealth +4 Senses truesight 120 ft., passive Perception 18 Languages Abyssal, Goblin Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Abyssal Blessing of Orcus . The goblin priest of Orcus gains 15 temporary hit points when it reduces a hostile creature that is not undead to 0 hit points . \n'b' Nimble Escape . The goblin can take the Disengage or Hide action as a bonus action on each of its turns. \n'b' Unholy Strike . Once on each of the priest\xe2\x80\x99s turns when it hits a creature with a weapon attack, the priest can cause the attack to deal an extra 13 (3d8) necrotic damage to the target. \n'b' Unholy Weapon . Orcus bolsters his follower\xe2\x80\x99s strikes in battle, imbuing their weapons with the ability to paralyze a foe (included in the attack). In the hands of any but a true follower of Orcus, an unholy weapon loses its power to paralyze a foe. \n'b' Spellcasting . The goblin priest of Orcus is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It can cast the following spells:\n'b'\n'b' Cantrips (at will) : chill touch , guidance , resistance , thaumaturgy \n'b' 1st level (4 slots) : bane , bless , cure wounds , detect magic , inflict wounds , shield of faith \n'b' 2nd level (3 slots) : enhance ability , hold person , silence , spiritual weapon \n'b' 3rd level (3 slots) : animate dead , bestow curse , dispel magic , magic circle \n'b' 4th level (3 slots) : blight , death ward , guardian of faith \n'b' 5th level (2 slots) : dispel evil and good , mass cure wounds \n'b'\n'b' Actions \n'b' Unholy Mace . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d6) bludgeoning damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. 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' Caress of Orcus (Recharges after a Short or Long Rest) . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 11 (2d8 + 2) necrotic damage, and the target\xe2\x80\x99s Strength score is reduced by 1d6. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest . If a non-evil humanoid dies from this attack , a shadow rises from the corpse in 24 hours under the priest\xe2\x80\x99s control, unless the humanoid is restored to life or its body is destroyed. The priest can have no more than four shadows under its control at one time.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Goblin Scout \n'b' Family: Goblin \n'b' Small humanoid (goblin), neutral evil \n'b' Armor Class 16 (studded leather) Hit Points 40 (9d6 + 9) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 18 (+4) CON: 13 (+1) INT: 8 (-1) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +6, Perception +4, Stealth +8 Senses darkvision 60 ft., passive Perception 14 Languages Common, Goblin Challenge 2 (450 XP) \n'b' Special Traits \n'b' Keen Hearing and Sight . The goblin scout has advantage on Wisdom ( Perception ) checks that rely on hearing or sight. \n'b' Nimble Escape . The goblin scout can take the Disengage or Hide action as a bonus action on each of its turns. \n'b' Sneak Attack (1/turn) . The goblin scout deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the goblin that isn\xe2\x80\x99t incapacitated and the goblin doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b' Actions \n'b' Multiattack . The goblin makes two melee attacks or two ranged attacks . \n'b' Dagger . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d4 + 4) piercing damage. \n'b' Short Bow . Ranged Weapon Attack : +6 to hit, range 80/320 ft., one target. Hit : 7 (1d6 + 4) piercing damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Goblin Scout, Crazed \n'b' Family: Goblin \n'b' Small humanoid (goblin), neutral evil \n'b' Armor Class 15 Hit Points 40 (9d6 + 9) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 20 (+5) CON: 13 (+1) INT: 10 (+0) WIS: 0 (-5) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +7, Perception -1, Stealth +7 Senses darkvision 60 ft., passive Perception 9 Languages Common, Goblin Challenge 2 (450 XP) \n'b' Special Traits \n'b' Goblin Gout . A crazed creature no longer desires magical trinkets such as weapons, armor, or magic items. Instead, it seeks only to take trophies from those it kills, such as teeth or ears. It leaves behind anything of actual value. Typically, a crazed creature possesses one weapon and shabby leather armor. \n'b' Insane . The crazed goblin is immune to all spells and magical effects that impact the mind. \n'b' Reckless . At the start of its turn, the crazed goblin can gain advantage on all melee weapon attack rolls that turn but attack rolls against it have advantage until the start of its next turn. \n'b' Unpredictable . Opportunity attacks against the crazed goblin are made with disadvantage. \n'b' Actions \n'b' Multiattack . The goblin makes two attacks: one with its bite and one with its handaxe. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 6 (1d3 + 5) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or contract goblin gout. \n'b' Handaxe . Melee or Ranged Weapon Attack : +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 4 (1d6 + 1) slashing damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Goblin Shaman (Cawood Publishing) \n'b' Family: Goblin \n'b' Small humanoid (goblinoid), neutral evil \n'b' Armor Class 14 (studded leather) Hit Points 22 (4d6 + 8) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 14 (+2) CON: 14 (+2) INT: 11 (+0) WIS: 16 (+3) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +4, Persuasion +4 Senses darkvision 60 ft., passive Perception 13 Languages Goblin , Common Challenge 3 (700 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The goblin shaman\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 13, +8 to hit with spell attacks). The goblin shaman can innately cast the following spells, requiring no components.\n'b'\n'b' At will : firebolt, message \n'b' 2/day : burning hands , charm person , detect thoughts , sleep \n'b' 1/day : fireball , lightning bolt \n'b'\n'b' Magic Resistance . The goblin shaman has advantage on saving throws against spells and other magical effects. \n'b' Nimble Escape . The goblin shaman can take the Disengage or Hide action as a bonus action on each of its turns. \n'b' Shadow Stealth . While in dim light or darkness, the goblin shaman can take the Hide action as a bonus action. \n'b' Actions \n'b' Multiattack . The goblin shaman makes two attacks with its goat staff. \n'b' Goat Staff . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d8 + 1) bludgeoning damage plus 10 (3d6) necrotic damage. \n'b' Reactions \n'b' Redirect Attack . When a creature the goblin shaman can see targets it with an attack , the goblin shaman chooses another goblin within 5 feet of it. The two goblins swap places, and the chosen goblin becomes the target instead.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Clockwork Leech \n'b' Family: Clockwork \n'b' Medium construct , neutral \n'b' Armor Class 13 (natural armor) Hit Points 45 (6d8 + 18) Speed 30 ft., swim 60 ft.\n'b' STATS STR: 14 (+2) DEX: 12 (+1) CON: 17 (+3) INT: 3 (-4) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +3 Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 12 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' Special Traits \n'b' Anesthetizing Bite . When the clockwork leech successfully bites a creature, the creature must succeed on a DC 13 Wisdom ( Perception ) check to notice the bite. If the leech remains attached to the target, the target can repeat this check at the start of each of its turns. \n'b' Immutable Form . The clockwork leech is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The clockwork leech has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 5 (1d6 + 2) piercing damage, and the clockwork leech attaches to the target. While attached, the leech doesn\xe2\x80\x99t attack . Instead, at the start of each of the clockwork leech\xe2\x80\x99s turns, the target loses 5 (1d6 + 2) hp due to blood loss, and the target must succeed on a DC 13 Constitution saving throw or be poisoned until the start of the leech\xe2\x80\x99s next turn. The clockwork leech can detach itself by spending 5 feet of its movement. It does so after it drains 10 hp of blood from its target or the target dies. A creature, including the target, can use its action to detach the leech by succeeding on a DC 10 Strength check. \n'b' Tail . Melee Weapon Attack : +4 to hit, reach 10 ft., one target. Hit : 7 (1d10 + 2) bludgeoning damage. \n'b' About \n'b' From a distance this creature appears to be an enormous leech. Closer observation reveals it to be a clockwork device. \n'b' Blood stains its maw, which leaks a green fluid with a vaguely astringent odor. \n'b' Collectors of Blood . Hags and other magic practitioners who require blood for their rituals and sacrifices create clockwork leeches to scout marshlands and neighboring settlements for large groups of living creatures. The leeches are designed to extract their fill and return to their controllers, who access and drain their reservoirs. \n'b' Autonomous clockwork leeches continue to collect blood, but, without masters to whom they deliver it, they go through cycles of draining blood then violently disgorging it. Regardless of their purpose (or lack thereof) for obtaining blood, most clockwork leeches retreat after getting their fill. \n'b' Waterproof Swimmer . A clockwork leech has layered copper plating that keeps water away from its inner mechanisms. These mechanisms allow the leech to propel itself through water. They can use this propelling undulation on land to make attacks with their \xe2\x80\x9ctails.\xe2\x80\x9d Leeches that don\xe2\x80\x99t receive regular cleanings eventually turn green as the copper corrodes. \n'b' Unseen, Unheard, and Unfelt . The same plating that protects the clockwork leech\xe2\x80\x99s inner mechanisms also buffers noise from the gears. Its coloration allows it to blend in with marshland foliage and silty water. Finally, when it punctures a creature\xe2\x80\x99s skin, it releases a sedative to numb the wound, leaving the victim unaware of the injury and subsequent blood drain. The leech doesn\xe2\x80\x99t have an unlimited supply of the sedative, and a leech that hasn\xe2\x80\x99t undergone maintenance for a few weeks loses its Anesthetizing Bite trait. Because the leech must remain attached to its victim to drain its blood, it prefers to attack lone or sleeping targets. \n'b' Construct Nature . A clockwork leech doesn\xe2\x80\x99t require air, food, drink, or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Goblin Shaman (Frog God Games) \n'b' Family: Goblin \n'b' Small humanoid (goblin), neutral evil \n'b' Armor Class 17 (studded leather, +1 shield) Hit Points 54 (12d6 + 12) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 15 (+2) CON: 13 (+1) INT: 10 (+1) WIS: 16 (+3) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Religion +5 Senses darkvision 60 ft., passive Perception 15 Languages Common, Goblin Challenge 2 (450 XP) \n'b' Special Traits \n'b' Spellcasting . The goblin shaman is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The goblin shaman has the following spells prepared:\n'b'\n'b' Cantrips (at will) : guidance , ray of frost , thaumaturgy \n'b' 1st level (4 slots) : bless , cure wounds , detect magic , protection from evil and good \n'b' 2nd level (3 slots) : augury , enhance ability , ray of enfeeblement \n'b' 3rd level (2 slots) : fear , speak with dead \n'b'\n'b' Actions \n'b' Mace . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 3 (1d6) bludgeoning damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Goblin Siege Engine \n'b' Family: Goblin \n'b' Huge construct , unaligned \n'b' Armor Class 20 (natural armor) \n'b' Hit Points 178 (17d10 + 85) \n'b' Speed 30 ft.\n'b' STATS STR: 22 (+6) DEX: 10 (+0) CON: 20 (+5) INT: 3 (\xe2\x80\x934) WIS: 11 (+0) CHA: 1 (\xe2\x80\x935) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid, fire \n'b' Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons \n'b' Condition Immunities blinded , charmed , exhaustion , frightened , paralyzed , petrified , poisoned \n'b' Senses darkvision 120 ft., passive Perception 10 \n'b' Languages understands the languages of its creator but can\xe2\x80\x99t speak \n'b' Challenge 11 (7,200 XP) \n'b' Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Adaptable Locomotion . Moving through difficult terrain doesn\xe2\x80\x99t cost the siege engine extra movement. In addition, it has advantage on ability checks and saving throws made to escape a grapple or end the restrained condition. \n'b' Ambulant Bunker . The fortified turret of a goblin siege engine offers its riders limited protection from outside attacks, serving as a mobile blockhouse. Riders wield ranged weapons, and warlords, spellcasters, or other persons of interest command battles from its advantageous heights. Cosmetic alterations and unique weapon replacements have been seen on individual siege engines. \n'b' Ready to Rumble . In addition to its six mechanical legs, a goblin siege engine can often be recognized by the radial acid jet beneath its turret, which allows it to handily dispatch enemies en masse. Other main armaments exist, however, from the relative banality of heavy ballistae to the splendor of arcane cannons. \n'b' Construct Nature . The siege engine doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Defensive Mount . The siege engine can serve as a mount for one Large creature, up to four Medium creatures, or up to six Small or smaller creatures. While mounted, creatures riding in the siege engine\xe2\x80\x99s turret gain half cover . \n'b' Immutable Form . The siege engine is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The siege engine has advantage on saving throws against spells and other magical effects. \n'b' Siege Monster . The siege engine deals double damage to objects and structures. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The siege engine makes three Slam attacks. \n'b' Slam . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 22 (3d10 + 6) bludgeoning damage. \n'b' Acid Jet (Recharge 5\xe2\x80\x936) . The siege engine sprays a jet of acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 40 (9d8) acid damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Six segmented, insect-like limbs support a body resembling a squat, wooden tower surrounded by a steel parapet. Goblinoid riders within the armored turret take aim with their crossbows as the spidery metallic construct expertly navigates the crowded battlefield. The awful sound of the device\xe2\x80\x99s mechanical stride is almost as disconcerting as the unhinged taunts from its riders. \n'b' Goblin siege engines were pioneered by derro engineers to aid their goblinoid allies. A siege engine faultlessly performs the commands of its creator or possessor and cannot do much more than defending itself if left without direction. The madcap versatility of a goblin siege engine makes it a valuable addition to any army or warband on the move, but these rare constructs can also protect derro and goblin settlements from more industrious aggressors.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Goblin Slaver \n'b' Family: Goblin \n'b' Small humanoid (goblin), chaotic evil \n'b' Armor Class 18 (chain mail, shield) Hit Points 90 (12d6 + 48) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 16 (+3) CON: 18 (+4) INT: 8 (-1) WIS: 18 (+4) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +8, Wisdom +8 Skills Athletics +9, Perception +8, Religion +7 Senses truesight 120 ft., passive Perception 18 Languages Common, Goblin Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Abyssal Blessing of Orcus . The goblin slaver gains 15 temporary hit points when it reduces a hostile creature that is not undead to 0 hit points . \n'b' Nimble Escape . The goblin slaver can take the Disengage or Hide action as a bonus action on each of its turns. \n'b' Unholy Strike . Once on each of the slaver\xe2\x80\x99s turns when it hits a creature with a weapon attack , the slaver can cause the attack to deal an extra 13 (3d8) necrotic damage to the target. \n'b' Spellcasting . The goblin slaver is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It can cast the following spells:\n'b'\n'b' Cantrips (at will) : chill touch , guidance , resistance , thaumaturgy \n'b' 1st level (4 slots) : bane , bless , cure wounds , detect magic , inflict wounds , shield of faith \n'b' 2nd level (3 slots) : enhance ability , hold person , silence , spiritual weapon \n'b' 3rd level (3 slots) : animate dead , bestow curse , dispel magic , magic circle \n'b' 4th level (3 slots) : blight , death ward , guardian of faith \n'b' 5th level (2 slots) : dispel evil and good , mass cure wounds \n'b'\n'b' Actions \n'b' Multiattack . The slaver makes three attacks with its longsword. \n'b' Unholy Longsword . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. 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' Caress of Orcus (Recharges after a Short or Long Rest) . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 17 (3d8 + 4) necrotic damage, and the target\xe2\x80\x99s Strength score is reduced by 1d6. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest . If a non-evil humanoid dies from this attack , a shadow rises from the corpse in 24 hours under the slaver\xe2\x80\x99s control, unless the humanoid is restored to life or its body is destroyed. The slaver can have no more than four shadows under its control at one time.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Animated Object, Miniature Red Dragon \n'b' Family: Animated Objects \n'b' Small construct , unaligned \n'b' Armor Class 12 Hit Points 44 (8d6 + 16) Speed 25 ft., fly 30 ft.\n'b' STATS STR: 14 (+2) DEX: 14 (+2) CON: 15 (+2) INT: 1 (-5) WIS: 5 (-3) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception -1 Damage Immunities poison, psychic Condition Immunities blinded , charmed , deafened, exhaustion , frightened , paralyzed , petrified , poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 9 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Animated Object Theme . The miniature red dragon\xe2\x80\x99s themes are animalistic and monstrous. \n'b' Antimagic Susceptibility . The miniature red dragon is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the dragon 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 miniature red dragon remains motionless, it is indistinguishable from a figurine of a dragon. \n'b' Fiery Contents . The miniature red dragon is filled with magical and chemical substances that keep its body searing to the touch and allow it to breathe fire. \n'b' Pervasive Fiery Contents . A creature that touches the miniature red dragon or hits it with a melee attack while within 5 feet of it takes 1 (1d2) fire damage. If the dragon uses its Spew Contents, this trait doesn\xe2\x80\x99t function until the end of its next turn. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The miniature red dragon makes one Bite attack and two Claw attacks. \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 : +4 to hit, reach 5 ft., one target. Hit : 2 (1d2 + 1) slashing damage. \n'b' Spew Contents (recharge 6) . The miniature red dragon spews its contents in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Goblin Spy \n'b' Family: Goblin \n'b' Small goblinoid (goblin), neutral evil \n'b' Armor Class 14 (leather armor) Hit Points 13 (3d6 + 3) Speed 30 ft. \n'b' Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +2, Insight +2, Perception +2, Persuasion +2, Sleight of Hand +5, Stealth +5 Senses darkvision 60 ft., passive Perception 12 Languages Common, Goblin Challenge 1 (200 XP) \n'b' Special Traits \n'b' Goblin Guises . The goblin carries a disguise kit and is proficient in its use. \n'b' Nimble Escape . The goblin can take the Disengage or Hide action as a bonus action on each of its turns. \n'b' Actions \n'b' Dagger . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage plus 3 (1d6) poison damage. \n'b' Reactions \n'b' Uncanny Dodge . The goblin halves any damage that it takes from an attack that hits it. The goblin must be able to see the attacker. \n'b' About \n'b' Lurking in the busy market is a hooded green creature. A goblin spy has snuck into the city to get information. The head of its clan wants to know about the soldiers who guard the settlement. Knowing it is in enemy territory; the goblin will make sure to keep out of the limelight. \n'b' Horrible Humanoid . This little monster is a nasty piece of business. It will do whatever it takes to accomplish its mission. Goblin spies spend lots of time in other communities and their envy has grown over time. They\xe2\x80\x99re eager to destroy the societies they\xe2\x80\x99ve become so jealous of. \n'b' Deft Disguises . Most of the time these goblins will be wearing some kind of disguise. They carry a disguise kit with them all the time. Many of these spies attempt to pass themselves off as halflings or gnomes. \n'b' Nefarious Network . Several goblins spies have contacts with gangs and the Thieves\xe2\x80\x99 Guild. They do favors for each other and often have similar goals.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Goblin Thug \n'b' Family: Goblin \n'b' Small humanoid (goblin), neutral evil \n'b' Armor Class 15 (leather, shield) Hit Points 27 (6d6 + 6) Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 15 (+2) CON: 12 (+1) INT: 10 (+0) WIS: 9 (-1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 9 Languages Common, Goblin Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Nimble Escape . The goblin thug can take the Disengage or Hide action as a bonus action on each of its turns. \n'b' Actions \n'b' Morningstar . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 4 (1d8) piercing damage. \n'b' Javelin . Melee or Ranged Weapon Attack : +2 to hit, reach 5 ft., or range 30/120 ft., one target. Hit : 3 (1d6) piercing damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Goblin Torturer \n'b' Family: Goblin \n'b' Small humanoid (goblin), chaotic evil \n'b' Armor Class 15 (18 with mage armor ) Hit Points 72 (16d6 + 16) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 20 (+5) CON: 13 (+1) INT: 18 (+4) WIS: 10 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Intelligence +8, Wisdom +4 Skills Arcana +8, Intimidation +9, Perception +8, Stealth +9 Senses darkvision 60 ft., passive Perception 18 Languages Common, Draconic, Giant, Goblin, Orc, Undercommon Challenge 12 (8,400 XP) \n'b' Special Traits \n'b' Nimble Escape . The Torturer can take the Disengage or Hide action as a bonus action on each of its turns. \n'b' Sneak Attack (1/turn) . The Torturer deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the goblin that isn\xe2\x80\x99t incapacitated and the goblin doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b' Spellcasting . The Torturer is a 6th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It can cast the following spells:\n'b'\n'b' Cantrips (at will) : chill touch , mage hand , message , poison spray, ray of frost \n'b' 1st level (4 slots) : detect magic , false life , mage armor , magic missile , shield \n'b' 2nd level (3 slots) : alter self , blur , darkness , invisibility , ray of enfeeblement \n'b' 3rd level (3 slots) : bestow curse , dispel magic , haste , lightning bolt \n'b'\n'b' Actions \n'b' Multiattack . The Torturer makes three attacks: two with its shortsword and one with its dagger. \n'b' Shortsword . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 8 (1d6 + 5) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. \n'b' +1 Dagger . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 8 (1d4 + 6) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. \n'b' Dagger . Melee or Ranged Weapon Attack : +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 7 (1d4 + 5) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Goblin Underpriest of Orcus \n'b' Family: Goblin \n'b' Small humanoid (goblin), chaotic evil \n'b' Armor Class 18 (chain mail, shield) Hit Points 56 (16d6) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 13 (+1) CON: 10 (+0) INT: 12 (+1) WIS: 18 (+4) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wisdom +7, Charisma +4 Skills Medicine +7, Perception +7, Religion +4, Stealth +4 Senses truesight 120 ft., passive Perception 17 Languages Dwarven, Goblin Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Abyssal Blessing of Orcus . The goblin underpriest of Orcus gains 10 temporary hit points when it reduces a hostile creature that is not undead to 0 hit points . \n'b' Unholy Strike . Once on each of the underpriest\xe2\x80\x99s turns when it hit a creature with a weapon attack , the priest can cause the attack to deal an extra 9 (2d8) necrotic damage to the target. \n'b' Unholy Weapon . Orcus bolsters his follower\xe2\x80\x99s strikes in battle, imbuing their weapons with the ability to paralyze a foe (included in the attack ). In the hands of any but a true follower of Orcus, an unholy weapon loses its power to paralyze a foe. \n'b' Spellcasting . The goblin underpriest of Orcus is an 8th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It can cast the following spells:\n'b'\n'b' Cantrips (at will) : chill touch , guidance , resistance , thaumaturgy \n'b' 1st level (4 slots) : bane , bless , cure wounds , detect magic , inflict wounds \n'b' 2nd level (3 slots) : enhance ability , hold person , silence \n'b' 3rd level (3 slots) : animate dead , bestow curse , dispel magic \n'b' 3rd level (2 slots) : death ward , guardian of faith \n'b'\n'b' Actions \n'b' Unholy Morningstar . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d8 + 1) piercing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. 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' Caress of Orcus (Recharges after a Short or Long Rest) . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) necrotic damage, and the target\xe2\x80\x99s Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest . If a non-evil humanoid dies from this attack , a shadow rises from the corpse in 24 hours under the underpriest\xe2\x80\x99s control, unless the humanoid is restored to life or its body is destroyed. The underpriest can have no more than three shadows under its control at one time.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Goblin Warrior \n'b' Family: Goblin \n'b' Small humanoid (goblin), neutral evil \n'b' Armor Class 17 (chain shirt, shield) Hit Points 21 (6d6) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 10 (+0) INT: 10 (+0) WIS: 8 (-1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +6 Senses darkvision 60 ft., passive Perception 9 Languages Common, Goblin Challenge 1 (200 XP) \n'b' Special Traits \n'b' Nimble Escape . The goblin warrior can take the Disengage or Hide action as a bonus action on each of its turns. \n'b' Actions \n'b' Scimitar . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) slashing damage. \n'b' Short Bow . Ranged Weapon Attack : +4 to hit, range 80/320 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Reactions \n'b' Redirect Attack . When a creature the goblin can see targets it with an attack, the goblin chooses another goblin with fewer hit dice within 5 feet of it. The two goblins swap places, and the chosen goblin becomes the target instead.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Goblin Worg-priest \n'b' Family: Goblin \n'b' Small humanoid (goblinoid), neutral evil \n'b' Armor Class 13 (leather armor) \n'b' Hit Points 14 (4d6) \n'b' Speed 30 ft.\n'b' STATS STR: 8 (-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'\n'b' Saving Throws Wis +4, Cha +1 \n'b' Skills Perception +4 \n'b' Senses darkvision 60 ft., passive Perception 14 \n'b' Languages Common, Goblin \n'b' Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Entropic Shield . Ranged attacks made against the goblin have disadvantage. \n'b' Spellcasting . The goblin is a 1st-level spellcaster. Its spellcasting ability modifier is Wisdom (spell save DC 12, +4 to hit with spell attacks). The goblin has the following druid spells prepared: \n'b'\n'b' 1st level (3 slots) : entangle , faerie fire \n'b'\n'b' ACTIONS \n'b'\n'b' Club . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) bludgeoning damage. \n'b' Mage Bolt . Ranged Spell Attack : +4 to hit, range 60 ft., one target. 6 (1d8 + 2) force damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Clockwork Leviathan \n'b' Family: Clockwork \n'b'\n'b' Huge construct , unaligned \n'b' Armor Class 21 (natural armor) Hit Points 171 (18d12+54) Speed 30 ft., swim 60 ft.\n'b' STATS STR: 23 (+6) DEX: 18 (+4) CON: 16 (+3) INT: 1 (-5) WIS: 11 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities fire, poison, psychic Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine Damage Vulnerabilities lightning Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 120 ft.; passive Perception 10 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 12 (8,400 XP) \n'b' Special Traits \n'b'\n'b' Winding . A clockwork leviathan can function for two weeks every time it is wound. A creature of at least Medium size can use an action to wind the clockwork soldier, restoring to it 1 hour of operating time; a creature of Small size can wind it at half this speed, and Tiny or smaller creatures are generally unable to wind the leviathan. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The clockwork leviathan makes two attacks: one with its bite and one constrict. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 13 (2d6 + 6) piercing damage. \n'b' Constrict . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 15 (2d8 + 6) bludgeoning damage and 22 (4d10) slashing damage, and the target is grappled (escape DC 20). Until this grapple ends, the creature is restrained , and the clockwork leviathan can\xe2\x80\x99t constrict another target. \n'b' Steam Breath (Recharge 5-6) . The clockwork leviathan exhales scorching steam in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 54 (12d8) fire damage on a failed save, or half as much damage on a successful one. A clockwork leviathan\xe2\x80\x99s breath weapon functions equally well above and underwater. \n'b'\n'b' About \n'b' Clockwork leviathans are equally capable of functioning on land and in water. Sailors who are haunted by the memories of these treacherous machines need not exaggerate their yarns, for the reality of an aquatic construct such as this holds enough terror in its story for even the hardiest of seafarers. \n'b' A clockwork leviathan\xe2\x80\x99s numerous metal plates and links are made of such resilient material that they never rust, even after long exposure to the briny sea waters that leviathans often patrol like massive, eel-like dragon has two webbed talons. Its tail ends in large and powerful-looking flukes. \n'b' As a constructed being, a clockwork leviathan doesn\xe2\x80\x99t eat, breathe, drink, or sleep. If it is not wound, it eventually becomes inert until it is wound again. \n'b' Clockwork leviathans are equally capable of functioning on land and in water. Sailors who are haunted by the memories of these treacherous machines need not exaggerate their yarns, for the reality of an aquatic construct such as this holds enough terror in its story for even the hardiest of seafarers. \n'b' A clockwork leviathan\xe2\x80\x99s numerous metal plates and links are made of such resilient material that they never rust, even after long exposure to the briny sea waters that leviathans often patrol. Clockwork leviathans are 25 feet long and weigh just over 3 tons.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Goblin, Afflicted Cave \n'b' Family: Goblin \n'b' Small humanoid (goblinoid), neutral evil \n'b' Armor Class 10 Hit Points 27 (5d6 + 10) Speed 30 ft.\n'b' STATS STR: 6 (-2) DEX: 10 (+0) CON: 15 (+2) INT: 1 (-5) WIS: 1 (-5) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses blindsight 60 ft. (blind beyond this radius) Languages \xc2\x97 Challenge 1 (200 XP) \n'b' Special Traits \n'b' Braindead . The afflicted cave goblin is immune to spells that require an Intelligence , Wisdom , or Charisma saving throw. \n'b' Explosive Death . When the afflicted cave goblin is reduced to 0 hit points , fungal spores explode, creating a 20-foot-radius cloud centered on its body. All creatures that start their turn in the fungal cloud must succeed on a DC 15 Constitution saving throw or become infected with goblin\xe2\x80\x99s trumpet (see sidebar). \n'b' Actions \n'b' Multiattack . The feral cave goblin makes three attacks: one with its bite and two with its claws. \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' Vomit Spores (Recharge 5\xc2\x966) . The afflicted cave goblin exhales fungal spores in a 10-foot cone. Each creature in that area must succeed on a DC 15 Constitution saving throw or become infected with goblin\xe2\x80\x99s trumpet (see sidebar). \n'b' About \n'b' When the spores of the innocently (or possibly ghoulishly) named Goblin\xe2\x80\x99s Trumpet fungus are inhaled, they metabolise within the host\xe2\x80\x99s body, gradually taking over brain functions until the host is nothing more than a husk, existing only to spread the fungus\xe2\x80\x99 spores. Whether these afflicted are technically alive is still up for debate by leading scholars, as a mobile specimen has yet to be procured.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Goblin, Big Boss \n'b' Family: Goblin \n'b' Medium humanoid (goblinoid), chaotic evil \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 52 (8d8 + 16) \n'b' Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 10 (+0) CON: 15 (+2) INT: 12 (+1) WIS: 14 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +7, Dex +2, Wis +4 \n'b' Skills Athletics +7, Intimidation +4, Perception +4 \n'b' Senses darkvision 60 ft., passive Perception 14 \n'b' Languages Goblin \n'b' Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Brute Escape . The goblin can take the Disengage action as a bonus action on each of its turns. When the goblin does so, creatures of its choice within 5 feet of it must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away from the goblin . \n'b' Large and in Charge . The goblin has advantage on saving throws against effects that would cause it to be charmed , frightened , knocked prone , pulled, or pushed on a failure. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The goblin makes two Scimitar attacks and can use Give Order or Reposition. \n'b' Give Order (Recharge 5\xe2\x80\x936) . The goblin chooses another goblin within 30 feet of it that it can see. The chosen goblin can immediately take its reaction to make one weapon attack . \n'b' Reposition . The goblin grabs another goblin within 5 feet of it and hurls the chosen goblin to an unoccupied space it can see within 30 feet. \n'b' Scimitar . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage. If the goblin hits the same creature with two Scimitar attacks in a turn, the second hit deals an extra 7 (2d6) slashing damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Redirect Attack . When a creature the goblin can see targets it with an attack , the goblin chooses another goblin within 5 feet of it. The two goblins swap places, and the chosen goblin becomes the target instead.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Goblin, Cave \n'b' Family: Goblin \n'b' Small humanoid (goblinoid), neutral evil \n'b' Armor Class 14 (padded armor) Hit Points 7 (3d6 ? 3) Speed 30 ft.\n'b' STATS STR: 7 (-2) DEX: 16 (+3) CON: 8 (-1) INT: 7 (-2) WIS: 6 (-2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5 Senses darkvision 120 ft., passive Perception 8 Languages Goblin Challenge 1/2 (100 XP) \n'b' Special Traits \n'b'\n'b' Cavern Camouflage . The cave goblin has advantage on Dexterity ( Stealth ) checks while underground in caves and caverns. \n'b' Cavern Stalker . The cave goblin can attempt to hide even when only lightly obscured by dim light. \n'b' Hive Mind . The cave goblin gains a +1 bonus to its Intelligence and Wisdom modifiers for each cave goblin within 40 ft. of it, up to a maximum of +5. \n'b' Sunlight Sensitivity . The cave goblin has disadvantage on attack rolls and Wisdom ( Perception ) checks that rely on sight if it, the target of its attack , or what it is trying to perceive is in direct sunlight. \n'b' Surprise Attack . If the cave goblin surprises a creature and hits it with a weapon attack during the first round of combat, the weapon deals an additional die of damage. \n'b'\n'b' Actions \n'b'\n'b' Dagger . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 5 (1d4 + 3) piercing damage. \n'b' Shortbow . Ranged Weapon Attack : +5 to hit, range 80/320 ft., one target. Hit : 6 (1d6 + 3) piercing damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Animated Object, Mossy Couch \n'b' Family: Animated Objects \n'b' Large construct , unaligned \n'b' Armor Class 13 Hit Points 76 (8d10 + 32) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 19 (+4) INT: 1 (-5) WIS: 5 (-3) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception -1 Damage Immunities poison, psychic Condition Immunities blinded , charmed , deafened, exhaustion , frightened , paralyzed , petrified , poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 9 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' Special Traits \n'b'\n'b' Animated Object Theme . The mossy couch\xe2\x80\x99s theme is monstrous. \n'b' Antimagic Susceptibility . The mossy couch is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the couch 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 mossy couch remains motionless, it is indistinguishable from a normal, moss-covered couch. \n'b' Pervasive Poisonous Contents . A creature that touches the mossy couch or hits it with a melee attack while within 5 feet of it takes 2 (1d4) poison damage. If the mossy couch uses its Spew Contents, this trait doesn\xe2\x80\x99t function until the end of its next turn. \n'b' Poisonous Contents . The mossy couch is filled with a variety of mosses and poisonous molds. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The mossy couch makes two Slam attacks. \n'b' Slam . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (1d10 + 4) bludgeoning damage. \n'b' Spew Contents (recharge 6) . The mossy couch spews its contents in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Goblin, Cave Brute \n'b' Family: Goblin \n'b' Small humanoid (goblinoid), neutral evil \n'b' Armor Class 12 (leather armor) Hit Points 31 (7d6 + 7) Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 12 (+1) CON: 13 (+1) INT: 6 (-2) WIS: 6 (-2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 120 ft., passive Perception 8 Languages Goblin Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Cavern Camouflage . The cave goblin brute has advantage on Dexterity ( Stealth ) checks while underground in caves and caverns. \n'b' Cavern Stalker . The cave goblin brute can attempt to hide even when only lightly obscured by dim light. \n'b' Hive Mind . The cave goblin brute gains a +1 bonus to its Intelligence and Wisdom modifiers for each cave goblin within 40 ft. of it, up to a maximum of +5. \n'b' Sunlight Sensitivity . The cave goblin brute has disadvantage on attack rolls and Wisdom ( Perception ) checks that rely on sight if it, the target of its attack , or what it is trying to perceive is in direct sunlight. \n'b' Surprise Attack . If the cave goblin brute surprises a creature and hits it with a weapon attack during the first round of combat, the weapon deals an additional die of damage. \n'b' Actions \n'b' Multiattack . The cave goblin brute makes two jawbone club attacks. \n'b' Jawbone Club . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) bludgeoning damage. \n'b' About \n'b' Brutes act as a defensive force for patrols and foraging, protecting lesser cave goblins as they gather tribute. Their physiology is incredibly varied, with muscle groups developing and enlarging seemingly at random during their growth cycle.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Goblin, Cave King \n'b' Family: Goblin \n'b' Small humanoid (goblinoid), neutral evil \n'b' Armor Class 9 Hit Points 55 (10d8 + 10) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 9 (-1) CON: 12 (+1) INT: 10 (+0) WIS: 10 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +3, Persuasion + 3 Senses darkvision 120 ft., passive Perception 10 Languages Common, Goblin Challenge 2 (450 XP) \n'b' Special Traits \n'b' Cavern Camouflage . The cave goblin king has advantage on Dexterity ( Stealth ) checks while underground in caves and caverns. \n'b' Cavern Stalker . The cave goblin king can attempt to hide even when only lightly obscured by dim light. \n'b' Commander . All cave goblins within 120 feet of the cave goblin king who can see and hear it, can make an extra weapon attack with disadvantage as a bonus action. If within 20 feet of the cave goblin king, the attack does not suffer disadvantage. \n'b' Sunlight Sensitivity . The cave goblin king has disadvantage on attack rolls and Wisdom ( Perception ) checks that rely on sight if it, the target of its attack , or what it is trying to perceive is in direct sunlight. \n'b' Actions \n'b' Club . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage. \n'b' Reactions \n'b' Divert Attack . When a creature the cave goblin king can see targets it with an attack , the cave goblin king chooses another goblin within 5 feet of it. The two goblins swap places, and the chosen goblin becomes the target instead. \n'b' About \n'b' Larger than other goblins, kings are content to stay put in the heart of their realm, receiving tribute and worship from their subjects, and viewing themselves as the supreme rulers of their petty empires.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Goblin, Cave Runt \n'b' Family: Goblin \n'b' Small humanoid (goblinoid), neutral evil \n'b' Armor Class 12 Hit Points 5 (2d6 ? 2) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 8 (-1) INT: 7 (-2) WIS: 6 (-2) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +4 Senses darkvision 120 ft., passive Perception 8 Languages Goblin Challenge 1/8 (25 XP) \n'b' Special Traits \n'b' Cavern Camouflage . The cave goblin runt has advantage on Dexterity ( Stealth ) checks while underground in caves and caverns. \n'b' Cavern Stalker . The cave goblin can attempt to hide even when only lightly obscured by dim light. \n'b' Hive Mind . The cave goblin runt gains a +1 bonus to its Intelligence and Wisdom modifiers for each cave goblin within 40 ft. of it, up to a maximum of +5. \n'b' Sunlight Sensitivity . The cave goblin runt has disadvantage on attack rolls and Wisdom ( Perception ) checks that rely on sight if it, the target of its attack , or what it is trying to perceive is in direct sunlight. \n'b' Surprise Attack . If the cave goblin runt surprises a creature and hits it with a weapon attack during the first round of combat, the weapon deals an additional die of damage. \n'b' Actions \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' About \n'b' Runts, as the name would suggest, are the smallest cave goblin variety. Whether malformed through some genetic quirk or adapted to fill a niche is difficult to say.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Goblin, Chaos-Spawn \n'b' Family: Goblin \n'b' Small humanoid (goblinoid), neutral evil \n'b' Armor Class 13 (natural armor) Hit Points 22 (5d6 + 5) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 12 (+1) INT: 10 (+0) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +6 Damage Resistances psychic Condition Immunities frightened Senses darkvision 60 ft., passive Perception 10 Languages telepathy 120 ft. Challenge 1/2 (100 XP) \n'b' Special Traits \n'b'\n'b' Nimble Escape . The chaos-spawn goblin can take the Disengage or Hide action as a bonus action on each of its turns. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The chaos-spawn goblin makes two attacks with its scimitar. \n'b' Scimitar . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) slashing damage. \n'b' Psychic Stab (Recharge 6) . The chaos-spawn goblin targets one creature that it can sense within 30 feet of it. The target must make a DC 12 Intelligence saving throw, taking 7 (2d6) psychic damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' About \n'b' This stunted creature, wrapped almost entirely in the remnants of a cloak, has the face of an emaciated goblin. Its tiny hole of a mouth looks incapable of speech, and its glazed eyes stare at nothing. \n'b' Warped by the Unknowable . These creatures were once goblins, still retaining their general size and form, but long exposure to the psyche-obliterating presence of Great Old Ones has warped them in a variety of ways. They no longer speak aloud but communicate telepathically in images. Chaos-spawn goblins no longer eat as they once did, receiving all of their sustenance from the star-born creatures they now serve. \n'b' Single-minded Servants . Raiding and taking captives still occupies much of the chaos-spawn\xe2\x80\x99s time, but now their captives are placed inside organic pods or orifices of various kinds which grow in the ground below their masters\xe2\x80\x99 feet in web-like structures. There, the Great Old Ones drain whatever it is they wish from the captives, who leave nothing but a gel-like substance behind. This substance is what sustains the chaos-spawn goblins, which they take in through feeding tubes. \n'b' Loyal Servants . In their hunts for captives, they do not hesitate to prey on goblins. For this reason, and out of sheer terror, other goblins avoid the chaos-spawn as much as they are able. Indeed, the areas chaos-spawn inhabit are often barren of other intelligent life.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Goblin, Coal \n'b' Family: Goblin \n'b' Small humanoid (goblinoid), neutral evil\n'b' STATS STR: 10 (+0) DEX: 20 (+5) CON: 12 (+1) INT: 11 (+0) WIS: 15 (+2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 17 (studded leather) Hit Points 18 (4d6 + 4) Speed 30 ft. Skills Perception +7, Sleight of Hand +7, Stealth +9 Senses darkvision 120 ft., passive Perception 14 Languages Goblin , Ledean, Orcish Challenge 2 (450 XP) \n'b' Special Traits \n'b' Assassin\xe2\x80\x99s Strike . If the coal goblin deals damage, it can use its reaction to add 7 (2d6) piercing damage. \n'b' Net Expert . The coal goblin can use a bonus action to give itself advantage on a net attack roll. \n'b' Stonecunning . Whenever a coal goblin makes an Intelligence ( History ) check related to the origin of stonework it adds +4 to the roll. \n'b' Actions \n'b' Net . Ranged Weapon Attack : +7 to hit, range 5/15 ft., one target. Hit : The target is restrained . \n'b' Shortsword . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d6 + 5) piercing damage. \n'b' Shortbow . Ranged Weapon Attack : +7 to hit, range 80/320 ft., one target. Hit : 8 (1d6 + 5) piercing damage. \n'b' Tactics \n'b' As assassins-for-hire, coal goblins carefully stalk their prey, waiting for the perfect moment for an ambush. They never get involved in straight-up brawls. If the target is alone, the goblin might use its net first and then begin to stab. If the target has company, the goblins will use nets to keep other combatants tied up and then surround the victim. \n'b' About \n'b' The creature looks much like any other goblin, though its wrinkled, coal-black skin underneath its dark somber clothing is unusual. Hard eyes glint as it surveys its surroundings and brings its sword to the ready. Its lack of expression proves that it is a practiced killer.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Clockwork Mage \n'b' Family: Clockwork \n'b' Medium construct (clockwork), unaligned \n'b' Armor Class 16 (natural armor) Hit Points 104 (16d8+32) Speed 20 ft.\n'b' STATS STR: 13 (+1) DEX: 6 (-2) CON: 14 (+2) INT: 18 (+4) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities lightning Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , poisoned , stunned , unconscious Senses darkvision 60 ft., passive Perception 10 Languages Common Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Wand Magic . Each clockwork mage may cast spells powered by wands stored in internal compartments. These spells are cast with DC 16 and +8 to hit. The spells are determined by the wand stored. Some of the most common wands are as follows:\n'b'\n'b'\n'b' Wand of Lightning Bolts :\n'b'\n'b'\n'b' 3/day : shocking grasp , thunderwave \n'b' 2/day : blindness/deafness , lightning bolt , shatter \n'b'\n'b' Wand of Fireballs :\n'b'\n'b'\n'b' 3/day : burning hands , color spray \n'b' 2/day : fireball , flaming sphere , scorching ray \n'b'\n'b' Winding . A clockwork mage 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 mage, restoring to it 1 hour of operating time; Tiny or smaller creatures are generally unable to wind the leviathan. \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +5 to hit, 5 ft. reach, one target. Hit : 8 (2d6 + 1) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' These constructs are the pinnacle of clockwork inventions. An ingenious combination of mechanical devices and magical conduits allows a clockwork mage to channel the power of a spell gem into a variety of arcane powers. They often serve powerful arcane spellcasters, or as unflinching and unquestioning casters to those who wants the benefit of spells without ego or free thought. \n'b' A humanoid figure of mithral, steel, and vapor-filled crystals, a clockwork mage often drapes itself in a cloak or shroud. It stands 7 feet tall. \n'b' Clockwork . As a constructed being, a clockwork mage doesn\xe2\x80\x99t eat, breathe, drink, or sleep. If it is not wound regularly, it becomes inert until it is wound again.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Goblin, Dust \n'b' Family: Goblin \n'b' Small humanoid (goblinoid), neutral evil \n'b' Armor Class 14 (leather armor) Hit Points 16 (3d6 + 6) Speed 30 ft.\n'b' STATS STR: 8 (-1) DEX: 16 (+3) CON: 14 (+2) INT: 10 (+0) WIS: 8 (-1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +7 Condition Immunities charmed , frightened Senses darkvision 60 ft., passive Perception 9 Languages Common, Goblin Challenge 1/4 (50 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Twisted . When the dust goblin attacks a creature from hiding, the target must succeed on a DC 10 Wisdom saving throw or be frightened until the end of its next turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Shortsword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' Light Crossbow . Ranged Weapon Attack : +5 to hit, range 80/320 ft., one target. Hit : 7 (1d8 + 3) piercing damage. \n'b'\n'b' ABOUT \n'b' A ragged creature emerges from the sand. Its spindly frame is encased in a hodge-podge of armor scraps and rusted weapons. \n'b' A long, hooked nose protrudes over a wide mouth filled with sharp teeth. \n'b' Dust goblins vary greatly in size and appearance, although they are universally scrawny, bony, and lanky. They seem to suffer from malnutrition even when in perfect health, a perception reinforced by the way their bellies distend after they\xe2\x80\x99ve gorged themselves on flesh. Their skin is always dry and cracked, ranging from dusky gray to dark green in color. \n'b' Rule the Wastelands . Dust goblins are twisted creatures, tainted by many generations of life in a blasted wasteland. After a magical war devastated the dust goblins\xe2\x80\x99 homeland, they rose to become the most dominant inhabitants. They inhabit ancient ruins and ambush travelers who stray too close to their borders. \n'b' Twisted Minds . The lingering magical energy saturating the wastes of their home, coupled with the harsh conditions in which they scratch out a living, have tainted the minds of all dust goblins. Their thinking is alien and unfathomable to most creatures. Whereas most goblins are cowardly, dust goblins don\xe2\x80\x99t seem to experience fear . To the contrary, they enjoy wearing skull helmets and using ghostly whistles to frighten foes. Owing to this alien mindset, dust goblins get along disturbingly well with Aberrations. The creatures often forge alliances and work together for mutual benefit, while making their unnerving mark on communal lairs.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Goblin, Dust (Chieftain) \n'b' Family: Goblin \n'b' Small humanoid (goblinoid), neutral evil \n'b' Armor Class 16 (studded leather) Hit Points 44 (8d6 + 16) Speed 30 ft.\n'b' STATS STR: 8 (-1) DEX: 18 (+4) CON: 15 (+2) INT: 14 (+2) WIS: 13 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +7, Intelligence +5 Skills Intimidation +3, Stealth +8, Survival +3 Senses darkvision 60 ft., passive Perception 11 Languages Common, Goblin, and one ancient language Challenge 3 (700 XP) \n'b' Special Traits \n'b'\n'b' Alien Mind . The dust goblin chieftain has advantage on saving throws against being charmed or frightened . In addition, it can use an action to read the surface thoughts of one creature within 30 feet. This works like the detect thoughts spell, except it can only read surface thoughts and there is no limit to the duration. The dust goblin chieftain can end this effect as a bonus action or by using an action to change the target. \n'b' Cunning Action . On each of its turns, the dust goblin chieftain can use a bonus action to take the Dash , Disengage , or Hide action. \n'b' Sneak Attack (1/Turn) . The dust goblin chieftain deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the dust goblin chieftain that isn\xe2\x80\x99t incapacitated and the chieftain doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b' Twisted . When the dust goblin chieftain attacks a creature from hiding, the target must succeed on a DC 13 Wisdom saving throw or be frightened until the end of its next turn. \n'b'\n'b' Actions \n'b'\n'b' Shortsword . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Light Crossbow . Ranged Weapon Attack : +6 to hit, range 80/320 ft., one target. Hit : 8 (1d8 + 4) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' Reactions \n'b'\n'b' Parry . The dust goblin chieftain adds 2 to its AC against one melee attack that would hit it. To do so, the chieftain must see the attacker and be wielding a melee weapon. \n'b'\n'b' About \n'b' At first, the strange eyes and gibbering might make the dust goblin seem addled or at least a less-than-formidable foe. But its mastery of command words and bizarre ancient rituals makes these small creatures extremely dangerous, able to call on powers older than human history. \n'b' A dust goblin chieftain must keep its tribe alive and fed, which is no small accomplishment in the wastelands it calls home. The chieftain has an edge on its fellows, which helps it keep the others in line, and that edge takes the form of a beneficial mutation brought on by the energies which permeate its homelands. \n'b' Mastery of Ancient Languages . Dust goblin chieftains are often surprisingly learned in ancient tongues, able to speak and command creatures of the outer void, the hells, or from tombs long forgotten. Their ability to decipher scripts and faded text is unmatched. \n'b' Strange Technology and Oddly Arcane Items . Thanks to the ruined civilizations which came before and in whose ruins the dust goblins live, a chieftain has access to a wide variety of unexpected items and magic. The exact nature of these items varies from chieftain to chieftain and is up to the GM\xe2\x80\x99s discretion.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Goblin, Feral Goblin \n'b' Family: Goblin \n'b' Small humanoid (goblinoid), neutral evil \n'b' Armor Class 14 Hit Points 14 (4d6) Speed 30 ft.\n'b' STATS STR: 6 (-2) DEX: 18 (+4) CON: 10 (+0) INT: 7 (-2) WIS: 6 (-2) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +6 Senses darkvision 120 ft., passive Perception 8 Languages Goblin Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Cavern Camouflage . The feral cave goblin has advantage on Dexterity ( Stealth ) checks while underground in caves and caverns. \n'b' Cavern Stalker . The feral cave goblin can attempt to hide even when only lightly obscured by dim light. \n'b' Sunlight Sensitivity . The feral cave goblin has disadvantage on attack rolls and Wisdom ( Perception ) checks that rely on sight if it, the target of its attack , or what it is trying to perceive is in direct sunlight. \n'b' Surprise Attack . If the feral cave goblin surprises a creature and hits it with a weapon attack during the first round of combat, the weapon deals an additional die of damage. \n'b' Actions \n'b' Multiattack . The feral cave goblin makes three attacks, one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d4 + 4) piercing damage. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) slashing damage. \n'b' About \n'b' Having been separated from the troop, either through infighting, societal collapse following the king\xe2\x80\x99s death, or simply wandering too far, the life of a feral is generally short, desperate and filled with violence.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Goblin, Forest \n'b' Family: Goblin \n'b' Small humanoid (goblinoid), neutral evil \n'b' Armor Class 13 (leather armor) Hit Points 7 (2d6) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 7 (-2) DEX: 14 (+2) CON: 10 (+0) INT: 10 (+0) WIS: 8 (-1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Nature +1, Stealth +4 Senses darkvision 60 ft., passive Perception 9 Languages Common, Goblin Challenge 1/4 (50 XP) \n'b' Special Traits \n'b'\n'b' Woodland Stalker . The forest goblin can attempt to hide even when only lightly obscured by foliage as a bonus action on each of its turns. \n'b'\n'b' Actions \n'b'\n'b' Shortbow . Ranged Weapon Attack : +4 to hit, range 80/320 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Stake . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 4 (1d4 +2) piercing damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Goblin, Forest \n'b' Family: Goblin \n'b' Medium humanoid (forest goblin), chaotic neutral \n'b' Armor Class 14 (leather) \n'b' Hit Points 27 (5d8 + 5) \n'b' Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 16 (+3) CON: 13 (+1) INT: 8 (-1) WIS: 11 (+0) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 10 \n'b' Languages Drohm \n'b' Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Natural Camouflage . The forest goblin has advantage on stealth checks when in forests. \n'b' Cunning Action . The forest goblin can use a bonus action to take the Dash , Disengage , or Hide action. \n'b' Ambush Attack . If the forest goblin surprises a creature and hits it with an attack during the first round of combat, the target takes an additional 7 (2d6) damage from the attack . \n'b' Sneak Attack (1/Turn) . The forest goblin\xe2\x80\x99s weapon attacks deal 7 (2d6) extra damage if that attack was made with advantage, or if the goblin had an ally within 5 ft. of the target and that ally is not incapacitated . \n'b'\n'b' ACTIONS \n'b'\n'b' Javelin . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit : 5 (1d6 + 2) piercing damage in melee or 6 (1d6 + 3) piercing damage at range. \n'b' Longsword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (1d10 + 3) slashing damage. \n'b'\n'b' ABOUT \n'b' Goblins have hairless, mottled green skin pulled tightly over short, skinny frames with stringy muscles, little fat, and a bulbous belly. Their faces are similarly gaunt, with skin pulled tight enough to give them eternal, toothy grins. Their eyes are black, with small glittering pinpricks at their centers. Goblins are highly adaptable, cropping up in various regions around the world, though they\xe2\x80\x99re predominantly seen in the Darklands of Drohm. Everywhere they appear they hunt and raid, gaining a taste for the blood, meat, and bone of the beasts and people in the region. \n'b' There are rumors of goblins that trade with communities peacefully, asking for their dead to eat, and in exchange the living are left alone, or even protected by the goblins. \n'b' Forest Goblins . Their mottled green skin and thin, lanky limbs allow forest goblins to blend in among saplings and ground cover in forests with worrying ease. The forest goblins are a growing population in the O\xe2\x80\x99koth forests but live in almost any wooded region of Azoth. Forest goblins prefer to lay traps for unsuspecting travelers, attacking them all at once with spears and swords, hoping to immediately weaken their victims and make the following fight all the easier.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Animated Object, Phonograph \n'b' Family: Animated Objects \n'b' Large construct , neutral \n'b' Armor Class 15 (natural armor) Hit Points 45 (7d10 + 7) Speed 40 ft.\n'b' STATS STR: 18 (+4) DEX: 8 (-1) CON: 13 (+1) INT: 12 (+1) WIS: 10 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Performance +4 Damage Immunities poison, psychic Damage Immunities blinded , charmed , deafened , exhaustion , frightened , paralyzed , petrified , poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 12 Languages Common Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Antimagic Susceptibility . The phonograph is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the phonograph 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 phonograph doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' False Appearance . While the phonograph remains motionless, it is indistinguishable from a normal phonograph. \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) bludgeoning damage. \n'b' Record . The phonograph plays a record and chooses one of the following magical effects: a charming melody, a frightening strain, or an enraging tune. Any creature within 60 feet of the phonograph that can hear the music must succeed on a DC 12 Wisdom saving throw or be affected as described below. Other phonographs and creature that can\xe2\x80\x99t be charmed are unaffected. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to this phonograph for the next 24 hours. \n'b' Raucous Melody . The creature is deafened for 1 minute. \n'b' Frightening Strain . The creature is frightened for 1 minute. \n'b' Enraging Tune . The creature uses its reaction to make a melee weapon attack against a random creature within reach. If no creatures are within reach, the target moves in a straight line toward the phonograph. This effect lasts for 1 minute. \n'b'\n'b' ABOUT \n'b' This curious device has a wide, flower-like opening atop a rotating disk, with a winding lever attached to it. Four animated legs perambulate it around as it plays scratchy music that is impossible to ignore. \n'b' There are many animated creatures in the world of Faerie, but none are more universally reviled than the phonograph. Perhaps because of the changes it makes to the purity of music, animated phonographs are rejected out of hand by the very welcoming and tolerant society of Ozians. \n'b' Most are smashed to pieces after a brief animated life. \n'b' The Scourge of Oz . The few surviving animated phonographs learn to play their music only for those who wish to hear it, which is a very small audience. Indeed, one of their recommended uses is to play to torment villains.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Goblin, Forest Shaman \n'b' Family: Goblin \n'b' Small humanoid (goblinoid), neutral evil \n'b' Armor Class 11 Hit Points 12 (5d6 ? 5) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 7 (-2) DEX: 12 (+1) CON: 9 (-1) INT: 12 (+1) WIS: 14 (+2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Medicine +4, Nature +4, Stealth +3 Senses darkvision 60 ft., passive Perception 12 Languages Common, Goblin Challenge 1 (200 XP) \n'b' Special Traits \n'b' Woodland Camouflage . The forest goblin shaman has advantage on Dexterity ( Stealth ) checks while in the forest. \n'b' Woodland Stalker . The forest goblin shaman can attempt to hide even when only lightly obscured by foliage as a bonus action on each of its turns. \n'b' Blood Magic . The forest goblin shaman can use its action to sacrifice a Tiny mammal to innately cast one of the following spells: bestow curse , cure wounds , or healing word . The forest goblin shaman starts combat with 6 (1d6 + 3) Tiny mammals in its possession. \n'b' Spellcasting . The forest goblin shaman is a 5th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared: \n'b' Cantrips (at will) : light , mage hand , thorn whip \n'b' 1st level (4 slots) : entangle , inflict wounds \n'b' 2nd level (3 slots) : hold person , spike growth \n'b' 3rd level (2 slots) : conjure animals , spirit guardians \n'b' Actions \n'b' Antler Dagger . Melee Weapon Attack : +3 to hit, range 5 ft., one target. Hit : 3 (1d4 + 1) piercing damage. \n'b' Quarterstaff . Melee Weapon Attack : +0 to hit, reach 5 ft., one target. Hit : 1 (1d6 \xe2\x80\x93 2) or 2 (1d8 \xe2\x80\x93 2) bludgeoning damage if wielded with two hands. \n'b' About \n'b' Shamans often fill an advisory role to the troop\xe2\x80\x99s chief, although it is equally common for there to be a heated rivalry between the two figures over who should take the position of leadership. Shamans have access to basic healing magic by means of animal sacrifice, so generally travel nowhere without a sack of squirming rats, weasels, or other easily procured forest creatures.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Goblin, Forest Sneak \n'b' Family: Goblin \n'b' Small humanoid (goblinoid), neutral evil \n'b' Armor Class 13 (leather armor) Hit Points 9 (2d6 + 2) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 7 (-2) DEX: 14 (+2) CON: 12 (+1) INT: 10 (+0) WIS: 8 (-1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Nature +1, Stealth +4 Senses darkvision 60 ft., passive Perception 9 Languages Common, Goblin Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Woodland Stalker . The forest goblin sneak can attempt to hide even when only lightly obscured by foliage as a bonus action on each of its turns. \n'b' Woodland Camouflage . The forest goblin sneak has advantage on Dexterity ( Stealth ) checks while in the forest. \n'b' Actions \n'b' Punch Dagger . Melee Weapon Attack : +4 to hit, range 5 ft., one target. Hit : 4 (1d4 +2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or take 1d4 damage at the beginning of each of its turns. At the end of each of its turns, the target can repeat the saving throw, ending the bleed effect on a success. \n'b' Blowgun . Ranged Weapon Attack : +4 to hit, range 80/320 ft., one target. Hit : 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned . At the end of each of its turns, the target can repeat the saving throw, ending the condition on a success. \n'b' About \n'b' Sneaks are masters of camouflage and ambush, preferring to get up close to a quarry unseen to make best use of their short range weaponry. If they can get in range, hit the target with a poisoned dart, and get back to safety without being seen, so much the better as far as they\xe2\x80\x99re concerned.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Goblin, Forest Thief \n'b' Family: Goblin \n'b' Small humanoid (goblinoid), neutral evil \n'b' Armor Class 14 (leather armor) Hit Points 10 (3d6) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 7 (-2) DEX: 16 (+3) CON: 10 (+0) INT: 10 (+0) WIS: 8 (-1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Nature +1, Stealth +5 Senses darkvision 60 ft., passive Perception 9 Languages Common, Goblin Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Woodland Stalker . The forest goblin thief can attempt to hide even when only lightly obscured by foliage as a bonus action on each of its turns. \n'b' Woodland Camouflage . The forest goblin thief has advantage on Dexterity ( Stealth ) checks while in the forest \n'b' Actions \n'b' Stake . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 5 (1d4 +3) piercing damage and the target must make a DC 12 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one. \n'b' Shortbow . Ranged Weapon Attack : +5 to hit, range 80/320 ft., one target. Hit : 6 (1d6 + 3) piercing damage and the target must make a DC 12 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' The best marksmen among forest goblins, thieves are an invaluable part of goblin raids.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Goblin, Forest Trapper \n'b' Family: Goblin \n'b' Small humanoid (goblinoid), neutral evil \n'b' Armor Class 12 Hit Points 3 (2d6 ? 4) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 7 (-2) DEX: 14 (+2) CON: 7 (-2) INT: 14 (+2) WIS: 8 (-1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Nature +1, Stealth +4 Senses darkvision 60 ft., passive Perception 9 Languages Common, Goblin Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Woodland Stalker . The forest goblin trapper can attempt to hide even when only lightly obscured by foliage as a bonus action on each of its turns. \n'b' Woodland Camouflage . The forest goblin trapper has advantage on Dexterity ( Stealth ) checks while in the forest \n'b' Actions \n'b' Stake . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 4 (1d4 +2) piercing damage. \n'b' Set Trap . The forest goblin trapper can spend a number of actions on subsequent turns to deploy one of the following traps: \n'b' Bear Trap (1\xc2\x962 actions) . The goblin trapper sets a bear trap and covers it with leaves and other debris. The bear trap can be detected with a DC 14 Wisdom ( Perception ) check. If a creature steps on the bear trap, it must make a DC 15 Dexterity saving throw. On a failed save the creature takes 9 (2d8) piercing damage, and its speed is halved until it removes the trap. The creature can use its action on its turn to make a DC 12 Strength ( Athletics ) check to remove the bear trap. The goblin trapper can use one additional action while setting the bear trap to attach it to the ground with a metal spike and chain. If a creature is caught by the trap while it is attached to the ground in this way, the creature is restrained until it can escape the trap. \n'b' Trip Line (2 actions; 1 action at each end) . The goblin trapper attaches a rope or vine to two points up to 25 ft. apart and 1 ft. off the ground. The trip line can be detected with a DC 12 Wisdom ( Perception ) check. If a creature passes through the affected area it must make a DC 15 Dexterity saving throw or fall prone . \n'b' Spike Trap (2-3 actions) . The goblin trapper pushes sharpened spikes into an area of ground measuring no more than 5 ft. square and covers them up with leaves. The spikes can be detected with a DC 13 Wisdom ( Perception ) check. If a creature enters the affected area it must make a DC 12 Dexterity saving throw. On a failed save the creature takes 5 (2d4) piercing damage. The goblin trapper can use one additional action to coat the tips of the spikes with poison. If it does so, any creature who takes damage from the spikes must also make a DC 15 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much on a successful one. \n'b' Cage Trap (3 actions) . The goblin trapper sets up a fourwalled spring-loaded cage trap 5 ft. square and large enough for a Medium creature to fit in, and covers it with leaves and other debris. The cage can be detected with a DC 12 Wisdom ( Perception ) check. If a creature enters the affected area it must make a DC 16 Dexterity saving throw. On a failed save the creature is trapped within the cage. The creature can use its action on its turn to make a DC 13 Strength ( Athletics ) check break out of the cage. \n'b' Snare Trap (2 actions) . The goblin trapper sets a spring-loaded snare in a 5 ft. square and covers with leaves and other debris. The snare can be detected with a DC 14 Wisdom ( Perception ) check. If a Small or Medium creature enters the affected area it must make a DC 13 Dexterity saving throw. On a failed save the creature is restrained and pulled upside-down 5 ft. off the ground. A creature can destroy the snare, freeing any restrained creature, by dealing 1 damage to the snare (AC 10). \n'b' About \n'b' Trappers take great pride and pleasure in constructing, setting and maintaining the wide variety of traps littered around the troop\xe2\x80\x99s range. Most commonly, these will be constructed of local wood, but occasionally metal can be salvaged from animal traps laid by more civilized hunters, or from the weapons and armor of unwary travelers.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Clockwork Mantis \n'b' Family: Clockwork \n'b' Large construct , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 68 (8d10 + 24) Speed 40 ft.\n'b' STATS STR: 13 (+1) DEX: 19 (+4) CON: 16 (+3) INT: 3 (-4) WIS: 15 (+2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +7 Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 15 Languages understands Common but can\xe2\x80\x99t speak Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Hobbling Strike . When the clockwork mantis makes a successful opportunity attack , the target\xe2\x80\x99s speed is reduced to 0 until the start of its next turn. \n'b' Immutable Form . The clockwork mantis is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The clockwork mantis has advantage on saving throws against spells and other magical effects. \n'b' Standing Leap . The clockwork mantis\xe2\x80\x99s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. \n'b' Actions \n'b' Multiattack . The clockwork mantis makes two serrated blade attacks. If both attacks hit the same target, the mantis can make a bite attack against another target within range as a bonus action. \n'b' Serrated Blade . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage. \n'b' Invisibility . The clockwork mantis turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the mantis wears or carries is invisible with it. \n'b' About \n'b' This large clockwork mantis is surprisingly nimble and fast, capable of taking down foes with a lethal flurry of serrated claws and bites. \n'b' These marvelous mechanical constructs were originally designed by the gnomish master engineer. Dreading that they were too powerful to be released into the world and fall into the wrong hands, he secreted them away. Whether they were released by a destruction-bent agent of chaos, or they somehow effected their own freedom, they are now a threat to any who cross their paths. \n'b' Uncontrollable and Invisible . In the past, the engineer was able to control his machines, which were built to be invisible agents and protectors. But the creations outlived their creator. If the secret to controlling the creatures exists anywhere, it is within the heavily secured vaults the engineer left behind. \n'b' Wanted by Gnomes . The existence of these wandering clockwork monsters creates a bad reputation for peaceful gnomish engineers. A few groups of gnomes specialize in tracking and destroying these clockwork creations. They claim to do it out of virtue, but rumors abound that they do it for rare parts or the possibility of tracking down the engineer\xe2\x80\x99s vault. \n'b' Construct Nature . The clockwork mantis doesn\xe2\x80\x99t require air, food, drink or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Goblin, Goozzle \n'b' Family: Goblin \n'b' Small humanoid (goblinoid), chaotic evil \n'b' Armor Class 13 ( hide ) \n'b' Hit Points 7 (2d6) \n'b' Speed 30 ft., climb 30 ft.\n'b' STATS STR: 8 (-1) DEX: 14 (+2) CON: 10 (+0) INT: 10 (+0) WIS: 8 (-1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +6 \n'b' Senses darkvision 60 ft., passive Perception 9 \n'b' Languages Common, Goblin \n'b' Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Rampage . When the goozzle-goblin reduces a creature to 0 hit points with a melee attack on its turn, the goozzlegoblin can take a bonus action to move up to half its speed and make a claw attack . \n'b'\n'b' ACTIONS \n'b'\n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d8 + 2) slashing damage. \n'b'\n'b' ABOUT \n'b' This goblin has long talons as sharp as swords. \n'b' Goozzle-goblins use their talons to claw the flesh from their foes. Goozzle goblins are unrelentingly vicious. \n'b' Goblins Everywhere . Goozzle-goblins are the most prevalent goblins in Faerie after mifkets, who are chiefly found on the isles. Unlike their hairier brethren, goozzlegoblins are equipped with wicked claws and a fierce disposition. They eagerly use them to tear into the opposition, gnashing and clawing their way through their opponents. \n'b' Awgwa Troops . Goozzle-goblins are one of the chief minions of many of the awgwas in the Prime plane, where they wage a shadow war against the immortals. They shrink goozzle-goblins down to Tiny size and send them into the shadows to thwart the plans of good-aligned fey. \n'b' Ultimate Spies . Goozzle-goblin aggression belies their feral intelligence. Their facility with tactics makes them excellent spies, assassins, and scouts.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Goblin, Hill \n'b' Family: Goblin \n'b' Small humanoid (goblinoid), neutral evil \n'b' Armor Class 12 (leather armor) Hit Points 7 (2d6) Speed 30 ft.\n'b' STATS STR: 9 (-1) DEX: 13 (+1) CON: 10 (+0) INT: 10 (+0) WIS: 8 (-1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +3 Senses darkvision 60 ft., passive Perception 9 Languages Common, Goblin Challenge 1/4 (50 XP) \n'b' Special Traits \n'b' Nimble Escape . The hill goblin can take the Disengage or Hide action as a bonus action on each of its turns. \n'b' Actions \n'b' Scimitar . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) slashing damage. \n'b' Reactions \n'b' Slippery . If an attack on the hill goblin misses, it moves 5 feet away without provoking an opportunity attack .'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Goblin, Hill Archer \n'b' Family: Goblin \n'b' Small humanoid (goblinoid), neutral evil \n'b' Armor Class 14 (leather armor) Hit Points 7 (2d6) Speed 30 ft.\n'b' STATS STR: 8 (-1) DEX: 14 (+2) CON: 10 (+0) INT: 10 (+0) WIS: 8 (-1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +4 Senses darkvision 60 ft., passive Perception 9 Languages Common, Goblin Challenge 1/4 (50 XP) \n'b' Special Traits \n'b' Nimble Escape . The hill goblin archer can take the Disengage or Hide action as a bonus action on each of its turns. \n'b' Actions \n'b' Dagger . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 5 (1d4 + 2) piercing damage. \n'b' Shortbow . Ranged Weapon Attack : +4 to hit, range 80/320 ft., one target. Hit : 6 (1d6 + 2) piercing damage. \n'b' Reactions \n'b' Slippery . If an attack on the hill goblin archer misses, it moves 5 feet away without provoking an opportunity attack . \n'b' About \n'b' Most goblins prefer to attack a target which can\xe2\x80\x99t hit them back. \n'b' However, few but true archers have the skill or patience to learn to master the bow.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Goblin, Hill Bomber \n'b' Family: Goblin \n'b' Small humanoid (goblinoid), neutral evil \n'b' Armor Class 15 (leather armor, shield) Hit Points 7 (2d6) Speed 30 ft.\n'b' STATS STR: 8 (-1) DEX: 14 (+2) CON: 10 (+0) INT: 8 (-1) WIS: 9 (-1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 9 Languages Common, Goblin Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Nimble Escape . The hill goblin bomber can take the Disengage or Hide action as a bonus action on each of its turns. \n'b' Actions \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' Bomb . The hill goblin bomber throws a bomb to a location within 30 feet. When it explodes, all creatures within 10 feet of the bomb must make a DC 13 Constitution saving throw, taking 10 (3d6) thunder damage on a failed save, or half as much on a successful one. Additionally, all creatures within 20 feet, of the bomb must make a DC 10 Dexterity saving throw, taking 3 (1d6) piercing damage on a failed save, or half as much on a successful one. \n'b' Reactions \n'b' Slippery . If an attack on the hill goblin bomber misses, it moves 5 feet away without provoking an opportunity attack . \n'b' About \n'b' Pairing goblins\xe2\x80\x99 innate ingenuity when it comes to dangerous and painful weapons with the more advanced craft available to the hill troops, bombers make use of a rudimentary gunpowder consisting of sulphur, charcoal and bat guano, generally paying for their craft with a finger or two.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Goblin, Hill Champion \n'b' Family: Goblin \n'b' Small humanoid (goblinoid), neutral evil \n'b' Armor Class 17 (half plate) Hit Points 33 (6d6 + 12) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 14 (+2) INT: 9 (-1) WIS: 8 (-1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +2 Senses darkvision 60 ft., passive Perception 9 Languages Common, Goblin Challenge 2 (450 XP) \n'b' Special Traits \n'b' Battled Hardened . The hill goblin champion has advantage on saving throws against being frightened . \n'b' Nimble Escape . The hill goblin champion can take the Disengage or Hide action as a bonus action on each of its turns. \n'b' Actions \n'b' Multiattack . The hill goblin champion makes three attacks with its spiked chain. \n'b' Spiked Chain . Melee Weapon Attack : +5 to hit, range 10 ft., one target. Hit : 7 (1d8 + 3) piercing damage. \n'b' Reactions \n'b' Slippery . If an attack on the hill goblin champion misses, it moves 5 feet away without provoking an opportunity attack . \n'b' About \n'b' Veterans of the fighting pits, champions are rare amongst goblins. \n'b' Most goblin fighters perish in their first bout against a wild beast or desperate slave, but those few that survive can become dangerously capable with a variety of exotic weapons and fighting techniques.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Goblin, Hill Driver \n'b' Family: Goblin \n'b' Small humanoid (goblinoid), neutral evil \n'b' Armor Class 16 (chain shirt, shield) Hit Points 17 (5d6) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 12 (+1) CON: 10 (+0) INT: 10 (+0) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +2 Senses darkvision 60 ft., passive Perception 10 Languages Common, Goblin Challenge 1 (200 XP) \n'b' Special Traits \n'b' Commander . Any goblinoids within 60 feet of the hill goblin driver that can hear it add +1 damage to their attacks. \n'b' Nimble Escape . The hill goblin driver can take the Disengage or Hide action as a bonus action on each of its turns. \n'b' Actions \n'b' Multiattack . The hill goblin driver makes two melee attacks . \n'b' Scimitar . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) slashing damage. \n'b' Whip . Melee Weapon Attack : +3 to hit, reach 10 ft., one target. Hit : 3 (1d4 +1) slashing damage. \n'b' Reactions \n'b' Slippery . If an attack on the hill goblin driver misses, it moves 5 feet away without provoking an opportunity attack . \n'b' About \n'b' Sometimes a chief will have a driver to keep underlings in line rather than doling out beatings personally. Particularly cruel and sadistic, even by goblin standards, drivers will also take delight in taking charge of the troop\xe2\x80\x99s captives. \n'b' The best fighters amongst the rank-and-file, warriors are the most able to acquire (and keep hold of) good quality weapons and armor, and act as leaders amongst raiding parties.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Acid Ant \n'b' Small monstrosity , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 13 (3d6 + 3) Speed 30 ft.\n'b' STATS STR: 8 (-1) DEX: 13 (+1) CON: 12 (+1) INT: 1 (-5) WIS: 7 (-2) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities acid Senses blindsight 60 ft., passive Perception 8 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' Special Traits \n'b' Perituta fungi spores are attracted to the chitinous shell of acid ants. If the green, mossy fungus covers the shell of an ant, it is immune to the poisoned condition and replaces the Explosive Death trait with the following: \n'b'\n'b' Fungi Bloom . A creature that touches the ant or hits it with a melee attack while within 5 feet of it must succeed on a DC 11 Constitution saving throw or be poisoned until the end of its next turn. \n'b' Explosive Death . When the ant is reduced to 0 hp , it explodes in a burst of acid. Each creature within 5 feet of the ant must succeed on a DC 11 Dexterity saving throw or take 5 (2d4) acid damage. \n'b' Keen Smell . The ant has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b'\n'b' Actions \n'b'\n'b' Acid Spit . Ranged Weapon Attack : +3 to hit, range 20/60 ft., one target. Hit : 5 (2d4) acid damage and the target takes 1 acid damage at the start of its next turn unless the target immediately uses its reaction to wipe off the spit. \n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) piercing damage plus 2 (1d4) acid damage. \n'b'\n'b' About \n'b' An ant the size of a housecat with a throbbing green abdomen gnaws everything in sight. Hissing liquid drips from its chittering mandibles. \n'b' Though a single acid ant is barely a problem, these colonial insects travel in acid-spewing hordes that can lay waste to an entire village in a matter of hours. \n'b' Endless Appetite . The arcane energy that swirls within acid ants keeps them constantly hungry. Their acidic bite allows them to devour almost any matter, though acid ants prefer the taste of meat. The beasts stay in an area until they have consumed everything organic and then hunt for more food, carving a path of devastation wherever they go. \n'b' Potential Weapons . Many militaries have thought to capture and then unleash acid ants upon enemy troops. Such a challenge often results in those militaries losing their own soldiers to the ants. First, the ants must be captured. Then those ants must be held in acid?proof housings; otherwise they are not contained for long. If these initial steps can be accomplished, the next challenge is releasing the ants in a way that they devour only enemies. Armies that can solve these problems master the art of destruction. \n'b' Unknown Origin . No one knows how acid ants came to be, but elemental magic was involved. Perhaps they are the product of a deranged wizard\xe2\x80\x99s experiment or an elemental summoning ritual gone awry. Scholars and adventurers hunt for the origin of these beasts, searching for knowledge to better understand and annihilate the ants. \n'b' Ant Colony . Acid ants are sometimes found with ordinary giant ants and giant ant queens. In these cases, the acid ants are a specialized warrior caste within the hive that still answer to the queen.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Animated Object, Rug of Smothering \n'b' Family: Animated Objects \n'b' Large construct , unaligned \n'b' Armor Class 12 Hit Points 33 (6d10) Speed 10 ft.\n'b' STATS STR: 17 (+3) DEX: 14 (+2) CON: 10 (+0) INT: 1 (-5) WIS: 3 (-4) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, psychic Condition Immunities blinded , charmed , deafened , frightened , paralyzed , petrified , poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 6 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Antimagic Susceptibility : The rug is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the rug must succeed on a Constitution saving throw against the caster\xe2\x80\x99s spell save DC or fall unconscious for 1 minute. \n'b' Damage Transfer : While it is grappling a creature, the rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half. \n'b' False Appearance : While the rug remains motionless, it is indistinguishable from a normal rug. \n'b'\n'b' Actions \n'b'\n'b' Smother : Melee Weapon Attack : +5 to hit, reach 5 ft., one Medium or smaller creature. Hit : The creature is grappled (escape DC 13). Until this grapple ends, the target is restrained , blinded , and at risk of suffocating, and the rug can\xe2\x80\x99t smother another target. In addition, at the start of each of the target\xe2\x80\x99s turns, the target takes 10 (2d6 + 3) bludgeoning damage. \n'b'\n'b' About \n'b' Leaping from its place, this mundane object takes on an unnatural life of its own, moving as though it were a wild animal provoked into attacking. \n'b' More unpredictable than a flying sword or animated armor, which tend to make intruders suspicious, the rug of smothering is capable of defeating low-level thugs with ease. Due to its restrictive capabilities, some owners instruct it to capture intruders without killing them.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Goblin, Hill Warlord \n'b' Family: Goblin \n'b' Small humanoid (goblinoid), neutral evil \n'b' Armor Class 15 (studded leather) Hit Points 44 (8d6 + 16) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 14 (+2) INT: 10 (+0) WIS: 11 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 10 Languages Common, Goblin Challenge 3 (700 XP) \n'b' Special Traits \n'b' Command . Any hill goblins within 60 feet of the hill goblin warlord who can hear it can use their bonus action to make an attack with disadvantage. \n'b' Nimble Escape . The hill goblin warlord can take the Disengage or Hide action as a bonus action on each of its turns. \n'b' Actions \n'b' Multiattack . The hill goblin warlord makes two melee attacks . \n'b' Longsword . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 5 (1d8 +1) slashing damage or 6 (1d10 + 1) slashing damage if wielded with two hands. \n'b' Quarterstaff . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) bludgeoning damage, or 5 (1d8 + 1) bludgeoning damage if wielded with two hands. \n'b' Reactions \n'b' Slippery . If an attack on the hill goblin warlord misses, it moves 5 feet away without provoking an opportunity attack .'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Goblin, Hill Warrior \n'b' Family: Goblin \n'b' Small humanoid (goblinoid), neutral evil \n'b' Armor Class 20 (plate armor, shield) Hit Points 18 (4d6 + 4) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 10 (+0) CON: 12 (+1) INT: 8 (-1) WIS: 8 (-1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +3 Senses darkvision 60 ft., passive Perception 9 Languages Common, Goblin Challenge 1 (200 XP) \n'b' Special Traits \n'b' Nimble Escape . The hill goblin warrior can take the Disengage or Hide action as a bonus action on each of its turns. \n'b' Actions \n'b' Spiked Mace . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) bludgeoning, plus 2 (1d4) piercing damage. \n'b' Reactions \n'b' Slippery . If an attack on the hill goblin warrior misses, it moves 5 feet away without provoking an opportunity attack .'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Clockwork Myrmidon \n'b' Family: Clockwork \n'b' Large construct , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 136 (16d10 + 48) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 14 (+2) CON: 16 (+3) INT: 6 (-2) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +8, Dex +5 Skills Athletics +8, Perception +6 Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 16 Languages understands Common but can\xe2\x80\x99t speak Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Alchemical Fireball . The clockwork myrmidon\xe2\x80\x99s alchemical flame reservoir explodes when the construct is destroyed, spraying nearby creatures with burning fuel. Each creature within 10 feet of the myrmidon when it is destroyed must make a DC 16 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. This explosion doesn\xe2\x80\x99t occur if the clockwork myrmidon has already fired its alchemical flame jet four times. \n'b' Construct Nature . The clockwork myrmidon doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Immutable Form . The clockwork myrmidon is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The clockwork myrmidon has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The clockwork myrmidon makes one Slam attack and two Heavy Pick attacks. It can replace both Heavy Pick attacks with a use of its Alchemical Flame Jet. \n'b' War Pick . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 14 (2d8 + 5) piercing damage. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 11 (1d12 + 5) bludgeoning damage. \n'b' Alchemical Flame Jet (4/Day) . The clockwork myrmidon spews a jet of alchemical fire in a 30-foot line that is 5 feet wide. Each creature in the line must make a DC 16 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Grease Spray (4/Day) . The clockwork myrmidon\xe2\x80\x99s chest fires a spray of alchemical grease on a point on the ground within 30 feet of it. The grease covers a 10-foot square centered on that point, and the area is difficult terrain . Each creature standing in the area must succeed on a DC 16 Dexterity saving throw or fall prone . A creature that enters the area or ends its turn there must also succeed on a DC 16 Dexterity saving throw or fall prone . \n'b'\n'b' ABOUT \n'b' This hulking brass and iron creature resembles a giant suit of plate armor. A constant growl issues from its midsection. Its squat head wears an angry expression, and it moves with powerful, determined grace. \n'b' Elite Machines . Clockwork myrmidons are heavily armored at their joints and at most vital parts. They are much too valuable to undertake patrols or menial labor, and are unleashed only for dangerous situations that clockwork watchmen cannot handle. \n'b' Single Targets . A clockwork myrmidon defends itself but does not initiate combat unless so directed by its master. When it does enter battle, a clockwork myrmidon is unrelenting and single-minded. It attacks one particular target until that foe surrenders, escapes, or is defeated. Unless given other instructions, a clockwork myrmidon attacks whatever enemy is closest to it. A clockwork myrmidon attacks until destroyed or ordered to stand down. \n'b' Alchemical Tricks . A clockwork myrmidon is always outfitted with alchemical fire, acids, grease, and other special devices. An alchemist is required to keep one running well.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Goblin, Mifket \n'b' Family: Goblin \n'b' Small humanoid (goblinoid), neutral evil \n'b' Armor Class 12 Hit Points 7 (2d6) Speed 30 ft.\n'b' STATS STR: 8 (-1) DEX: 15 (+2) CON: 10 (+0) INT: 8 (-1) WIS: 7 (-2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 8 Languages Common, Goblin Challenge 1/8 (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Pack Tactics . The mifket has advantage on an attack roll against a creature if at least one of the mifket\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' Club . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 2) bludgeoning damage. \n'b' Rope . Ranged Weapon Attack : +3 to hit, range 5/15 ft., one Large or smaller creature. Hit : The target is restrained . A creature can use its action to make a DC 10 Strength check to free itself or another creature in a rope, ending the effect on a success. Dealing 5 slashing damage to the rope (AC 10) frees the target without harming it and destroys the rope. \n'b'\n'b' ABOUT \n'b' This odd humanoid\xe2\x80\x99s head has the appearance of a coconut, and is covered with coarse hair clipped close, turning upward until it ends in a sharp peak at the very top. \n'b' The mifket\xe2\x80\x99s face is like putty, with small, beady eyes that glitter brightly, flat noses, and wide, grinning mouths. Its body is shaped like a pear, and its legs are short and its arms long. For clothing it wears leaves of the forest plants, twisted and woven together. \n'b' Mifket are neither animal nor man. Some noteworthy mifkets have hair on their heads; the older the mifket, the whiter its hair. Mifkets enslave anyone they can defeat, but by nature are lazy and gluttonous. \n'b' Goblins, Goblins, Everywhere. On the main continent, the most common goblin are goozzle-goblins, but on the isles, mifkets abound. They are fecund and prone to wanderlust, even if they aren\xe2\x80\x99t particularly bright. This makes mifkets a scourge that is rarely disciplined enough to work for anyone but their own self-interest. \n'b' Lazy, Brutish, and Short. Mifkets are specialists in tying up creatures for capture, which they put to work as slaves. \n'b' They are easy to bully and quick to flee, and as a result rarely organize enough to be much of a threat.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Goblin, Sea \n'b' Family: Goblin \n'b' Small elemental (goblinoid), chaotic evil \n'b' Armor Class 12 Hit Points 9 (2d6 + 2) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 8 (-1) DEX: 14 (+2) CON: 12 (+1) INT: 9 (-1) WIS: 11 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +4 Damage Immunities acid, poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities grappled , petrified , poisoned , restrained Senses darkvision 60 ft., passive Perception 12 Languages Goblin Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The goblin can breathe air and water. \n'b' Freeze . If the goblin takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn. \n'b' Pack Tactics . The goblin has advantage on an attack roll against a creature if at least one of the goblin \xe2\x80\x98s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Tater Form . The goblin 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'\n'b' ACTIONS \n'b'\n'b' Spear . Melee or Ranged 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' What you at first took to be a sea serpent has a body that is leagues long and yards through. The head is as large as a whole elephant with a long curling silver tongue and darting green fangs. But it\xe2\x80\x99s teeth make it clear this is no ordinary serpent. Each tooth of this singular sea serpent is a live white goblin brandishing a long spear. Leaning far out of the yawning mouth, they scream, hiss and yell. \n'b' Sea goblins are a rare form of elemental that come together for a singular purpose: to feed. A minor threat on their own, sea goblins are ferocious when fully assembled into their sea serpent form. \n'b' Not Goblins \xe2\x80\xa6 Sea goblins are curiously misnamed, no doubt in part due to their horned, goblin -like appearance. \n'b' Made of water, these bizarre monsters float about in the ocean, terrorizing all they encounter. Their immunities makes them a threat to most beasts, and their lack of organization makes them poor troops. \n'b' \xe2\x80\xa6 But Not Serpents . It\xe2\x80\x99s when sea goblins get together that they become a danger to even sailing vessels. Sea goblins have an instinctive urge to bind with others of their kind, and it drives them into a frenzy. They transform into a coiling serpent-like form that willfully attacks anything large enough to catch its notice.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Goblin, Shadow \n'b' Family: Goblin \n'b' This hunched and scrawny goblin has a long nose and pointed ears and wears an insincere, obsequious expression on its slategrey face. Dressed in a servant\xe2\x80\x99s uniform, it conceals a large knife behind its back. \n'b' Small humanoid (goblinoid), neutral evil \n'b' Armor Class 13 Hit Points 13 (3d6 + 3) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 12 (+1) INT: 13 (+1) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Sleight of Hand +5, Stealth +5 Senses darkvision 60 ft., passive Perception 11 Languages Common, Elvish, Goblin, Umbral Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Nimble Escape . The shadow goblin can take the Disengage or Hide action as a bonus action on each of its turns. \n'b' Shadow Camouflage . The shadow goblin has advantage on Dexterity ( Stealth ) checks made to hide in dim light or darkness. \n'b' Sunlight Sensitivity . While in sunlight, the shadow goblin has disadvantage on attack rolls and on Wisdom ( Perception ) checks that rely on sight. \n'b' Traveler in Darkness . The shadow goblin has advantage on Intelligence ( Arcana ) checks made to know about shadow roads and shadow magic spells or items. \n'b' Unseelie Blessing . The shadow goblin has advantage on saving throws against being charmed , and magic can\xe2\x80\x99t put it to sleep . \n'b' Actions \n'b' Multiattack . The shadow goblin can make two attacks with its kitchen knife. The second attack has disadvantage. \n'b' Kitchen Knife . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 5 (1d4 + 3) piercing damage. \n'b' Reactions \n'b' Vengeful Jinx . When the shadow goblin is hit by an attack from a creature it can see, it can curse the attacker. The attacker has disadvantage on attack rolls until the end of its next turn. \n'b' About \n'b' Unseelie Servants . Someone needs to cook the meals, scrub the floors, and polish the silverware in the courts of the shadow fey , and more often than not these jobs fall on the shadow goblins. Smarter than the average goblin but just as cowardly and lazy, shadow goblins have served the shadow fey for centuries, working in the kitchens, stables, and smithies under the direction of a chamberlain known as the Goblin King, who presides over his own \xe2\x80\x9ccourt\xe2\x80\x9d below stairs. Shadow goblins make good cooks and reasonable grooms, but they are indifferent footmen and chambermaids. \n'b' Touched by Shadow . Most shadow goblins were originally average goblins but living in the Shadow Realm for so long has changed them. They have taken on some of their masters\xe2\x80\x99 fey qualities. Others were once shadow fey or humans, who were caught stealing from powerful members of the courts or who offended shadow fey rulers and were transformed into shadow goblins as punishment. \n'b' Untrustworthy Guides . Outsiders of low status visiting the shadow fey courts often end up relying on shadow goblins as guides and sources of information. Unfortunately, the goblins tend to be both annoyingly whiny and notorious liars. Although they are easily intimidated, shadow goblins are never truly cooperative and will disappear at the first sign of danger. Their loyalty to their shadow fey masters is born out of fear. They are reluctant to do anything that is likely to upset their masters and lead to a thrashing. Those outsiders that bully the goblins tend to suffer subsequently from badly-cooked food, missing bits of gear, and other petty acts of retribution.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Goblin, Skull Breaker \n'b' Family: Goblin \n'b' Medium humanoid (goblin), chaotic evil \n'b' Armor Class 14 (leather) \n'b' Hit Points 75 (10d8 + 30) \n'b' Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 16 (+3) CON: 16 (+3) INT: 10 (+0) WIS: 12 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +5, Dex +5, Con +5 \n'b' Senses passive Perception 11 \n'b' Languages Common, Thieve\xe2\x80\x99s Cant \n'b' Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aggressive . As a bonus action, the skull breaker can move up to its speed toward a hostile creature that it can see. \n'b' Brute . A melee weapon deals one extra die of its damage when the skull breaker hits with it (included in the attack ). \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The skull breaker makes two melee attacks or two ranged attacks . \n'b' Longsword . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d8 + 3) slashing damage, or 13 (2d10 + 3) slashing damage if used with two hands to make a melee attack . \n'b' Javelin . Melee or Ranged Weapon Attack : +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit : 9 (2d6 + 3) piercing damage. \n'b' Call Target . As a bonus action, the skull breaker can designate a hostile creature that it can see as a priority target. All other goblins fighting with the skull breaker will gain advantage on their attacks against this enemy until a new one is called. The skull breaker can only have one priority target called at a time. \n'b'\n'b' REACTIONS \n'b'\n'b' Overpower . If the creature that attacked the skull breaker is Medium or smaller, they must succeed on a DC 14 Strength saving throw or be knocked prone as the skull breaker retaliates, attempting to throw them off their feet. \n'b'\n'b' ABOUT \n'b' Goblins have hairless, mottled green skin pulled tightly over short, skinny frames with stringy muscles, little fat, and a bulbous belly. Their faces are similarly gaunt, with skin pulled tight enough to give them eternal, toothy grins. Their eyes are black, with small glittering pinpricks at their centers. Goblins are highly adaptable, cropping up in various regions around the world, though they\xe2\x80\x99re predominantly seen in the Darklands of Drohm. Everywhere they appear they hunt and raid, gaining a taste for the blood, meat, and bone of the beasts and people in the region. \n'b' There are rumors of goblins that trade with communities peacefully, asking for their dead to eat, and in exchange the living are left alone, or even protected by the goblins. \n'b' Skull Breakers . The skull breakers are the largest, meanest, and smartest of the goblins, and count among them the goblin generals that serve Darkoth, such as General Bonecrack and his successor Skullcraze. \n'b' Skull Breakers rarely travel without their cadre of chosen fighters picked from the strongest and most cunning in their number. In combat the skull breakers fight smartly, calling out priority targets to their minions while picking the best victims for their next attack .'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Goblin, Spider-Eye \n'b' Family: Goblin \n'b' Small monstrosity (titanspawn), neutral evil\n'b' STATS STR: 9 (-1) DEX: 13 (+1) CON: 12 (+1) INT: 8 (-1) WIS: 11 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 15 (natural armor) Hit Points 13 (3d6 + 3) Speed 30 ft., climb 30 ft. Skills Perception +4, Stealth +5 Damage Resistances poison Senses darkvision 60 ft., passive Perception 14 Languages Spider-eye goblin (Goblin dialect), Titan Speech Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Keen Sight . The spider-eye goblin has advantage on Wisdom ( Perception ) checks that rely on sight. \n'b' Nimble Escape . The goblin can take the Disengage or Hide action as a bonus action on each of its turns. \n'b' Actions \n'b' Multiattack . The spider-eye goblin makes two claw attacks. If both claws hit, the goblin can then make one bite attack against that target. \n'b' Claw . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) slashing damage. \n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 2 (1d4) poison damage on a failed save, or half as much damage on a successful one. If this 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' Dart . Ranged Weapon Attack : +3 to hit, range 20/60 ft., one target. Hit : 3 (1d4 + 1) piercing damage. \n'b' Twisted Spiderkin . Spider-eye goblins make their lairs in deep, dark places far enough from divine races that they can\xe2\x80\x99t easily be routed, but close enough that they can still send long-range raiding parties from time to time. Their typical ruling structure is a matriarchy, with a female witch most often ruling the group. Any sizable spider-eye goblin tribe keeps giant spiders as guardian beasts if not as trained mounts. \n'b' Tactics \n'b' Spider-eye tactics rely on ambush, making use of their natural climbing ability to hide in the tree canopy or on cavern ceilings, where they rain javelins and darts upon their prey. They are hostile and ferocious, but not particularly courageous; in an extended fight, or in a battle against foes more numerous than themselves, a leader-less gang demonstrates typical goblin cowardice. In defense of their lair, however, they are fearless. Though not bright, they are cunning with traps. \n'b' Description \n'b' Goblinoids were among the titans\xe2\x80\x99 first attempts at creating humanoids. They fell somewhat short of being a desirable servitor race and were soon forgotten. Over time, many tribes soaked up aspects of the primordial, evolving into the numerous varieties of goblinoid races that exist in present times. \n'b' A typical spider-eye goblin has four long, slender arms ending in wicked claws, along with a bizarre array of eight eyes above its fanged maw. It wears scraps of cloth and bits of polished stone, and it scampers about easily on one of its pairs of arms and its legs.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hubrun, the Big Goblin \n'b' Family: Goblin \n'b' Gargantuan humanoid (goblinoid), neutral evil \n'b' Armor Class 17 (studded leather armor) Hit Points 174 (12d20 + 48) Speed 50 ft., climb 40 ft.\n'b' STATS STR: 20 (+5) DEX: 14 (+2) CON: 18 (+4) INT: 7 (-2) WIS: 14 (+2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +5 Skills Athletics +8, Intimidation +0, Perception +5 Damage Resistances acid, cold, fire, lightning, necrotic, thunder Senses darkvision 600 ft., passive Perception 12 Languages Goblin Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Lesser Kaiju . Lesser kaiju are larger than all but the greatest monsters adventurers face. Conventional weapons, even highly-enchanted ones, lack the mass to deal serious wounds to a kaiju. The same is true for all but the mightiest spells. When a creature of Large size or smaller deals damage to a lesser kaiju with a weapon or feature, or with a spell of 7th level or lower, its damage is halved, and can be reduced further by resistance or saving throws. Siege weapons and creatures with the Siege Monster trait are treated like Gargantuan creatures. Creatures of size Large and smaller can move through or occupy a kaiju\xe2\x80\x99s space. Huge or larger creatures and 8th-level spells (including lower-level spells cast with 8th-level slots) deal normal damage, which can be reduced further by resistance or saving throws. Lesser kaiju deal double damage to objects and structures. They ignore normal difficult terrain . \n'b' Legendary Resistance (3/Day) . If Hubrun, the Big Goblin fails a saving throw, it can choose to succeed instead. It can\xe2\x80\x99t use this feature if the effect imposes the frightened condition. \n'b' Fearful . Hubrun, the Big Goblin has disadvantage on all saving throws against the frightened condition. \n'b' Actions \n'b' Multiattack . Hubrun, the Big Goblin makes two greatclub attacks. \n'b' Greatclub . Melee Weapon Attack : +8 to hit, reach 15 ft., one target. Hit : 23 (4d8 + 5) bludgeoning damage. \n'b' Rock . Ranged Weapon Attack : +8 to hit, range 90/360 ft., one target. Hit : 27 (4d10 + 5) bludgeoning damage. \n'b' Legendary Actions \n'b' Hubrun, the Big Goblin can take 3 legendary actions , choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature\xe2\x80\x99s turn. Hubrun, the Big Goblin regains spent legendary actions at the start of its turn. \n'b' Greatclub . Hubrun makes one greatclub attack . \n'b' Stomp (2 Actions) . All creatures of Huge size or smaller that are in contact with the ground within 50 feet of Hubrun, the Big Goblin must succeed on a DC 16 Strength saving throw or fall prone . \n'b' About \n'b' Hubrun is not the biggest creature you\xe2\x80\x99ll meet, but is certainly the largest goblin you encounter. He is stronger, tougher, dumber, and more cowardly than any other goblin, too. \n'b' Champion of Goblinkind . Hubrun has no problem crushing most threats to goblinoids with his club or thrown rocks. His weak will makes it easy for goblin chieftains and priests to manipulate him into fighting for them. However, the rank-and-file goblins all but worship him. \n'b' Warped by Goblin Gods . Though the exact origins of Hubrun, the Big Goblin are unknown to goblinkind, he has been blessed with long life by goblin standards. The goblin gods made Hubrun, the Big Goblin out of a giant , to punish him for destroying their most sacred sacrifice pits and stealing their treasures. They addled his mind and reshaped his features to be goblin-like, so that he would come to serve them and learn of the ills that goblinkind suffer in the world.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Mechagoblin \n'b' Family: Goblin \n'b' Huge construct , unaligned \n'b' Armor Class 19 (natural armor) \n'b' Hit Points 114 (12d10 + 48) \n'b' Speed 40 ft.\n'b' STATS STR: 22 (+6) DEX: 8 (-1) CON: 18 (+4) INT: 15 (+2) WIS: 16 (+3) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +9, Con +7, Wis +6 \n'b' Skills Perception +6 \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 darkvision 60 ft., passive Perception 16 \n'b' Languages Common, Goblin \n'b' Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Flawed Design . When the mechagoblin is reduced below half of its hit point maximum, it begins to break down, venting hot steam from its chassis. Any creature that enters a space within 5 feet of the mechagoblin for the first time on a turn or starts its turn there takes 7 (2d6) fire damage. \n'b' Vulnerable Components . When the mechagoblin suffers a critical hit, it has disadvantage on all attack rolls until the end of its next turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The mechagoblin takes the following four actions in the following order: one with the Goblin Catapult, one with the Destructo-Whisk 9000, one with Spinning Blades, and one with the Elemental Capacitor. If it is unable to select a target for any of these actions , it may skip that action. \n'b' Goblin Catapult . The mechagoblin targets a space within 60 feet that it can see and launches four goblins that all land within 5 feet of that space. If there is already a creature in any of those spaces, that creature must succeed on a DC 15 Dexterity saving throw or take 9 (2d8) bludgeoning damage and be knocked prone . On a success that creature can move 5 feet to an unoccupied space without provoking opportunity attacks. \n'b' Destructo-Whisk 9000 . Melee Weapon Attack : +9 to hit, reach 15 ft., one creature. Hit : 15 (2d8 + 6) bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be trapped in the whisk, becoming restrained . As an action, a creature restrained by the whisk can attempt a Strength ( Athletics ) against a DC of 15, freeing itself on a success. Freed creatures drop 10 feet to the ground, taking falling damage as normal. While a creature is restrained by the whisk, the mechagoblin can only use this attack against that creature, automatically hitting and dealing 15 (2d8 + 6) bludgeoning damage. \n'b' Spinning Blades . Melee Weapon Attack : +9 to hit, reach 15 ft., one target. Hit : 20 (4d6 + 6) slashing damage. \n'b' Elemental Capacitor . Ranged Spell Attack : +6 to hit, range 60/120 ft., one creature. Hit : 13 (3d8) lightning damage, and the target begins glowing. Until the end of the mechagoblin\xe2\x80\x99s next turn, attack rolls against the target have advantage, and it can\xe2\x80\x99t benefit from invisibility or from being hidden.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Animated Object, Sign \n'b' Family: Animated Objects \n'b' Large construct , chaotic neutral \n'b' Armor Class 15 (natural armor) Hit Points 39 (6d10 + 6) Speed 0 ft.\n'b' STATS STR: 18 (+4) DEX: 8 (-1) CON: 13 (+1) INT: 8 (-1) WIS: 11 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills History +1, Perception +2 Damage Immunities poison Damage Immunities exhaustion , frightened , paralyzed , petrified , poisoned Senses passive Perception 12 Languages Common Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Antimagic Susceptibility . The sign is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the sign 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 sign doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' False Appearance . While the sign remains motionless, it is indistinguishable from a normal sign. \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +6, reach 15 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage. \n'b' Fling . The sign tries to throw a Small or Medium creature within 10 feet of it. The target must succeed on a DC 14 Dexterity saving throw or be hurled up to 60 feet horizontally in a direction of the sign\xe2\x80\x99s choice and land prone , taking 3 (1d6) bludgeoning damage for every 10 feet it was thrown. \n'b'\n'b' ABOUT \n'b' This sign suddenly springs to life, with eyes, nose, a mouth, and a pair of arms unfolding from beneath it! Animated signs are guideposts to the wilder parts of Faerie. They are not all friendly however, and some do not take kindly to questions or even being read. The most aggressive will attack those who cross them. \n'b' Signs of the Past . Animated signs are created by wizards as guardians. Some are used to keep trespassers out with obvious signage that will back up its warnings with physical force. Others intentionally confuse travelers to push them towards a different path and away from the wizard\xe2\x80\x99s lair. Unfortunately, animated signs have an unlimited lifespan and can last long after the wizard has moved or died. \n'b' In the Beating Path . There are many signs throughout Oz and Ev, but few are animated. The ones that are sometimes talk back and of that group, a few are even helpful. But like most things in Faerie, few beings communicate in a direction fashion, even something as straightforward as a sign. The signs that do tend to speak in riddles, and if provoked, will not hesitate to fling attackers off the beaten path.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Sea Goblin Swarm \n'b' Family: Goblin \n'b' Gargantuan swarm of Small elementals (goblinoid), chaotic evil \n'b' Armor Class 19 (natural armor) Hit Points 210 (12d20 + 84) Speed 30 ft., swim 60 ft.\n'b' STATS STR: 24 (+7) DEX: 14 (+2) CON: 24 (+7) INT: 9 (-1) WIS: 11 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +7 Damage Immunities acid, poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities grappled , petrified , poisoned , prone , restrained , stunned Senses darkvision 60 ft., passive Perception 15 Languages Common, Goblin Challenge 14 (11,500 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The swarm can breathe air and water. \n'b' Freeze . If the swarm takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn. \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 Small humanoid. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b' Water Form . The swarm 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'\n'b' ACTIONS \n'b'\n'b' Frightful Presence . Each creature of the swarm\xe2\x80\x99s choice that is within 120 feet of the swarm and aware of it must succeed on a DC 13 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the swarm\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Spears . Melee Weapon Attack : +12 to hit, reach 0 ft., one target in the swarm\xe2\x80\x99s space. Hit : 25 (4d8 + 7) piercing damage, or 15 (2d8 + 7) piercing damage if the swarm has half of its hit points or fewer. \n'b'\n'b' ABOUT \n'b' What you at first took to be a sea serpent has a body that is leagues long and yards through. The head is as large as a whole elephant with a long curling silver tongue and darting green fangs. But it\xe2\x80\x99s teeth make it clear this is no ordinary serpent. Each tooth of this singular sea serpent is a live white goblin brandishing a long spear. Leaning far out of the yawning mouth, they scream, hiss and yell. \n'b' Sea goblins are a rare form of elemental that come together for a singular purpose: to feed. A minor threat on their own, sea goblins are ferocious when fully assembled into their sea serpent form. \n'b' Not Goblins \xe2\x80\xa6 Sea goblins are curiously misnamed, no doubt in part due to their horned, goblin -like appearance. \n'b' Made of water, these bizarre monsters float about in the ocean, terrorizing all they encounter. Their immunities makes them a threat to most beasts, and their lack of organization makes them poor troops. \n'b' \xe2\x80\xa6 But Not Serpents . It\xe2\x80\x99s when sea goblins get together that they become a danger to even sailing vessels. Sea goblins have an instinctive urge to bind with others of their kind, and it drives them into a frenzy. They transform into a coiling serpent-like form that willfully attacks anything large enough to catch its notice.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Clockwork Nautiloid \n'b' Family: Clockwork \n'b' Huge construct (clockwork), unaligned \n'b' Armor Class 17 (natural armor) Hit Points 161 (14d12+70) Speed 10 ft., swim 40 ft.\n'b' STATS STR: 26 (+8) DEX: 20 (+5) CON: 20 (+5) 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 cold, poison, psychic Damage Vulnerabilities lightning Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses blindsense 60 ft., darkvision 120 ft., passive Perception 10 Languages understands the languages of its creator but cannot speak Challenge 14 (11,500 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Deep Delver . The clockwork nautiloid is immune to the effects of water pressure. \n'b' Reflective Shell . The curved shell of a clockwork nautiloid resists certain magical effects. Spells which require an attack roll and line spells targeting a clockwork nautiloid are harmlessly deflected and have no effect. \n'b' Winding . A clockwork nautiloid can function for one month every time it is wound. A creature of at least Large size can use an action to wind the clockwork nautiloid, restoring it to one month 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 nautiloid makes one bite attack and four tentacle attacks. \n'b' Bite . Melee Weapon Attack : +11 to hit, 5 ft. reach, one target. Hit : 19 (2d10 + 8) piercing damage. \n'b' Tentacle . Melee Weapon Attack : +11 to hit, 15 ft. reach, one target. Hit : 12 (1d8 + 8) bludgeoning damage. Instead of dealing damage, the clockwork nautiloid can grapple the target (escape DC 18). A creature grappled by the clockwork nautiloid automatically takes damage from the tentacle attack at the beginning of each of the clockwork nautiloid\xe2\x80\x99s turns. When the clockwork nautiloid has a creature grappled in this way, it has one less tentacle attack for its Multiattack for each creature it has grappled , up to a maximum of four creatures grappled . \n'b'\n'b' ABOUT \n'b' Clockwork nautiloids are specialized, watertight clockwork creations designed to withstand the darkest, coldest ocean depths. A clockwork nautiloid resembles an oversized nautilus with a curved and magically strengthened shell. A clockwork nautiloid is 30 feet long and weighs 4 tons. \n'b' Its sharp, octopus-like beak is surrounded by dozens of tentacles that appear organic but contain rotors and pistons allowing for a strong, prehensile grip. Most of its tentacles end in a subtly serrated gripping pad, but two of them end in specialized sensory equipment shielded with durable crystal. These clusters provide the clockwork nautiloid with superior senses, allowing it to see even in the oppressive blackness of the deep ocean. \n'b' Single-Minded . Clockwork nautiloids pursue the directives of their creators with single-minded purpose, attacking any creature that interferes with their orders. \n'b' Although a clockwork nautiloid has many gripping tentacles, it can usually bring only four of these tentacles to bear in combat along with its snapping bite. Clockwork nautiloids are relentless combatants that pursue their opponents to any depth and even onto land, propelling themselves with their powerful tentacles.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Shadow Goblin Chieftain \n'b' Family: Goblin \n'b' Small humanoid (goblinoid), neutral evil \n'b' Armor Class 14 (chain shirt) Hit Points 52 (8d6 + 24) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 12 (+1) CON: 16 (+3) INT: 13 (+1) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +4, Insight +3, Intimidation +4, Sleight of Hand +3, Stealth +3 Senses darkvision 60 ft., passive Perception 11 Languages Common, Elvish, Goblin , Umbral Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Shadow Camouflage . The shadow goblin has advantage on Dexterity ( Stealth ) checks made to hide in dim light or darkness. \n'b' Sunlight Sensitivity . While in sunlight, the shadow goblin has disadvantage on attack rolls and on Wisdom ( Perception ) checks that rely on sight. \n'b' Unseelie Blessing . The shadow goblin has advantage on saving throws against being charmed , and magic can\xe2\x80\x99t put them to sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The shadow goblin can make two Greataxe attacks. \n'b' Greataxe . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 9 (1d12 + 3) slashing damage. \n'b' Carving Knife . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 20/60, one target. Hit : 5 (1d4 + 3) piercing damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Stink Eye . The shadow goblin targets one creature they can see within 30 feet. If the target can hear and see the shadow goblin, it must succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the shadow goblin\xe2\x80\x99s next turn. \n'b'\n'b' REACTIONS \n'b'\n'b' Minion Shield . When the shadow goblin is the target of an attack by a creature they can see, the shadow goblin can choose an ally within 5 feet of them. The two swap places, and the ally becomes the target of the attack instead. \n'b'\n'b' ABOUT \n'b' A large, purple-skinned goblin lumbers toward you. He is easily twice the width, height, and weight of any typical goblin, and he clutches a heavy, bejeweled axe in his ham-sized fists. \n'b' Shadow goblin chieftains rule goblin groups with a hearty mix of intimidation and natural charisma. \n'b' Court Players . Shadow goblins thrive in the courts of the shadow fey and in their own courts and have built a complicated social network that mirrors fey politics. Shadow goblin chieftains are drawn from the ranks of the largest, eldest, and most cunning goblins. \n'b' Shadow Hierarchy . In shadow goblin clans or families, shadow goblin chieftains are second in power only to the moonshadow catchers, who wield strange and potent magic. Frequently a chieftain and a moonshadow catcher will work together to claim leadership of wealth or resources. This common arrangement is called a moon-chief clan. Others are either chieftain clans or moon-led clans.'} |
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